Create
Creativity can take many forms. As defined by creativityatwork.com, " Creativity is the act of turning new and imaginative ideas into reality. Creativity is characterized by the ability to perceive the world in new ways, to find hidden patterns, to make connections between seemingly unrelated phenomena, and to generate solutions. Creativity involves two processes: thinking, then producing."
It is very hard to assess or grade creativity. Instead, we need to look at the process of creating. The Design Thinking Process has become well known in education and can be used to help guide the creation process in a Makerspace.
Here are a few resources to help you get started with Design Thinking:
Get Started with Design Thinking: Stanford d.school
A beginners guide to Design Thinking in the Classroom: A.J Juliani
Launch into Design Thinking : A.J. Juliani and John Spencer
There are various images of the Design Thinking Process online, but they all have very similar steps including beginning with empathy. We focus more on the end user or audience when we use the design thinking process and define our problem based on insights from that phase. Below is an adaptation of the Launch cycle (a version of the Design Thinking Cycle created by A.J Julian and John Spencer) as found above. It is important that students follow the design thinking process to not only structure the ideation phase, but to help them find success when working on creative projects.
It is very hard to assess or grade creativity. Instead, we need to look at the process of creating. The Design Thinking Process has become well known in education and can be used to help guide the creation process in a Makerspace.
Here are a few resources to help you get started with Design Thinking:
Get Started with Design Thinking: Stanford d.school
A beginners guide to Design Thinking in the Classroom: A.J Juliani
Launch into Design Thinking : A.J. Juliani and John Spencer
There are various images of the Design Thinking Process online, but they all have very similar steps including beginning with empathy. We focus more on the end user or audience when we use the design thinking process and define our problem based on insights from that phase. Below is an adaptation of the Launch cycle (a version of the Design Thinking Cycle created by A.J Julian and John Spencer) as found above. It is important that students follow the design thinking process to not only structure the ideation phase, but to help them find success when working on creative projects.
Design a Wallet(6th- 12th grade)
Below are some more Makerspace Challenge Ideas from John Spencer. Check out more ideas and outstanding work shared through his YouTube Channel. I want to especially share his video explaining the difference between Maker Projects and Design Challenges. He defines maker projects to be more short term and for an audience of one (the maker) and design challenges to be more long term and for a larger audience. Below are some examples of the design challenges he is speaking of. Please do not confuse his "challenges" with the Challenge Page found on this website. On this website, the Challenge Page provides the instructional strategy of using challenge cards or engineering design challenges to guide and facilitate learning around a set of tools or science concepts. The Design Challenges below are intended to be used with the Design Thinking Process.
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