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STEAM + COMMON CORE DESIGN THINKING INFUSED
9

Inferencing: a Design Thinking + STEAM + Common Core Adventure

Jan 14, 2017

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Education

Joel Crowley
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Page 1: Inferencing: a Design Thinking + STEAM + Common Core Adventure

STEAM + COMMON COREDESIGN THINKING INFUSED

Page 2: Inferencing: a Design Thinking + STEAM + Common Core Adventure

▸ What do I need students to learn?

WHAT PROBLEM DO WE NEED TO SOLVE?

INFERENCING

Page 3: Inferencing: a Design Thinking + STEAM + Common Core Adventure

▸ Using one small group of students we identify their classmates as the user and design a lesson with their needs and interests in mind.

WHO IS THE USER?

Page 4: Inferencing: a Design Thinking + STEAM + Common Core Adventure

▸ What resources do I need to use?

▸ Common Core Measure Up Review Materials

▸ Time limits?

▸ When is the lesson being taught?

▸ One week to create a prototype…

WHAT ARE THE DETAILS?

Page 5: Inferencing: a Design Thinking + STEAM + Common Core Adventure

▸ Brain Storming possible solutions

▸ Drawing on our understanding of the USER…

▸ Develop a plan…

HOW MIGHT WE…

THE FIRST 4 STEPS TAKE PLACE ON MONDAY DAY DURING ONE PERIOD

Page 6: Inferencing: a Design Thinking + STEAM + Common Core Adventure

ENTER STEM

BUILT IT! ▸ Refine the plan, determine what resource we will need,

and map out how we will use our time

▸ Develop and test first prototype

▸ Refine and improve the design

Page 7: Inferencing: a Design Thinking + STEAM + Common Core Adventure

PUBLISH

REFINE & IMPROVE▸ Beta Test with Users, Seek Feedback, listen and improve

▸ Improve the prototype and revisit other steps as necessary

▸ Reflect

Page 8: Inferencing: a Design Thinking + STEAM + Common Core Adventure
Page 9: Inferencing: a Design Thinking + STEAM + Common Core Adventure

STEAM ALIGNMENT

▸ Science: Asking questions, constructing explanations, engaging in argument from evidence.

▸ Technology: Creative thinking, developing innovative products processes using technology, using digital tools

▸ Engineering: Defining problems and creating solutions

▸ Arts: Develop and practice empathy, generate and conceptualize artistic ideas

▸ Math: Reasoning abstractly and quantitatively, construct viable arguments and critique the reasoning of others, make sense of problems.