Methods Used

Project Based Learning

Design.Drive.Do

Design.Drive.Do

Design.Drive.Do is an instructional framework that drives the design process to create instructional experiences for students. The building blocks for these classroom experiences are grounded in components that matter in the real world. Weaving together ISTE standards, Universal Constructs, ongoing educational research and best practice, students are empowered students to be active, engaged learners.

SCRUM

Purposeful Play

Rethink How Students Learn with Purposeful Play

The need for lifelong learning has been evident for years based on the rapid pace of development, an increasingly dynamic society, and the impact of technology on our work and life. While foundational skills are a must, it is increasingly important to focus on the whole learner and help students develop holistic skills, including 21st century skills like communication, collaboration, problem-solving and creativity. These skills for holistic development also contribute to success and happiness in one’s personal life.

Purposeful play is rooted in the pedagogical approaches such as project-based learning, which are known to increase student learning outcomes and, at the same time, enable a love of learning. It encourages students to systematically explore, experiment and continually iterate. Students benefit from opportunities to connect ideas, nurture creativity and apply their knowledge and skills. Playful learning experiences provide a way for students to naturally discover and engage in these learning experiences. And when students are engaged, learning becomes more motivating, memorable and meaningful. Students feel empowered to learn and explore without worrying about a wrong answer or finding the one right answer. To rethink the learning experience, we need to consider how to consistently create engaging, playful experiences in classrooms.

Purposeful Play from ICEC


New course coming 2022

QFT

Conversational Design

Aaron Maurer Key Take-Aways

  • Process change begins with a problem. If there is no perceived problem, there will be no change.

  • The greatest barrier to innovation is comfort with the current way of doing things.

  • Why do we form teams around artifacts people produce instead of the problem they should be working together to solve?

  • Errors occur when we're careless, nervous, or act out of old habit in a new situation