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Lesson 11 Design Thinking

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0% found this document useful (0 votes)
433 views22 pages

Lesson 11 Design Thinking

TMPG

Uploaded by

eunie grace
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
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Lesson 11

DESIGN
THINKING
JULIE D. CAMACHO, MAED.
Objective
Execute the empathize,
define, ideate, prototype, and
test stages of the design
thinking process.
Introduction
Students find learning mathematics
most engaging when they are involved in a
thinking process that results in an output that
can be applied to a relevant context. The
design thinking process engages the students
in such a thought-provoking and purposeful
activity.
Think
Design thinking is a progressive teaching strategy that
allows students to look for real-world problems and
finding creative solutions. Students do this by focusing
on the needs of others, collaborating for possible
solutions, and prototyping and testing their creations.
This can be summarized in five stages: empathize,
define, ideate, prototype, and test. These stages are
adapted from the Institute of Design at Stanford
University.
Empathize
The goal of design thinking is for students to responds to a
particular need (a real-world’ problem), so it is fitting that the first
stage is empathy. In this stage, the teacher needs to be explicit in
guiding the students to put themselves in the shoes of others through
activities like immersed observation and interviews. According to
the development stages, it is not natural for children in the primary
grades to be empathetic toward others. It is a common observation
by teachers that students at these levels often do not realize that
their actions affect others. So, applying design thinking in the
classroom gives children the opportunity to cultivate empathy, and
at the same time, develop their problem-solving skills.
Define
The next stage is for the students to define the specific
problem or issue that they want to address. First, the students
will identify an audience-the future users of the product they
will develop. Their audience can be students, teachers, family
members, or just anyone in their community. Then students
will use the information they gathered from the Empathize
stage and focus on one aspect of the problem. It is important
that the students be able to identify a true problem because it
is impossible to successfully complete the design thinking
progress without a meaningful problem to solve.
Ideate
The third stage of design thinking is the generation
of ideas to solve the identified problem. This involves
brainstorming and research. The students are to be
encouraged to think out the box and produce radical
ideas. What sets this stage apart from the usual
brainstorming is that all ideas must be written or
illustrated. Ideas are usually written or drawn on sticky
notes and students, later on, organized them into a
mind map.
Ideate
It is at this stage that the students will be
able to apply their mathematical knowledge
and skills. Aside from being able to operate
their problem-solving skills, they will also be
able to apply specific content knowledge like
measurement, proportion, geometry, and
statistics.
Prototype and test
Finally, the students go through a repetitive cycle of
prototyping and testing. A prototype is anything that a
user can interact with in order to, later on, provide
feedback about it. It can be made of easily accessible
materials like paper, cardboard, sticky tapes, recycled
plastics, and so on. Once a prototype is created, they test
it or allow user to test it and then make improvements,
or possibly overhaul the design, depending on their
observations and the feedback of the user.
Prototype and test
In these stages, it is important to emphasize that it is
totally fine to fail at the first attempt of prototyping. The
trial-and-error aspect of the design thinking process is
glorified because it is believed that the students learn a
lot through their failures. Even though a physical
product is the expected output of design thinking, it
should be emphasized that going through the process is
what is more important because it is where the learning
takes place.
Experience
Below is a template of a sample worksheet
that will guide the students through the design
thinking process. This is a simplified version of
Stanford’s sample template. In this example, the
students are to create a project about their
playtime experience.
Your challenge is to redesign your school’s
playtime experience.
Empathize
Observe your classmates and teachers during playtime.
Take time to casually interview some of them about their usual
playtime experience.
Notes from your observation: Notes from your interviews:

Discuss your observation and interview notes with your


groupmates. Do you have similar notes?
Define
Identify a user and define a problem that you want to address. Your
group must come up with one user and problem to address.
______________________________________________
(user)
needs
___________________________________________________________
(user’s needs)
because
_________________________________________________________
____________________________________________________________
____
(insight)
Ideate
Write/Sketch at least four innovative ways to address
your user’s needs. Be specific with your measurements
and/or proportions, if needed.
Idea 1: Idea 2:

Idea 3: Idea 4
Ideate
Share your ideas with your groupmates. Get feedback. As a group, generate a
unified solution that incorporates the ideas and feedback from the members. It is
not necessary that all ideas will be seen in the unified solution. What is important is
that all members agree that the necessary ideas are integrated in the solution. Sketch
your group’s unified solution below.
Unified Solution
Prototype
Create a prototype of your unified
solution. Use readily available materials
like papers, cardboards, coloring materials,
sticky tapes, popsicle stick, etc. Be accurate
with your measurements by using a ruler,
compass, and/or measuring tape.
Test
Share your prototype with a user. Write
your observation below.
What worked: What can be improved: More ideas:
Summary
Design thinking is a contemporary
teaching that fosters creativity by allowing
students to come up with concrete and
tangible solutions to authentic problems
that the students themselves identified.
THANK YOU!

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