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Design Thinking Process and UDL Planning Tool for STEM, STEAM, Maker Education

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Post by Jackie Gerstein, Ed.D. @jackiegerstein and Barbara Bray @bbray27. Crossed posted at http://barbarabray.net/2017/06/08/design-thinking-process-and-udl-planning-tool/.

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If there is a makerspace in your school, it may be down the hall, in the library, or in another building. If there is someone other than the teacher managing the makerspace or there is a schedule for the school, your kids may only be able to use it once a week or month. Some makerspace activities may be focusing on how to use the resources available and may not be connecting the activities to the curriculum or around a real world problem. If this is how the makerspace is set up in your school, then your kids may not have access to the resources, materials, and tools when they need them, especially for STEM or STEAM.

In deciding what resources you need based on the learners you have, you may first need to determine how your learners learn best, what projects you plan to do, how you can set up a makerspace in your classroom, and much more. This is why we decided to create a planning tool for makerspaces in the classroom for you using the Design Thinking Process and Universal Design for Learning®.

The Design Thinking Process

Design thinking is an approach to learning that includes considering real-world problems, research, analysis, conceiving original ideas, lots of experimentation, and sometimes building things by hand. The projects teach students how to make a stable product, use tools, think about the needs of another, solve challenges, overcome setbacks and stay motivated on a long-term problem. The projects also teach students to build on the ideas of others, vet sources, generate questions, deeply analyze topics, and think creatively and analytically. Many of those same qualities are goals of the Common Core State Standards. (What Does ‘Design Thinking’ Look Like in School?)

We adapted the Design Thinking Process to include additional phases based on our own experiences in schools with educators and kids.

Define Problem IconDefine the Problem: The educator along with the learners generate possible authentic problems to explore within their local community (classroom, school, social, community) which includes identification of the intended audience.

Empathy IconEmpathy and Perspective Taking: Learners interview clients to gain an understanding of their needs and to see the problem from their perspective. The educator can assist learners in the interview process including how to develop interview questions.

Idea Generating IconIdea Generation: Learners, typically working in small groups, generate lots of ideas and questions to ask to solve the design thinking problem or challenge. Each generated possible design is analyzed as to its potential to resolve the design challenge.

Sketch Design IconSketch Design: A blueprint or sketch of the selected design is created through pencil and paper or through an online tool such as Google Draw or Sketchup. This design can be pitched to another group for constructive feedback.

Prototype IconPrototype – Test – Refine: This phase is the actual creating and building of the product. To get the product to work as the plan often takes several iterations of prototype, test, and refine. Learners are encouraged to use the tools and building processes that work for them.

Feedback IconFeedback from User: The final design is presented to the users for their feedback. The designers ask the users about the degree to which the design met their needs asking specific questions about what worked and what still needs improvement.

Reflection Icon

Final Reflection: Learners reflect on the process in a way that works best for them – blogs, photo essays, video recording, podcast, sketchnotes, illustrated ebook.

 

Share IconShare Out: A goal of the design thinking process is sharing learning out to a broader public. This is typically done by sharing documentation of learning and final reflections through social media.



Universal Design for Learning (UDL)

Universal Design for Learning (UDL) was developed by David Rose and Ann Meyers of the Center for Assistive Special Technology (CAST). UDL was designed to reduce the barriers to the curriculum and maximize learning. UDL provides a framework for all learners to help them become self-directed and independent expert learners. UDL has reordered the principles and guidelines, to begin with, Multiple Means of Engagement, the Why of Learning that compliments how the Design Thinking Process involves learners in identifying an authentic problem or challenge.

  • Multiple Means of Engagement (Why) is the affective network that explains how interest and purpose engages and motivates learners to want to learn.
  • Multiple Means of Representation (What) is the recognition network how content is represented and how learners process information.
  • Multiple Means of Action and Expression (How) is the strategic network involving how learners monitor progress and demonstrate and reflect evidence of learning.

The National Center on Universal Design for Learning goes deeper referring to the alternate version of the UDL Guidelines found in the book UDL Theory and Practice by David Rose and Ann Meyers where the order of the principles and the guidelines have changed. The UDL Guidelines provide a deep dive into each of the principles to checkpoints that provide resources, examples, and research. We pulled together the phases of the Design Thinking Process and identified specific options under each principle to create a Design Thinking Process and UDL Planning Tool for teachers.

Design Thinking and UDL Planning Tool

In the initial phase of defining the problem, the teacher involves learners to generate possible authentic problems within their local community. The problem can be defined by the teacher to encourage learner interest. We connected the UDL principle Multiple Means of Engagement to this phase by providing options for recruiting learners’ interest through optimizing relevance, value, and authenticity. To understand the problem, the teacher activates learners’ background knowledge and invites them to highlight patterns and critical features around real world problems that impact them.

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Egg Drop ActivityThe UDL connection to Engagement to the second phase of Empathy and Perspective Taking made so much sense to us. The UDL connection involves learners having options for sustaining effort and persistence by fostering collaboration and community. This phase is where learners gain an understanding of the needs of specific people about a problem from their perspective. They may interview, do observations or survey them about the problem.

Some lessons can involve a specific problem identified by the teacher who first wants to encourage empathy. We provide one example around an Egg Drop and the Design a Squishy Circuit for a Classmates (see these examples at the end of this post).

The middle phases of the Design Thinking Process involve the iterative steps related to idea generation and prototype-test-refine as well as getting feedback from the users.

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As can be seen in the UDL Connections column of the Design Thinking and UDL planning tool, representation and action and expression can be explicitly addressed. Representation or the What of Learning is a strong focus during the Idea Generation and Feedback from Users phases as the educator helps learners highlight patterns, critical features, and relationships of their discoveries. The Action and Expression or the How of Learning emerges most strongly during the Creating a Blueprint and Prototype-Test-Refine Phases as learners include their own personal touches and preferred means of expression.

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The final phases of the Design Thinking Process involve reflection on the design and making experiences and then sharing out the results to a broader audience.

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UDL technology connectionThe UDL connection to Action and Expression is especially strong in the final phases of Reflection and Sharing Out. During the reflection phase, learners are given the option to express what they learned during and because of their STEM, STEAM, Maker Education experience in a way that makes the most sense to them given the nature of the task; and their preferred means of expression. This is especially relevant given all that technology and online tools provide.

For example, students can write a blog, create a photo essay with a caption, record a podcast or video, do a hand-drawn or online sketch, create a comic.  Learners, many being savvy at the use of social networks, can then choose how they want to share out their reflections. This serves several purposes related to Action and Expression: (1) it gives learners an authentic audience, and (2) it helps other makers learn from their personal experiences.

Examples of STEM, STEAM, and Maker Education Activities using the Design Thinking and Universal Design for Learning (UDL) Planning Tool

We hope the Design Thinking and UDL planning tool we developed helps you guide the design of learning activities that focus on STEM and STEAM and brings makerspaces into your classrooms.

We will be discussing this topic in the Twitter chat (#plearnchat) on Monday, June 19 at 4 pm PT, 5 pm CT. We ‘re also going to be sharing more details including redesigning makerspaces in the classroom in our presentation at ISTE 2017 in San Antonio on Monday, June 26 11:30 to 12:30. Please join us!

We welcome any comments, ideas, or questions.

Jackie GersteinDr. Jackie Gerstein’s byline is, “I don’t do teaching for a living. I live teaching as my doing . . . and technology has amplified my passion for doing so.” Dr. Gerstein has been teaching in-person and online for several decades. Currently, she teaches master’s level online courses in educational technology for Boise State, Walden, and Western Governors’ Universities as well as gifted elementary education where she focuses on STEM, STEAM, and Maker Education.

Jackie actively blogs at  https://usergeneratededucation.wordpress.com/ and tweets at https://twitter.com/jackiegerstein

Additional Resources referenced from Jackie’s blog:

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Barbara is a teacher, writer, change agent, risk-taker, instructional designer, connector, futurist and visionary. Whenever anyone told Barbara she couldn’t do something, she took it more like a challenge. New and veteran teachers are overwhelmed with day-to-day tasks plus being asked to teach and integrate technology or to change their curriculum. The big question even today is “how do you fit everything in that is expected of you and meet the needs of all students?”

Barbara co-authored two books on personalized learning with Kathleen McClaskey:Make Learning Personal and How to Personalize Learning. She wrote a regular column on professional development for OnCUE (Computer Using Educators) for over 17 years and continues to write here, for Personalize Learning, chapters in books, articles, and as guest posts on other blogs.  She works tirelessly to find and research new tools and methods that help educators and personalize learning. Now with multiple opportunities to network using social media and join various online communities, teachers and learners are confused. Barbara makes it her job to determine what is authentic, valid, cost-effective, safe, user-friendly, and relevant for her clients. She is relentlessly researching how to personalize learning so all learners follow their passion so they discover their purpose.

Barbara  actively blogs at http://barbarabray.net/ and tweets at https://twitter.com/bbray27

 

Written by Jackie Gerstein, Ed.D.

June 8, 2017 at 10:33 pm

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