Tools at Schools

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INJECTING INNOVATION INTO EDUCATION TEACHING DESIGN THINKING AS A TOOL FOR TODAY NSTA 2013 don buckley The School at Columbia University Director of Innovation and Technology [email protected]

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Don Buckley's presentation from edcampIS, March 2, 2013 , Philadelphia

Transcript of Tools at Schools

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INJECTING INNOVATION INTO EDUCATION TEACHING DESIGN THINKING AS A TOOL FOR TODAY

NSTA 2013

don buckley The School at Columbia University

Director of Innovation and Technology [email protected]

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INJECTING INNOVATION INTO EDUCATION TEACHING DESIGN THINKING AS A TOOL FOR TODAY

NSTA 2013

don buckley The School at Columbia University

Director of Innovation and Technology [email protected]

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THE MARYMOUNT SCHOOL

Don Buckley has transformed learning spaces so they work for

teachers and students and not just architects, he has transformed

textbooks so that they work for students and teachers and not

just publishers, and transformed new media resources so that

they work for students and teachers and not just programmers.

He has advanced degrees from leading European universities, is a

former industrial chemist, published photographer, and consultant

to MOMA. As well as teaching a graduate course at Columbia

Teacher’s College in Educational Technology and directing the

Technology and Innovation at The School, he is an author for

Pearson’s Interactive Science Program (a K-8 Science series for 21st

century schools). Most recently Don has worked with aruliden on

multiple design thinking projects to rethink education.

Don is passionate about Travel, Architecture, Design, Change,The

Future and Innovation.

He is a scientist, technologist, educator, author, traveler, design

thinker, innovator and dual citizen of Ireland and the United States.

DON BUCKLEYDIRECTOR OF INNOVATION

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THE MARYMOUNT SCHOOL

?  

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Innovation is the ability to see the opportunity.

And exercising the opportunity to change mindsets.

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It’s about bringing the right side of the brain together with the left

to create holistic solutions.

THE MARYMOUNT SCHOOL

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It all starts with a blue sky idea.

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Then remembering that anything is possible.

We just have to think about it a little differently.

THE MARYMOUNT SCHOOL

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THE MARYMOUNT SCHOOL

USING THE DESIGN PROCESS TO RETHINK OUR EVERYDAYDay 2

06.26.12

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Innovation is the ability to see the opportunity.

And exercising the opportunity to change mindsets.

Innovators demonstrate some unique

characteristics for surprising stimuli.

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Think about how you got here today.

1. Observing: Watching the world around

them for surprising stimuli.

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And the objects needed to help you along the way.

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What are the items you can’t live without?

3. Networking: Interacting with people from different

backgrounds who provide access to new ways of thinking.

THE MARYMOUNT SCHOOL

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And how have they changed your life?

4. Experimenting:

Consciously complicating

their lives by trying new

things or going to new places.

Stepping out of line is a

good thing.

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This is how innovation is achieved.questioning, collaborating, iterating + communicating

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Imagine it. Design it. Apply it. The experience is today. The learning is for life.      Tools at Schools is a partnership between creative consultancy aruliden and The School at Columbia University, one of the most diverse independent schools in our nation, to introduce eighth graders to the value of design as a problem-solving tool in our everyday world.  

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THE PROJECT Forty-four eighth grade students were asked to design the classroom of the future. Partnering with American furniture manufacturer, Bernhardt Design, the students merged math, science and art to reimagine their everyday school objects.

The students were asked to re-examine the world around them, using their daily school environment as a launching pad for their ideas. From research and ideation to 3D, final prototypes and ultimately launch, the students immersed themselves in the entire design process, utilizing their analytical and problem-solving skills to ultimately create valuable and functional classroom products.

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DESK CHAIR LOCKER

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DESIGN THINKING THE PROCESS 1. DEFINE THE PROBLEM 2. RESEARCH THE PROBLEM 3. ANALYZE & REDEFINE THE PROBLEM 4. IDEATE SOLUTIONS [MANY SOLUTIONS!] 5. PROTOTYPE THE SOLUTIONS 6. REFINE THE SOLUTIONS 7. [REPEAT AS NEEDED] 8. CHOOSE THE SOLUTION 9. IMPLEMENT THE SOLUTION

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RESEARCH + BIG IDEAS FIRST THEY DID THEIR HOMEWORK

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RESEARCH

What were the things that stood out in your research process?

What things will affect your design?

What things surprised you?

PROBLEM + SOLUTIONPROBLEM

List the problems you identified through your research.

SOLUTIONList design solutions for th e

problems you identified.

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Here’s what got us INSPIRED, and influenced our big ideas.

Fill this space with images, words, materials - whatever got you thinking.

Think about colors, keywords, materials, shapes, unique functions and details or even a mood. Think about anything interestin g or unexpected from ANYWHERE that can be applied to your designs.

Here is everything we learned though all our

RESEARCH.

the chair

the observations

the customer

No one knows what it ’s like to be in a classroom better than you do!

Who’s the competition?

What other chairs are out there?

Fill the space with keywords, pictures you took, images you found online, things you tore out of magazines, objects, or even th ings you drew. ANYTHING that will show us what you’ve learned.

What other chairs have been there?

What are other classrooms like?

What are people saying about the chair?

Who is using the classroom chair?

What are the needs of the customer?

Talk to your teachers, friends, siblings and parents.

Talk to people from other schools.

What are the problems with the classroom chair?

What are the problems that you have had with chairs?What does the chair need?

Think about your classroom toda y.

Think about your past classrooms.

Take pictures of your classroom and chai r.

What would you change about your chair right now?

BIG IDEAYou researched, you looked around, you dug deep and you dreamed big. You got inspired and we want to hear all about it. Tell us your BIG IDEA.

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“Our big idea is FLEXIBILITY.”

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“Our big idea is COLLABORATION.”

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IDEATION + MOCK UP VIZUALIZING THE BIG IDEA

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3D + MANUFACTURING BRINGING IDEAS TO LIFE

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THE FINAL PRODUCTS DESIGNED BY KIDS FOR KIDS

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LAUNCH COMMUNICATING TO THE WORLD

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Core 77 Design Awards - Design Education Initiatives

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This program can be scaled up or down

FDM MODELS ARULIDEN OPEN HOUSE STUDENT SKETCH-UP RENDERINGS

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The Future Phone

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PUMA

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Keys to Success – Tools at Schools Learnings 1.  Create a competitive atmosphere

2.  Diversify the topics

3.  Prototyping

4.  Realization

5.  Bringing the outside in

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Challenges – Tools at Schools Learnings 1.  Schedule

2.  Skills

3.  Where does it fit into traditional curriculum?

4.  Legacy vs. future content

5.  Time

6.  What is the measure of the success

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