TCSO Design Thinking
TCSO Design Thinking
TCSO Design Thinking
Group #1
Faith Allaga
Milka Aninloy
Darlyn Buclasan
Charleite Eve Careras
Kylah Lalanan
Vince Joel Oliva
Brix Omonlay
Irish Nicole Saces
November 2024
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EMPATHIZE
Observation
attention. This wasn't a problem limited to specific classrooms or grade levels; the
school setting.
and even their social-emotional development. The constant interruptions and need
for redirection not only reduced valuable instructional time but also created a less
positive and effective learning atmosphere for all students. This observation strongly
Learning begins with a timeframe called attention span, the block of time in
which learners are alert. This is when they are able to concentrate and be conscious
as they focus on the information and task given to them (Houghton University, n.d.).
Studies show that the average attention span of a third grader ranges between 16
and 27 minutes. Hale and Lewis (1979) contend that attention is the critical factor in
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the learning process. Unless the learner’s attention is captured, the most favorable
learning will not occur. Teachers need to capture the attention of learners during a
lesson and if the attention tends to wander, teachers should be able to shift rapidly to
Education has altered dramatically during the last century. It can be best
described as a progression from the Agricultural Age to the Industrial Age to the
Information Age. The illiterate of the twenty-first century will be unable to learn,
unlearn, and relearn (Toffler, 1980; Niess, Lee, & Kajder, 2008). In today’s
generation, the integration of technology along with the traditional teaching has
become a way to enrich the students’ learning experience as it engages them and
break down learning barriers, creating a greater student interaction (Oxford Learning,
2011). In this study, the researchers will investigate how technology is being
Engagement
software tool that aids teachers in designing and crafting interactive instructional
Elementary School. The researchers hypothesize that students who engage with
This increase in attention span is expected to stem from the interactive and engaging
and interests.
To test this hypothesis, the researchers will conduct a study involving two
groups of elementary pupils. One group will engage with interactive learning
activities created using Wordwall, while the control group will continue with traditional
groups before and after the intervention to assess their self-reported attention spans
It is anticipated that the use of Wordwall will create a more dynamic and
the elementary pupils. The results of our study will provide valuable insights into the
potential of Wordwall as a tool for addressing the challenges of short attention spans
in the classroom and promoting a more engaging and effective learning experience
for young learners. The use of Wordwall as a tool for designing and crafting
interactive IMs allows teachers to create customized learning experiences that cater
elementary school, is one of the major issues facing the teachers. Despite their
students’ attention, which affects their ability to learn. This study investigates if
improve the elementary pupils’ engagement and attention span. The researchers
improving attention.
potential as a tool to tackle the issue of keeping students engaged. Positive results
could have a big influence on how education is conducted, indicating that interactive
technology has the potential to boost learning and benefit students' performance.
The research will add to the current knowledge on attention and engagement in the
classroom, providing useful advice for teachers looking to enhance their instructional
approaches and establish more captivating learning settings. Additionally, the results
will guide future studies on the lasting impacts of interactive learning technologies
and their usage in various grade levels and subjects. Utilizing technology such as
Survey Instrument
engaging and easy to understand, is divided into two distinct sections. The goal of
this survey is to gather valuable insights from teachers who have incorporated
assess the effectiveness of this digital tool in enhancing student engagement and
learning outcomes.
interactive learning activities. Teachers are asked to reflect on their typical classroom
experiences and share their insights about student focus and distraction levels
during class. This section helps us understand the learning environment before the
activities and what factors might influence their attention and focus.
interactive learning activities. Teachers are asked to share their opinions about how
much their students enjoyed these activities and how engaged they felt while using
them. This section helps us understand how Wordwall activities impact student
process with teachers, we ensure that the data collected is relevant, reliable, and
and engaging learning experience for young learners. The results of this survey will
Initial Findings
The data collected from the pre-survey served as the basis for the appropriate
prototype intended for all teachers in Manolo Fortich Central Elementary School. The
teachers teaching at MFCES. To determine the appropriate sample size, they used a
statistical tool called Raosoft Calculator, ensuring the survey results would be
baseline levels of student engagement and attention spans before the introduction of
activities.
repetitive tasks.
for them to maintain the focus of their pupils by utilizing the software in making
Wordwall activities.
outcomes in vocabulary,
skills.
DEFINE
causing a difficulty to engage deeply with academic content. The constant mental
result, it negatively affects not only their grades but also their actual understanding
and proficiency in the subject matter (Oaten, 2024). For grade 3 pupils, attention
spans are still developing. They might be able to focus for 10-15 minutes on
something they find interesting, but struggle to maintain attention for longer periods
on tasks they find challenging or boring. Factors like fatigue, boredom, confusion,
and frustration can all shorten a child's attention span. On the other hand, engaging
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activities, clear instructions, and positive reinforcement can help extend it. It's
important to remember that every child is different. Some elementary pupils might
have longer attention spans than others. Teachers and parents should be aware of
University, n.d.).
settings has been the focus of various studies, revealing significant benefits for
young learners. Research by Tarigan et al. (2023) indicates that interactive digital
learning modules not only improve academic performance but also enhance memory
retention among students. This aligns with findings from Hoban and Van Ormer
(1970) and Katsioloudis (2000), who emphasize that audio-visual materials can
such as attention and memory, which are crucial for effective learning in children.
engaging learning environment for Grade three pupils (Lieberman, et al., 2009)
and Simon (2020), who argue that implementing technology in classrooms aligns
teaching effectiveness with improved student outcomes. Dergipark et al. (2023) add
that developing instructional materials tailored to various learning styles can boost
essential for capturing the attention of young learners. Additionally, Arnab et al.
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(2012) found that digital tools provide immediate feedback, significantly aiding
Peters (2012). Katsioloudis (2000) further supports this by demonstrating that visual
Finally, Diamond (2012) and Blumberg & Fisch (2013) highlight the customization
Manolo Fortich Central Elementary School, ultimately fostering a more effective and
Through this study, the researchers have identified several key factors
retention of information.
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1. The Young Learner (Age 6-10): Eager but easily distracted, this persona
classroom dynamics.
traditional instructional methods due to their naturally short attention spans and the
instructional materials that cater specifically to the learning styles of young learners,
aim to develop digitized instructional materials that utilize interactive elements and
on tasks for extended periods, which hinders their learning process and overall
instruction, which may not align with the evolving preferences and needs of 21st-
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stimulating, and engaging content that can capture and sustain students' attention.
gamified activities, which are proven to enhance cognitive engagement and improve
information retention.
In this research, the primary goal is to explore and develop effective digitized
students. By focusing on their cognitive and developmental needs, the project aims
to create tools that not only address attention span challenges but also foster
meaningful learning experiences in the classroom. This phase sets the foundation for
engagement and focus among elementary students. This involves addressing the
challenges posed by their naturally short attention spans and the distractions of
digital media. By integrating interactive elements and gamification, the study aims to
foster sustained attention, improve learning outcomes, and cater to diverse learning
IDEATE
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pupils’ short attention span. After conducting a survey among teachers in Manolo
Fortich Central Elementary School, insights were gathered on problem about how to
engage the pupils with the lesson and maintain their attention in class. The
Technology Integration
Teachers can utilize multimedia presentations that combine text, images, and
videos to cater to different learning styles, while gamified learning applications can
enrich the learning experience, promote collaboration, and empower students with
essential 21st-century skills necessary for their academic and future success.
instructional materials that can capture and sustain the attention of elementary
students. Young learners often struggle with focus, so tools like videos, animations,
and interactive quizzes can make lessons more engaging and enjoyable. This
that combining visuals and audio helps students learn better and stay interested.
challenges, also play a key role by tapping into behaviorism Skinner (1938), which
highlights how rewards and positive feedback encourage students to stay focused
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each student’s pace and needs, help prevent frustration and cognitive overload as
Sensory Breaks
relaxing music, or doing a quick physical activity. A teacher might include a 5-minute
"brain break" after a 30-minute lecture, during which students can stand up, stretch,
and perform a few jumping jacks. Sensory breaks are brief, structured periods where
students can participate in activities that stimulate their senses and help them
refocus. Students today often struggle with short attention spans, which can be
traced back to mental fatigue and overstimulation. One simple yet effective way to
help students regain focus is by incorporating sensory breaks into the classroom.
These breaks involve activities that engage the senses, such as stretching, deep
students are encouraged to take a moment to reset and refresh. Research backs up
the positive impact of sensory breaks. A study from the University of Illinois in 2016
found that short, frequent breaks helped students perform better by reducing mental
overload and allowing them to refocus when they returned to their tasks. Similarly, a
2011 study published in The Journal of Educational Psychology showed that when
improved, and they performed better on tasks that required attention. Another study
from the University of Kansas in 2013 found that activities involving physical
movement and tactile engagement helped stimulate the brain, leading to better focus
and memory, especially in younger students. Sensory breaks help students reset
their minds, improve blood flow to the brain, and even manage emotions, all of which
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play a role in restoring attention. When these breaks are built into the school day,
students can stay more engaged and focused, making sensory breaks a valuable
Active Learning
student participation in the class rather than merely listening to the teacher. Active
based strategies criticized the traditional concept of learning wherein the external
sources are considered as the sole medium of providing knowledge to the students.
are the deep learning approaches. For example- active learning-based instructional
modules create this consciousness among the students that the knowledge is a self-
construction- based concept and each student with this responsibility should work
towards exploring new concepts and understanding them. Engaging pupils in hands-
on, participatory activities that capture their interest and keep them involved in the
learning process. Instead of passively listening, students actively interact with the
material, their peers, and the teacher. Strategies like group discussions, problem-
solving tasks, role-playing, and interactive games make lessons more dynamic and
vivid colors, captivating images, and comfortable seating. Subject related posters,
student artwork, and motivational sayings could all be used to decorate a classroom.
environment is not solely about making the classroom look colorful but designing a
space where students feel curious, comfortable, and eager to learn. By incorporating
things such as flexible seating, interactive displays, and hands-on learning stations.
Research highlights how the classroom environment affects learning. For example, a
study published in Building and Environment (2015) found that factors like lighting,
color, and layout can impact how engaged and focused students are. Natural light
and organized, bright spaces have been shown to improve concentration and mood.
Another study by Barrett et al. (2013) revealed that classrooms with student-
lessen background noise. It's important to control lighting, minimize noise, and
environment. They could help reduce clutter in the classroom and guarantee proper
example, a study published in Frontiers in Psychology (2018) found that too much
noise or visual clutter can overwhelm students and make it harder for them to
concentrate. On the other hand, classrooms with less noise and more organized
spaces helped students focus better and perform well on tasks requiring attention.
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Another study by the University of Salford (2016) found that something as simple as
decluttering walls or arranging materials neatly can have a big impact on how well
students focus and learn. Planning to keep things simple and organized—clear walls,
purposeful displays, and designated spaces for students’ belongings. Making sure
there are rules around noise levels and be thoughtful about how and when
technology is used so it enhances learning rather than distracting from it. By creating
PROTOTYPE
With a wide range of templates that cater to different learning styles and objectives,
teachers can create multiple-choice quizzes, flashcards, group sorting activities, and
other interactive exercises that promote active learning. The goal is to provide
teachers a tool to create interactive activities such as quizzes, matching games, and
word searches to capture students' attention through dynamic visuals and game-like
elements, making learning feel more like play rather than a chore.
games and printed materials for students. It contains variety of templates teachers
can use to create instructional materials. The software was created by a diverse
team of 25 people, founded in the UK, working to make Wordwall convenient and
effective. Its built-in assessment tools allow teachers to track student progress and
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identify areas for improvement through the platform's feedback system. This data-
providing students with timely feedback on their performance. The platform also
reporting and feedback. Wordwall does not only provide engaging and interactive
activities that teachers can use to sustain student attention and focus, but also
makes activity designing less difficult for educators. Wordwall's activities can be
completed in short bursts, which aligns well with the limited attention spans of many
students. This format allows for frequent breaks in instruction while still providing
Proposed Prototype
combines elements of quizzes and puzzles, making it an engaging tool for students.
motivation to learn.
the game with their lesson plans, enhancing its relevance and
effectiveness.
to a text or topic. For example, after reading a narrative text, students may
4. Visual Appeal: The design of the Maze Chase game is visually engaging,
which can help capture students' attention and maintain their interest
dynamics.
“Whack the Mole” fosters challenge and fun to students. Students are
presented with a series of questions that appear one at a time, similar to the way
moles pop up in the arcade game. Students must answer the questions correctly to
"whack" them back down, and new questions will appear as soon as the previous
one is answered. The image below shows an English activity where students will
identify the word that represents a noun (a word that names a person, place, thing,
prompts for the moles, tailoring the game to specific subjects or topics.
3. Visual and Audio Effects: The game includes fun graphics and sound
effects that enhance the user experience and keep players motivated.
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4. Scoring System: Players earn points for each mole they successfully
5. Time Limit Options: Educators can set a timer for each round, encouraging
educational needs.