Smashboard Edu

Prework: Prepare the Problem to Solve

Instructor prepares by creating (or co-creating with students) a real and relevant problem to solve. Prepping the problem to solve requires asking the following questions:

  1. What information will my students learn?
  2. When will they need the new skills learned in the future?
  3. How might we use this knowledge to help our community?

Need some relevant problems suggestions, here you go-

Group Setup

2-3 minutes

  • Organize learners into groups of 3 or 4.
  • Distribute materials per group- Smash?! Cards (+ optional Smash?! Guide.)
  • Explain the SOS card for group use .

Each group receives one SOS card and are reminded to use the 3 before Me rule before requesting help from the instructor. If they use it, they lose it! This card is intended to encourage collaboration and critical-thinking.

Step 1: Identify the Problem

5-15 minutes

Learners are only attempting to understand the problem at this point, not solve it. It is also important to remind learners to record their responses in a location that is visible. Facilitator should read the quality of responses and offer suggestions as necessary (this is not a use of the SOS card).

Step 2: Research the Problem

5-35 minutes

Note that if learners have not been trained in how to properly search the internet then they should be given specific sources to perform research.

Step 3: Solve the Problem

5-35 minutes

Learners should be reminded that they are combining their knowledge of the problem and their research to now come up with a unique solution. They can be encouraged to sketch or wire-frame how their solution will work.

Step 4: Share Your Solution

5-35 minutes

Facilitator can provide an app or learners can use the spinner and creative app directory to select an application to explain the solution to the problem.

Advanced: spin the digital wheel twice and use both apps together to explain your solution to the problem.

Step 5: Reflect

5-15 minutes

Make sure link to explanation permissions are set properly so intended audience can access product. Learners should receive direct feedback on ways to improve their creative solution.