Smashboard Edu Presentation

Use this slideshow to present Smashboard Edu in your class or in a workshop!

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:

  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- go.smashboardedu.com/problems

Setup: Group and Distribute

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 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

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 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

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.

DIY Print and Present

Print YO Smash?! Cards

go.smashboardedu.com/cards

Print YO Smash?! Guide

go.smashboardedu.com/guide

Modify YO Smash?! Timers

go.smashboardedu.com/timers

Connect


See these examples of real, relevant problems to solve flipgrid.com/sbedu


Smashboard Edu Facebook Group facebook.com/groups/smashboardedu