What is Smashboard Edu?
⬢ Smashboard Edu is problem-based learning & the design-thinking process smashed into a gamified experience!
⬢ The goal is to creatively explain a solution to a relevant, real-world problem.
⬢ The process (PRSSR) is similar to the design-thinking process, the engineering process, and the scientific method.
Why use Smashboard Edu?
⬢ Convert your traditional lesson plans into Design-based Learning Experiences. #DesignTeaching
⬢ Promote the 4Cs of Education- Collaboration, Communication, Critical Thinking, and Creativity.
⬢ Fulfill ISTE Student Standard #4, Innovative Designer- Students use a variety of technologies within a design process to identify and solve problems by creating new, useful or imaginative solutions.
When should you use Smashboard Edu?
⬢ At the beginning of a unit of study as a "hook" into the topics to be explored.
⬢ At the end of a unit of study as a creative way to demonstrate competency of the content.
⬢ As an alternative lesson plan (short-days, sub plan, after school, etc).
How to Play
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:
- What information will my students learn?
- When will they need the new skills learned in the future?
- How might we use this knowledge to help our community?
Need some relevant problems suggestions, here you go- go.smashboardedu.com/problems
Setup: Group and Distribute
- 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 members 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
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
Step 3: Solve the Problem
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
Facilitator can provide an option of apps (see below) or maker materials (like #MakerKitchen) to creatively explain the solution to the problem.
Advanced: use randomizer to select app type and select app to explain your solution to the problem. Select two apps for super advanced app-smashing!
Optional: Use the directory below of free, cross-platform apps to select your creative app to explain your solution.
Step 5: Reflect
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.