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Design for Change: a place to play. From Kids to Kids.

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Colorado Convention Center, Bluebird Ballroom Lobby, Table 23

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Presenters

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Educational Technology Coordinator
Highlands International School San Salva
@walbertoflores
@walbertoflores1310
Educador apasionado por las oportunidades que brinda la tecnología para el aprendizaje.Walberto Flores is happily married and the father of three children under 7 years old. He works as Educational Technology Coordinator at Highlands International School San Salvador and is an educational technology consultant with experience in areas from preschool to master's in the field of education and technology. He has specialized in the use of Artificial Intelligence Intelligence in terms of its educational and ethical applications and implications. He is certified as an Apple Professional Learning Specialist, Microsoft Innovative Educator Expert, Minecraft Education Educator Global Mentor and Founding Leader of one of the Google Educator Groups of El SalvadorWalberto Flores is a professor of pedagogy, has a degree in philosophy, obtained a master's degree in education with a specialization in teaching based on competencies at the Anáhuac University of Mexico and is currently a candidate for a Doctor of Education at the Don Bosco University of El Salvador. He is MIE Expert since 2018, APL since 2019, Global ambassador of Minecraft and other technological solutions. He works full time as Educational Technology Coordinator at Highlands San Salvador. Consultant in educational technology. I am an educator passionate about the possibilities that technology offers for learning. #MIE Expert #APL #GoogleEducator Level 2. #NearpodCertifiedTeacher
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Highlands San Salvador
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Highlands San Salvador
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Highlands San Salvador
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Highlands San Salvador
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Highlands San Salvador

Session description

The project consists of designing a play space for communities in poverty with low-cost materials. Students from our school and children from the community will work together through design thinking. It is about creating a play space in harmony with the environment and with an artistic approach.

Purpose & objective

The purpose of the presentation is to make visible the potential of students when they empathize with the needs of others. In this way, other educators will be able to find inspiration and motivation so, adapting to their own contexts, they can replicate the idea and thus help the communities near their educational centers.

The Design Thinking methodology was the way to, in dialogue with the children of the community, be able to listen to their needs and proposals. Technology was integrated into all stages, from follow-up meetings, to brainstorming, to presentation of prototypes. During the process, there was synchronous collaborative work thanks to the video calls and tools that were used. Additionally, Minecraft was used for the first models and to share ideas and proposals. Finally, the models used were created collaboratively using ThinkerCAD.

After that stage, scale prototypes were created, and the design continued to be improved. The theoretical foundation was taken from the author Siro López, from his book: essence.

The lessons involved one hour of work per week and visits to the community in order to better empathize with people and their contexts.

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Outline

Contents and activities:
The presentation will share how the ideas originated, the initial expectations, the difficulties of the process, the reflection of the participating students and the community members who were involved, at the same time it will be informed through audiovisual evidence of what the place was like. as before and as it is today.

Time:

The presentation will be designed for a maximum of 5 minutes, with spaces and opportunities so that attendees, with their questions, can receive more information and details according to the proposal and the testimony lived by the students.

Process:

The objective will be to capture the public's attention through multimedia resources, a virtual reality experience to visit the intervened site and a small space with videos and reflections that allow participants to empathize with the problem.

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Supporting research

Does Access to Green Space Impact the Mental Well‐being of Children: A Systematic Review. Conclusion: Regular access to green space has mental health benefits for children.

Residential green space in childhood is associated with lower risk of psychiatric disorders from adolescence into adulthood Conclusion: High levels of green space presence during childhood are associated with lower risk of a wide spectrum of psychiatric disorders later in life.

Impact of Green Space Exposure on Children’s and Adolescents’ Mental Health: A Systematic Review Conclusion: Evidence suggests a beneficial association between green space exposure and children's emotional and behavioral difficulties.

The importance of urban gardens in supporting children's biophilia Children's exposure to nature occurred mostly in private gardens.
Conclusion: Children's mental health and wellbeing and hands-on contact with nature Principals and teachers' perceptions of the benefits to mental health and wellbeing from participation in hands-on nature-based activities at their school are positive.

Repositioning Children's Developmental Needs in Space Planning: A Review of Connection to Nature☆ Conclusion: The opportunity for children to have a direct connection with nature and outdoor environment declined due to rapid urbanization.

Mental health benefits of interactions with nature in children and teenagers: a systematic review

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Session specifications

Topic:
Equity and inclusion
Grade level:
PK-12
Skill level:
Beginner
Audience:
Teachers, Technology coordinators/facilitators
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: iOS, Android
Subject area:
Health and physical education
ISTE Standards:
For Students:
Empowered Learner
  • Students build networks and customize their learning environments in ways that support the learning process.
Innovative Designer
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.