Review Article Stefanie Panke* Design Thinking in Education: Perspectives, Opportunities and Challenges
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10.1515 edu-2019-0022
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- Collaboration and service learning
Designing museum exhibitions: Design thinking
is used as a technique to optimize informal learning spaces for better user experience and learning outcomes. MacLeod, Dodd, and Duncan (2015) described the process of using design thinking techniques in a cross-disciplinary team to address specific shortcomings of an exhibition space: “the team was able to take each aspect of the visitor journey and ask questions about the uses encouraged by the physical spaces” (MacLeod et al., 2015, p. 330). Larson (2017) described the redesign of the exhibition galleries at the Palo Alto Art Center that leveraged design thinking as the methodology to create a solution for family engagement and interpretation. Collaboration and service learning: Repeatedly, design thinking is a motor of collaboration between university students and local area educational organizations. Zuiker and Jordan (2019) describe a case study of design thinking to structure the collaboration of learning sciences classes and a zoo education program. Fontaine (2014) described a case study on the development of strategic thinking skills through the design of interactive museum exhibitions. In a regular class, students designed interactive exhibits for the Field Museum of Chicago. Each semester the museum’s Design Director presented a different exhibit theme, as well as the museum’s content outline, learning objectives, and relevant artifacts. Students designed several exhibits that include experiential learning components to help visitors learn about subtopics within the exhibit theme: “As a method for emphasizing design thinking, this challenge is well suited, since it is only possible to achieve the museum’s learning objectives with a focus on user needs” (Fontaine, 2014, p. 12). Gestwicki and McNely (2012) presented a case study on the design of an educational video game about collecting, curating, and other museum operations. During the fifteen-week seminar an interdisciplinary group of students (subject backgrounds included computer science, economics, music, history, art, psychology, theater, creative writing, animation and graphic design) employed practice-based research to design and develop an educational computer game. Leading the students through metacognitive exercises such as Sprint Retrospectives resulted in their recognizing the value and distinctiveness of the experience. The authors concluded: “Immersive learning experiences can Design Thinking in Education: Perspectives, Opportunities and Challenges Download 495.81 Kb. Do'stlaringiz bilan baham: |
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