Students will demonstrate an ability to understand problems from varying perspectives.
Students demonstrate curiosity, openness, and flexibility while developing solutions to ambiguous problems
Students will use an appropriate approach or model of design thinking to define and solve authentic/real world problems.( ICE, LAUNCH CYCLE, d.school)
Students will elaborate, refine, analyze and evaluate their own ideas in order to maximize creative efforts.
Students will evaluate multiple solutions to a problem and identify strengths & weaknesses of each proposal.
Students will identify and select the appropriate tools to organize and facilitate project development and completion. (Examples: timeline, budgets, note taking strategies, task assignment, group roles)
Students can identify and ethically use appropriate resources including print and digital texts and experts.
Students seek and use feedback from peers, teachers, stakeholders and experts.
Students will use ideas to create a product or performance that is directly to challenge or problem.
Students will engage in projects that could lead to entrepreneurship opportunities.
PBL units
STEAM
Kagan Strategies
5 Es of Science
Quest Framework
Design Thinking (Empathy Activities, Gallery Walks, etc.)
Goal setting and reflection
Makerspace
Game or play-based learning
Odyssey of the Mind
Future Problem Solving
Lego Robotics
Coding / Programming
Service Learning
Entrepreneurship
Digital Citizenship
Work in Progress
Tools for Taking Action
Design Thinking strategies used at the elementary level.