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Design Thinking for Creative Problem Solving in the Classroom

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Session description

Explore how design thinking can be used to foster creativity and problem-solving in students. This session will provide practical tools and strategies for integrating design thinking into everyday lessons to engage learners in innovative ways.

Outline

ntroduction and Overview of Design Thinking (10 minutes):

Present an overview of design thinking, its benefits, and its application in education.
Audience engagement: Brief poll or Q&A on current knowledge of design thinking.
Step-by-Step Exploration of Design Thinking Process (20 minutes):

Break down each phase of design thinking (Empathize, Define, Ideate, Prototype, Test).
Audience participation: Small group activity where attendees brainstorm solutions to a sample classroom problem using design thinking.
Real-World Examples and Tools (15 minutes):

Showcase examples of design thinking in classrooms.
Introduce digital tools and resources that support the design thinking process.
Audience engagement: Pair discussions on how these tools could be used in their own settings.
Hands-On Design Thinking Workshop (10 minutes):

Attendees work in teams to develop a lesson or activity using the design thinking framework.
Audience engagement: Share back ideas and discuss possible adaptations for diverse learners.
Closing and Reflection (5 minutes):

Summarize key takeaways.
Audience engagement: Reflection activity where participants share how they plan to implement design thinking.

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Supporting research

Design Thinking for Educators" by IDEO
"Creative Confidence" by Tom Kelley and David Kelley
Articles from Edutopia on design thinking and student engagement.
ISTE publications on student-centered learning and problem-solving.

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Presenters

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Lead Coordinator for Inst Tech Programs
WSWHE BOCES
ISTE Certified Educator
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Assistant Superintendent of Learning
New Bedford Public Schools

Session specifications

Topic:

Creativity and Storytelling

TLP:

Yes

Grade level:

PK-12

Audience:

School Level Leadership, Teacher, Technology Coach/Trainer

Attendee devices:

Devices useful

Attendee device specification:

Laptop: Chromebook, Mac, PC
Tablet: Android, Windows

Subject area:

Elementary/Multiple Subjects, Interdisciplinary (STEM/STEAM)

ISTE Standards:

For Educators:
Learner
  • Stay current with research that supports improved student learning outcomes, including findings from the learning sciences.
Collaborator
  • Dedicate planning time to collaborate with colleagues to create authentic learning experiences that leverage technology.
For Students:
Empowered Learner
  • Use technology to seek feedback that informs and improves their practice and to demonstrate their learning in a variety of ways.

TLPs:

Spark Curiosity, Ignite Agency