If you were able to create your own classroom for the future, with your choice of resources, furniture, tools, and technology, how would you design it so that your students would be most capable of adapting in an increasingly complex world as a learner, professional, and citizen? And how would you design it so that your students were likely to have the greatest impact on the world around them? I believe this is the driving educational question for all of us in the digital age, and it has been tugging at me with increasing intensity over the past few years as technology has begun to dominate the larger conversation about learning and teaching.
Fail Better
Last spring, I was invited to speak at TEDxOverlake, a learning-focused event held at the Overlake School outside of Seattle, Washington, USA. When the event’s curators asked me what part of education I wanted to speak about, I answered decidedly, "failure." From Designing Curriculum to Design Thinking
- I was always in charge of the problems they would solve.
- The problems were not always anchored in the real world (even if they were useful in terms of
academic skill development and general engagement). - Deploying cutting-edge technology was often becoming the primary driver of the project itself.
- All too often, I felt pressured to prevent students from truly risking failure (and thus learning) in
a meaningful way.
Defining a Design-Thinking Mind
DT is about using design to improve the human experience. It combines the ideals of what we want for our students: collaboration, systems thinking, and the development of a balance of creative and analytical habits. It also fuels what our students want for themselves: making an impact on the real world in real time and having adults take their passions seriously.centered questions and problems worth trying to solve. Better yet, it does so within a remarkably empathetic process that puts the experience of human beings at the center of the equation. It is no longer about answer keys with static facts that seem separate from the day-to-day lives of learners.
Ideation. Once a DT participant is able to identify a real-world problem worth solving, the next step is to explore ways to respond. The goal is not to find a perfect solution at this point. Instead, DT participants seek novel perspectives with a bias toward innovation. DT values the creativity and insights of all participants, regardless of specific expertise or a need to be "right" at first blush. It encourages outside-the-box thinking, which leads to unexpected creative solutions. DT relies on a creative process based on "building up" ideas (rather than the typical analytical process that looks to "break down" ideas). Key to this is the belief that there is no place for value judgments early on. The DT process rewards "and, and" responses from participants, as opposed to the "yeah, but" reactions that are typical of traditional academic experiences.
Prototyping. Once participants identify a wide range of possible solutions, the next step is to rapidly mock up examples. To DT advocates, the idea is to help make an idea real, tangible, and accessible. Ultimately, DT has a natural bias toward action. The best way to approach this—as many designers will tell you—is to use a rapid prototyping process fueled by an attitude of "fail and fail fast," something ideally suited for learning in a complex and often messy 21st century world.
Testing. Creativity and open minds aside, DT deeply values testing all assumptions. Solutions need to work. And better yet, solutions need to work in the real world and have an observable positive impact on the human experience. Because problems are found in the real world, answers need to be agile enough to adapt over time. Such a pedagogical framework naturally provides learners with the thinking tools to respond to an unpredictable future while remaining focused on the human experience.
Prototype Design Camp
Given this understanding of DT, let’s go back to the original question: Imagine you were invited to create your own version of the classroom of the future. Where would you start? time innovation in the classroom
and a designer working in the international school architecture field, this project offered precisely the type of challenge that brought together all
of my passions.
- The classroom can’t just be a showcase for technology.
- Students must be the center of the program.
- Adults must serve as mentors, sherpas, and allies.
- Students must solve real problems that they come up with.
Design Camp.
Explore a range of remarkable possibilities. Once students returned to the classroom, they filled the space with colorful Post-It Notes and sketches rich with multilayered questions and descriptive idea sparks until each team identified their preferred problem. Problems ranged from how to empower young people to become global journalists while still in school to how to stretch the boundaries of a physical classroom and how to redesign the underlying relationship between learners and teachers. Working face to face with a cadre of professional designers, educators, and technology experts from around Ohio and the United States, design teams spent a day and a half exploring ways to come up with solutions worth prototyping.
Ask big questions of innovative thought leaders. In addition to having access to mentors within the physical prototype classroom, students also worked virtually with a range of national and global experts via Skype and various social media channels. This included ed tech visionaries Stephen Heppel in England and Ewan McIntosh in Scotland, Ming-Li Chai from Microsoft’s corporate futures team, "Project Runway" finalist Althea Harper, TEDx curators, and others. Simultaneously, Prototype Design Camp students and mentors collaborated with educators around the world via Twitter, Facebook, live streaming of key conversations, and live blogging.
Rapidly prototype a physical concept. Student teams spent a full day trying to make their most inspired ideas come to life. In addition to an assortment of cutting-edge technologies, including 3D projectors, iPads, and an immersive menu of web 2.0 tools and social networks, the students had a range of art supplies, building materials, and props. We gave them permission to redesign the classroom as needed, from deploying an array of furniture to crafting just-in-time spaces. The attitude was "by any means necessary." Perfection was not expected. Prototypes only needed to be good enough to suggest possibilities and engage audiences.
Present to a live jury of professionals and the globe. At the end of the three days, Prototype Design Camp teams presented their solutions to more than a dozen jury members from different professional perspectives. They included the founder of a nationally recognized theater group, an architect who had designed libraries around the world, an architect rebuilding schools in Africa, a professional writer based at a modern art museum, a range of artists across various media, an engineer working in both mechanical and software realms, an internationally known librarian, a graphic designer, marketing specialists, and others. We asked judges to avoid "yeah, but" reactions. Instead, they were expected to invest in the students’ ideas and offer real-world applications of those ideas. The final presentation was broadcast to the entire 6,000-person eTech Ohio conference and to the world via various social media channels.
Realize that even three intense days is only scratching the surface. Despite a remarkably immersive experience where our Prototype students successfully used a DT mindset to develop exceptional solutions to authentic learning problems, the real success lay more in students and mentors committing to the process itself than in the answers they presented.
- Volume: 39
- Issue Number: 5
- Issue Name: February 2012