Joan Ganz Cooney attends the Sesame Street Workshop 10th Annual Benefit Gala Now in its third year, the National STEM Video Game Challenge is a competition among middle school and high school kids who design their own video games.
An interesting way to bridge the gap between community and classroom. It is important to allow meaninful connections to emerge so that students feel like they are having an impact on the larger world in some way.
Quest for Learning School in New York developed by the Institute of Play -- Students are able to observe and participate in the live design of game-like curricula. The fact that they have a hand in the process and it has real-world relevance is what makes this type of learning meaningful to them. They work alongside teachers, deisgners and other professionals towards a purpose.
Interesting thoughts. I especially like this quote - " the impact of games (or indeed any educational intervention) depends on the pre- and post-experiences of the learners as much as the ‘play’ itself." The pre-discussion and debrief about why the game is being played is critical in allowing students to truly gain from experiential learning.
Fourth grade students strengthen Canada-Australia bond through art
Michele Ivanisevic's insight:
Steve Revington, based on his model of Authentic Learning, successfully inspires integrative learning in his teaching model. Through making meaningul connections that bridge the classroom and the real world, a truly exceptional type of learning takes place.
Successful business people engage in integrative thinking – the ability to use deductive reasoning to extract the best aspects from two conflicting ideas to come up with an alternative, which incorporates the strengths of both ideas.
"In many ways, what makes the Googles of the world exceptional begins in the childhood classroom-- an embrace of creativity, play, and collaboration. It was just one year ago that 1,500 CEOs identified creativity as the number-one leadership competency in our complex global marketplace. We can no longer afford to teach our kids or design their schoolhouses the way we used to if we’re to maintain a competitive edge. In looking at various exemplary workplaces such as IDEO, Google, and Pixar, we can glean valuable lessons about effective educational approaches and the spaces that support them, principles like transparency, spontaneity, and playfulness." | via Fast Company Design
Design Thinking is a process of bringing integrative thinking, experimentalism, collaboration and empathy into the design process in a structured way. In this episode Vince and Allison walk us through the empathy and collaboration aspects of this framework.
Empathy and Collaboration = Design thinking; Integrative Thinking: Designers harmonize seemingly conflicting ideas into a useful hole; - Experimentalism - questions about usefulness; Collaboration - variety of interdisciplinary ideas; Empathy - imagine the use by customers through a true understanding of how the customer interacts with their environment
Collaboration with target audience is key - hands on experience - managing the opinions of a focus group - meaningful insights into the benefits and flaws of current designs -- Self-Reflective -- feedback
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