Showing posts with label Design Thinking. Show all posts
Showing posts with label Design Thinking. Show all posts

Tuesday, September 20, 2016

Design thinking in a day

Found at: http://designthinkingforlibraries.com/

With the help of the Bill and Melinda Gates Foundation IDEO and the Chicago Public Library created and shaped this guide for design thinking specifically for busy librarians! IDEO and Chicago Public worked really hard to create a beautiful guide that covers the basics of what DT is and how to be successful at it. It's quick, 17 pages) and does gloss over the finer points of DT but overall if you just are looking for a quick primer or how-to it's well worth the read.

IDEO also created a design kit for further study that can be found here. http://www.designkit.org/

Friday, May 20, 2016

New Media Literacy Education (NMLE): A Developmental Approach

Amy Unger

Media Literacy Ed.

Graber, D. (2012) New Media Literacy Education (NMLE): A developmental approach. The National Association for Media Literacy Education's Journal of Media Literacy Education, 4(1), 82-92.

Summary:

In response to computer-technology usage by digital natives, the author of this article, Diana Graber, has developed and implemented a media-literacy curriculum called Cyberwise.  Her basis for its development was in response to a growing awareness of the immensity of internet and social media usage by digital natives, and scholars such as Prensky (2010), pointing towards a justified need for meeting young people "in whatever way they [educators, mentors] meet them" (this, increasingly meaning through technology) with opportunities that "best configure students' brains so that they can constantly learn, create, program, adopt, adapt, and relate positively to whatever and whomever they meet ...", along with James, et al., (2008) stating that, "... the responsibility lies with the adults (educators, policymakers, parents, etc.) to provide young people with optimal supports for good play and citizenship."

Furthermore, Graber's Cyberwise curriculum responds to the long-revered developmental theories of Piaget and Kohlberg, summed up as sharing the belief that
" ... children spend the first 12 years of life developing the cognitive structures that enable them to grasp the abstract, metaphoric, and symbolic types of information that lead to ethical thinking.  This understanding of cognitive and moral development requires us to at least consider how and when the youngest members of our society should be turned loose in a digital environment" (Graber, 2012).
Moreover, it is this capacity for ethical thinking that drives the Cyberwise curriculum.  Graber calls for our teaching of students to be wise users of the tools at their disposal, as a prerequisite to teaching media literacy.  Citing Ohler (2010), she notes the suggestion of a "whole school approach to behavior that sets the entirety of being digitally active within an overall ethical and behavioral context --- character education for the Digital Age."  Monke (2004) refers to this challenge with this:
"It seems that we are faced with a remarkable irony: that in an age of increasing artificiality, children first need to sink their hands deeply into what is real; that in an age of light-speed communication, it is crucial that children take the time to develop their own inner voice; that in an age of incredibly powerful machines we must first teach our children how to use the incredible powers that lie deep within themselves."
In searching for evidence of schooling that is currently meeting any portions of this demand, Graber found one approach to be notably successful at developing moral reasoning, i.e., the Waldorf® school approach.  In a cited dissertation (Hether, 2001), about high school seniors from diverse educational settings, the Waldorf® school approach was found--through a quantitative survey tool about moral reasoning, known as the DIT (Defining Issues Test)--to result in graduates scoring significantly higher in moral reasoning than students from religiously affiliated or public high schools.  Waldorf educated students scored in a range more commonly associated with college graduates (Graber, 2012, p. 87).

Perhaps even more importantly, the second phase of that same dissertation identified five aspects of Waldorf® education that might contribute to higher moral reasoning:
  1. an emphasis on educating the whole person
  2. sensitivity to developmental appropriateness
  3. the practice of storytelling
  4. the integral place of the arts in the curriculum
  5. preservation of a sense of wonder towards the natural world
Sometime later, Jenkins, et al. (2006), (as in the Jenkins, et al.: Henry Jenkins of USC, and his team) identified "the media literacies", which have significant overlap with the aspects of Waldorf® education:
  1.  networking, negotiation, collective intelligence and distributed cognition, such as occurs while students are working together to build a small structure (one of the many hands-on, collaborative projects in the Waldorf® curriculum)
  2. visualization, judgement, and appropriation, such as the proficiencies cultivated through the Waldorf® empahasis on art
  3. performance and simulation skills, such as developed by the dramatic storytelling practiced in Waldorf®, and 
  4. play, considered a hallmark of Waldorf® education (Graber, 2012, p. 88).
While the article goes further to explain the middle school years as the right time for ethical media literacy instruction, through Harvard University's GoodPlay Project that identifies what ethical issues young people encounter in the digital world, it also makes mention of a three-year case study, through classroom action study, using Cyberwise (this being a Waldorf-inspired charter school in Orange County, CA) (Graber, 2012).

In conclusion, this article helps us stop and think about what we are doing while immersed in the beginnings of the digital age, with its "world full of both possibility and peril - rules of engagement being hashed out as we go" (Graber, 2012, p. 89).

Evaluation

I find this article to be indispensable, unique, and on the list of "why is this not required reading"?  Thank you for (hopefully) bearing with its length.

Citations referred to in the Graber Article (found to be in citation other than APA):

Hether, C.A. 2001. "The Moral Reasoning of High School Seniors from  Diverse Educational  Settings." Ph.D. dissertation, Saybrook Graduate School and Research Center. Retrieved from Dissertations & Theses: Full Text (Publication No. AAT 3044032).

James, C., K. Davis, A. Flores, J.M. Francis, L. Pettinghill, M. Rundel, and H. Gardner. 2008. "Young People, Ethics, and the New Digital Media: A Synthesis from the Good Play Project." GoodWork® Project Report Series, Number 54. Project Zero, Harvard School of Education.

Jenkins, H., R. Purushotma, K. Clinton, M. Weigel and A.J. Robinson, 2006. Confronting the  Challenges of Participatory Culture: Media Education for the 21st Century. http://newmedialiteracies.org/.

Monke, L. 2004. "The Human Touch." Education Next 4(4). http://educationnext.org/thehumantouch/

Ohler, J.B. 2009. "Orchestrating the Media Collage." Educational Leadership 66(6): 8-13.  http://www.ascd.org/publications/educational-leadership/mar09/vol66/Orchestrating-the-Media- Collage.aspx


Monday, May 2, 2016

In School Libraries, Differentiation Through Curation




Karla Morones

IL, CO

Morris, Rebecca. "In School Libraries, Differentiation Through Curation". Harvard Education Publishing Group. N.p., 2016. Web. 2 May 2016.

Summary:

This blog posting covers how important the skill of digital curation is for school librarians to have.  The author would like to see digital curation not only in the hands of school librarians but the students as well. She believes having the students involved in the curation of digital material would lead to differentiation. Morris sees this happening by app smashing, a term coined by educator Greg Kulowiec, where a student would use multiple apps to complete a final task.  Morris suggests that school librarians would make excellent curators because they are enthusiastic and knowledgeable in helping teachers and students evaluate select and use digital tools

Evaluation:
I found this article informative and  a valuable resource.  This is a skill that would serve all librarians well, being able to provide students and teachers with a list of digital resources that could be used for a lesson or a research project would help immensely.  It is important to differentiate learning for students and teachers this would make way for more effective collaboration.

Wednesday, May 13, 2015

Toward constructivism for adult learners in online learning environments

Panneck, Brook

ET

Huang, H. (2002). Toward constructivism for adult learners in online learning environments. British Journal of Educational Technology, 33(1), 27. Retrieved from http://search.ebscohost.com/login.aspx?direct=true&db=ehh&AN=5894267&site=ehost-live

This article views adult online learning through the lens of constructivism. If you ever took part in online learning when it was first getting off the ground, you may remember the typical bird unit/behaviorist methodology employed. Many of these online learning experiences utilized televised technology to deliver instruction, where the sole source of information came from the instructor. Online learning has, for the most part, come a long way since then, though you will still find the typical bird units still being used, and quite often. This article explores the need for constructivist methodology for adult online learning, by first exploring this history. The last sentence of the first introductory paragraph, perhaps sums it up best- “…adult learners always bring their unique learning characteristics to the learning situation, so an effective instructor should recognize learners’ characteristics to help them learn best” (Hang, 2002, p. 27). Though that particular outlook should be applied to all learners of any age.

The article justifies the need for newer constructivist online learning formats for adult learning based on their unique circumstances of work, family and other responsibilities not typically present with other types of learners. It explores a history of constructivism theories, which by the way, I would recommend that classmates explore this article to find great references to constructivism theories, and adult learning theories. It also explores online learning technologies and addressed how these “cognitive tools” provide support for the online learner, in their learning processes (21st century skills can be found here also).

After reviewing various theories mentioned above, the article addresses issues associated with constructivist approaches to online learning, both for the instructor and for the learner. It then explores, through the lens of constructivism, interactive learning, collaborative learning, facilitating learning, authentic learning, learner-centered learning, and high quality learning. It then concludes with a justification, need, and proposal for applying these constructivist theories to the adult online learning environment.

This is an excellent article. It reviews educational theories- specifically online learning/instruction. It also includes a lot of great information relevant to 21st century skills, constructivism, and adult learning theory. The references to other articles are a bonus, making this a great article for other classmates to check out and keep in their personal libraries. 

Tuesday, May 5, 2015

How A Moveable Space Can Ignite Creativity In The Classroom

May 5th, 2015

Elizabeth Brown
ET, CO

Pfau, P. (2014, November 26). How a moveable space can ignite creativity in the classroom mind shift  
[Web log post] Retrieved from http://www.blogs.kqed.org/mindshift/2014/11/how-a-moveable-space-can-ignite-creativity-in-the-classroom/?utm_source=feedburner&utm_medium=email&utm_campaign=
Feed%3A+kqed%2FnHAK+%28mindshift%29

Summary: Imagine a classroom with mobile desks and chairs that move with the students. In his KQED blog, Peter Pfau (2014) writes how in some schools, stationary learning environments are now a thing of the past. Instead, "moveable spaces" are being created with an innovative educational technique called "Design Thinking." Pfau explains,"It combines hands on learning (tinkering with independent problem solving methodologies)." That being said, these projects emphasize the importance of group work as well.  To that end, Pfau gives two examples that encourages student team- work: "Create a shared design-thinking space for all students to use" and "Look for spaces in your classroom that can be transformed into a student-driven collaboration classroom." According to Pfau, Design Thinking employs four different steps: "Identify the problem and research to understand the problem better." "Brainstorm possible strategies and identity solutions." "Test these solutions (welcoming failure as a tool)" and "Apply what you learn to evolve best solutions."

Evaluation: With "design thinking" and other maker spaces, the learning environment is of utmost importance. Moreover, students will learn more effectively if they create the space themselves  and make it their own because they will have the self-satisfaction of knowing that they designed their own classroom. They will also be more productive, being able to move around, as opposed to being confined to a small desk and chair. In addition, making mobile learning environments does double-duty in terms of practical learning applications. Not only are the students making their own functional working stations that they can later use, the space itself is the project. In the process, students will become self-directed learners or "designers" whom not only know how to work with other students and solve problems, they will know how to create useful (learning) spaces in the future.