Design Thinking, Invention, & Maker Spaces
Objectives
- To develop a deeper understanding of the design thinking process.
- To identify the role of art, aesthetics, creativity, and imagination in technological invention.
- To highlight the importance of maker spaces to promote STEAM education.
Key Concepts
- STEAM Education
- Multidisciplinary Learning
- Cross-curricular Problem Solving
- Design Thinking
- Maker Movement
Module overview
An invention and more specifically technological invention is the process of devising and producing by independent investigation, experimentation, and mental activity something that is useful and that was not previously known or existing. Art, imagination, and creativity are integral parts of the invention process which has a wide range of outputs, including machines, devices, materials, processes, algorithms, and databases.
This module offers an introduction to the design thinking process and focuses on the importance of an invention curriculum and maker spaces in a school environment.
Details
45
minutesyes
certificateno
pre-requisites14 - adult
age
Skills
- Digital Literacy
- Futures Thinking
- Creativity & Imagination
- Big Picture Thinking
- Risk-taking & Adaptability
- Moonshot Thinking
Cross Curricular programs and links
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Art and science both hinge on discovery, and discovery requires thinking out of the box. STEAM—the integration of music, visual arts, and drama into daily STEM instruction—is proven to enhance student achievement in STEM subjects....
In this module, we consider how the brain is organized for learning and thinking. We also develop a better understanding of how arts-related skills and STEM skills can work together to enhance the acquisition and...
We’ve learnt more about the human brain in the last ten years than we have in all the previous centuries combined. Everything we are now discovering from neuroscience is telling us that if we wish...
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Objectives
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Activities
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Think
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MCQ
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End
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