Students use a variety of technologies within a design process to identify and solve problems by creating new, useful or imaginative solutions.
Real World Challenge Builder - https://docs.google.com/presentation/d/1rd1numkr7rfNN3HLxw0CSPMNNfH6FdIFM9Y1Nlo98vU/edit?usp=sharing
1.4 A- Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
Use Tinkercad, a 3D design and modeling platform, to guide students through the iterative design process. They can create prototypes of their ideas and refine them over time, fostering creative thinking and problem-solving skills.
1.4B- Students select and use digital tools to plan and manage a design process that considers design constraints and calculated risks.
1. Interactive Whiteboard or Smartboard:
Use an interactive whiteboard to facilitate brainstorming sessions, mind mapping, and visualizing ideas. Teachers can use software like Google Jamboard for collaborative idea generation.
2. 3D Printers:
Equip the classroom with 3D printers to transform students' digital designs into physical prototypes. A tool like Tinkercad can help students prepare their 3D models for printing.
3. Design Software:
Provide access to design software such as Adobe Express and Figma. These tools enable students to create and refine their designs digitally.
4. Coding Stations:
Set up coding stations with computers or tablets where students can write code to add interactivity to their projects. Tools like Scratch, Code.org or Python are suitable for various skill levels.
5. Maker Tools:
Stock the classroom with a variety of maker tools, including Arduino microcontrollers, Raspberry Pi kits, electronics components, and hand tools for building and prototyping.
6. Collaboration Software:
Utilize collaboration software like Google Workspace to facilitate teamwork on design projects. Students can share documents, collaborate on presentations, and communicate effectively.
7. Augmented and Virtual Reality Gear:
Introduce augmented reality (AR) and virtual reality (VR) headsets or mobile devices for immersive experiences. Apps like Google Arts and Culture.
8. Design Thinking Framework:
Implement a structured design thinking framework in the classroom. https://www.edutopia.org/topic/design-thinking/
9. Online Design Challenges:
Engage students in online design challenges and competitions related to their curriculum. Platforms like Future City Competition or STLP Challenges can be incorporated.
.10. Classroom Blog or Portfolio Platform: - Encourage students to document their design process, reflections, and final artifacts on a classroom blog or portfolio platform. Tools like WordPress or Google Sites are suitable for this purpose.
11. Virtual Guest Speakers: - Arrange virtual guest speakers or experts to share insights and real-world experiences related to design, innovation, and problem-solving.
12. Ethics and Sustainability Discussions: - Facilitate discussions on ethics and sustainability in design, using online resources, TED Talks, or guest speakers with expertise in these areas.
13. Assessment and Feedback Tools: - Utilize assessment and feedback tools like Google Forms to gather input from peers and teachers during the design process.
14. Video Production and Documentation: - Teach students to create video documentation of their design projects, showcasing their processes, challenges, and solutions using video editing software like iMovie.
1.4C- Students develop, test and refine prototypes as part of a cyclical design process.
Prototyping and Refining (1.4C):
3D Printing Software: Utilize 3D printing software like Tinkercad in conjunction with 3D printers. Students can design prototypes, test them, and make iterative improvements based on real-world testing.
Coding and Robotics Kits: Platforms like LEGO Mindstorms or Arduino provide opportunities for students to design, build, and refine physical prototypes while learning coding and engineering concepts.
1.4D- Students exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems.
Challenge-Based Learning Platforms: Platforms like Challenge Based Learning (CBL) or PBLWorks offer resources and frameworks for open-ended, real-world problem-solving. Students are encouraged to explore complex issues, collaborate, and persevere in finding solutions.
Coding Challenges and Hackathons: Engage students in coding challenges and hackathons where they tackle open-ended programming problems. Platforms like Codecademy or platforms like GitHub can be used to facilitate these activities.