Review Article Stefanie Panke* Design Thinking in Education: Perspectives, Opportunities and Challenges
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10.1515 edu-2019-0022
STEM / STEAM: Reflecting on the use of design
thinking in an art class, Watson (2015) stressed that “Design Thinking has an important role as a bridge within STEAM education” (Watson, 2015, p. 18). Multiple examples support this view. Douglass (2016) shared ideas and techniques to enhance science teaching and described how kindergarten students gained a foundation for integrating science and engineering through design thinking. Gross and Gross (2016) described the use of the design thinking process for creating interactive sculptures created in an elementary STEAM club, moving from cardboard prototypes to programming with Scratch. Fouché and Crowley (2017) described how second graders used design thinking to create prototypes that prevent baby goats from escaping from the pen, gaining transferable problem-solving skills. Cook and Bush (2018) characterized design thinking as an opportunity to expand learning goals beyond the different subject areas of STEAM: “it provides a vehicle through which a true transdisciplinary learning experience can occur – where students are passionately invested in solving problems as they strive to make the world a better place” (Cook & Bush, 2018, p. 102). Carroll (2014) described a case study in which university students worked with underserved middle school students as mentors in a STEM-based afterschool program. Both the mentors and the middle school students learned design thinking together. The shared experience allowed the university students to learn how to become a mentor, how to develop user-centered learning experiences, and how to share these experiences with middle school students. Motschnig et al. (2019) analyzed the educational intervention MadeByKids, that included a series of workshops and design challenges at 17 schools with children aged 7-12. The workshops were developed by adopting the Stanford Design Thinking Method for Kids with the goal to enhance computational thinking as well as collaboration skills. The authors observed that generally the participants did not seem to have problems acquiring digital competencies, while a lack of teamwork skills affected the project outcomes in some of the groups. Geography: Anderson (2012) described a case study of elementary and middle school students who used design thinking to examine issues with living in rural and remote areas. The students subsequently designed illustrative multimedia presentations or computer games. Carroll et al. (2010) conducted a qualitative study that focused on the implementation of a design curriculum by a team of university instructors and graduate students during a middle school geography class in a public charter school serving grades K-3 and 7-8. The instructional goal of the project was to use design thinking to teach students about systems, an important element of geography. The students worked in teams through the design process to identify and redesign systems that existed at their school, such as the parking lot or the cafeteria. Download 495.81 Kb. Do'stlaringiz bilan baham: |
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