The SteamHead Design Immersion Curriculum

A Collaborative Project Supporting Maker Education and Design Thinking in the Classroom

Written and Designed by: Michael Shaw, James Simpson, and Carrie Leung

Made Possible By: SteamHead, MakerSAIS, MakeFashion Edu and Cultivative

Creative Commons Attribution-NonCommercial-ShareAlike 4.0 CC BY-NC-SA

 

Introduction

The SteamHead Design Immersion Curriculum builds upon the established educational values of existing design and technology curriculums to instill creativity, critical thinking, and problem solving skills to students across all subjects in a holistic program to prepare them for the challenges of the future. The curriculum is meant to teach students all the tools they need to be innovative creators: from the high-level concepts of design planning and community impact all the way through to the hands-on digital and physical tools needed to enact their ideas. Our lessons are defined and measured in the learning pathways found in this document via a series of “badges” that represent the level and degree of accomplishment in a given skill as the students progress. This method allows the most freedom and flexibility to students as possible. ‘Immersion’ best encapsulates our integrated approach towards technological and design education. It’s meant to reflect some of the value and efficacy of language immersion education because, like language, design thinking and technology are embedded in nearly every aspect of educational, personal, and business life. To that end, design immersion is meant to free these concepts from the barriers of traditionally siloed educational subjects and to cultivate creative problem solving as a dialect of learning. Our curriculum has developed and changed over several years as we implemented and experimented in the classrooms at Shenzhen American International School (SAIS) with the support of the amazing teachers there. SAIS has made Project Based Learning (PBL) central to their curriculum and philosophy and became the first entirely PBL school in Shenzhen, so it was the ideal environment to develop our curriculum. We expect to continue to innovate and develop it both at SAIS and in our own classes with the help of the larger education community. The SteamHead Design Immersion Curriculum is a collaboration between SteamHead, MakerSAIS, MakeFashion Edu, and Cultivative. We present the curriculum here as a living document, so that others in the education community might benefit from our efforts. If you would like to use this information to help your own communities, please do so under Creative Commons Noncommercial ShareAlike license, which can be found here: https://creativecommons.org/licenses/by-nc-sa/4.0/ For a commercial licence or consulting services, please contact us at https://SteamHead.space

 

Learning Pathways

Design thinking requires both a thorough understanding of abstract heuristics as well as hands-on interactive skills. We are building on the Stanford d.school’s Design Thinking Process of “empathize, define, ideate, prototype, and test,” as well as a version of the “head, heart, hands” model, to ensure that students grasp the individual concepts of design process, how these skills can be integrated into any project or problem, and how to approach design with empathy. To that end, our four learning pathways, Community Impact, Design Planning, Digital Tools, and Physical Tools, divide skills into sensible categories for definition but should also be understood as one, gestalt design and creation process. E.g., a student’s hands-on experience with physical tools should inform their design process when considering possible materials and limitations for a prototype, and vice-versa with design process informing what skills might be needed for a project.

 

Community Impact

Community Impact is the most important, but also the most esoteric, pathway in our curriculum because it addresses the need for meaning and purpose in students’ work. One of the failings of older education models was their reliance on rote problem solving and artificial practice problems. Students can learn academic topics this way, but the ideas will feel disparate, not applicable to the real world, and, most of all, not interesting or important to the students and their community. Design thinking needs to begin with empathy not only as a virtue, but also as a pathway to listening and thinking about the needs of those around us then defining a problem to solve. Students share their work as the final aspect of this pathway to encourage self reflection and to reinforce that their project has impact outside the classroom. Starting from the perspective of community impact is the pathway that leads students to define meaningful projects, be motivated to innovate, and instill meaning into the work they do at school and beyond.

 

Design Process

The Design Process pathway represents the methods students need to ideate, manage, and revise their projects. This is the second of our abstract pathways, but it should be accessible and familiar to anyone who has tried to complete a task with more than one step: the need for planning and process becomes more and more apparent with each layer of complexity. The Design Process pathway allows students to pick up the problem they defined in Community Impact and attempt to solve it. They first ideate possible solutions or avenues of exploration and make drafts, then they organize the steps, tools, and other factors needed to create a prototype. Through practicing and organizing their own projects, students gain independence in setting up and cleaning up their work as well as become empowered to solve problems they choose rather than waiting to be told what to work on. This pathway will also teach students the meta-structure of design thinking and the purpose of the abstract scaffolding they are being taught both as constructs and as applied skills. For example, students would write a business plan for their prototype product that requires an up front understanding of the project’s resources, scope, and scale. Last, this pathway teaches iteration and testing: the important process of building on and learning from one’s work; the essential lesson that, contrary to the traditional mindset of producing “right or wrong answers,” we often learn most from the trials and prototypes that don’t work, rather than ones that do.

 

Fabrication Tools

Fabrication tools are often one of the first things that come to mind when the topic of project based learning and maker education come up, and understandably so, because few things inspire and excite us more than seeing an idea come to life in physical form whether it’s on the tray of a 3D printer or the woodshop table. While that base-level excitement fuels the creative and learning process, the Fabrication Tools pathway also serves as a grounding point and a means to solve problems identified in the Community Impact pathway and require forethought, attention to detail, safety, and management of resources. The classroom provides an environment where students can learn these tools under guidance and supervision, so they have the skills and respect for fabrication tools to use them in future projects and for the rest of their lives. Regardless of whether students learn tools and skills held by humans for hundreds of years like papercraft, woodcraft, and stitching, or they learn the kind of technological tools hyped in the headlines like 3D printers, laser cutters, and block circuits: few lessons are more powerful than when students become empowered to literally change the world around them.

 

Digital Tools

Digital Tools have transformed our world and made this the Digital Age, and yet individual apps, websites, and coding languages are quickly swallowed up in the shifting sands of popularity and technological advancement, so this pathway has to focus on the kind of digital literacy, frameworks, and heuristics needed to use any kind of digital tool in addition to those in front of us today. Our students often arrive to the classroom having been steeped in the digital world from birth, and the trope of adults needing to “ask a young person” how their own digital tools work shouldn’t surprise us. However, it’s naive and dangerous to assume that students don’t need a thorough education on this topic. The hazards of data security and privacy jump first to mind, but even common skills like file management can seem outmoded and unnecessary until they become a crisis of lost projects. Like the native language skills students bring to the classroom, students can already ‘speak’ with digital tools, but they need to be surrounded by educators modeling positive habits in order to develop that skill. The notion that classrooms should remove digital tools for being ‘distractions’ or to better serve traditional pedagogy amounts to hiding our heads in the sand in the face of an already digital world. Pedagogy, teachers, and students all need to adapt to these changes because digital tools open up entirely new modes of thinking and working, allow access to near limitless information, and are 21st century implements of innovation; we must empower our students with these tools if they are to be ready for the future.

 

System of Badges

Our Design Immersion Curriculum relies on a system of digital badges to measure student progress, allow for open learning pathways, and encourage self documentation. The badges can be implemented on a number of open platforms such as Badg.us, Badgr, and Mozilla’s Open Badge Infrastructure (OBI). These are systems for sharing a unique digital artifact, creating something similar to a scout badge, that consists of an image and metadata about the criteria, issuer, and evidence of the work done to earn it. The badge is then added to a student’s portfolio and can be brought to future classes or shown as a history of accomplishments. Research by Mozilla and ISTE among others has shown these badges to be an effective, evidence-based system to measure student performance based on actions taken, not facts memorized, which is important for the subjective topic of design. Digital badges encourage student agency as they strive toward accomplishable goals that excite them. Once achieved, the student engages in self documentation and reflection, which is meaningful for the learning process and necessary to reduce the resource cost for the teacher tracking multiple students on multiple projects. An introductory level implementation might involve attaching a badge to a lesson that all students participate in, but we plan for Design Immersion to have open-ended objectives that allow students to engage in true design thinking and explore new pathways. As they progress, students self document and ‘apply’ for badges, so teachers can measure and reward progress in skills even while efforts toward a finished product fail or are abandoned. It’s far too easy to see design projects (and other open projects such as in art or engineering) only through the lens of the end result, but there is true, measurable, educational value in the exploration and drafting phases of design that can be captured by our badging system.

 

Appendix 1: Badges Excel File

SteamHead Public Drive Badges

 

APA Citation Format

Shaw, M.A., Leung, C.K., Simpson, B.J. (2018). The SteamHead Design Immersion Curriculum. SteamHead Productions. Retrieved from https://steamhead.space/design-immersion-curriculum/ ‎

In text citation: (Shaw et al., 2018)

 

New Resource for Remote Teachers Learn Camera Techniques and OBS

Resident Mike Shaw created a new video that walks educators through how to make their online videos look better, be more dynamic and interesting, as well as ways to send out more than just your face to your video calls. Check it out, and share it to the teachers and educators you know. This is a great resource.

James and Carrie encouraged him to make this after their experience with their class for Maker Camp using OBS and they saw how powerful it could be. OBS is such a great example of the open source software community bringing an amazing, free tool to the public.

We are all having to adapt to a remote world, and these tips and techniques can help out not just teachers, but everyone who needs to make a video call or recording more dynamic and interesting.

Mike’s thoughts: https://michaelashaw.com/blog/2020/9/8/creating-a-virtual-learning-space-how-to-use-obs-as-a-remote-classroom-teacher

Maker Camp Live! Light Up Dino Spikes Class

The SteamHead MakeFashion Edu Team joined forces with Make Media and participated in their Maker Camp Live Series. We broadcast this video out to all their channels, and we hope some kids, parents, and kids at heart enjoy this fun, light-up dino spike project! Thanks to Mike Shaw for hosting us in his home studio and producing this project.

In the class, we teach how to up-cycle plastic for use in wearable tech (and anything else you can imagine) and made dino spikes, then we walked the students through basic circuitry and how to use as MOSFET as a kind of switch that uses the human body as a conductor to turn the lights on and off.

Thanks to Make and Maker Camp. Check out the rest of this great program at http://makercamp.com/

Dino Spikes: https://makercamp.com/event/makefashionedu-0828/

Materials from around the house (not shown on Dino Spikes Amazon list):

  • Plastic shopping bags (1- 4)
  • 1 piece cardboard, approximately 2 inches by 5 inches

Materials (also shown on Dino Spikes Amazon list):

  • Parchment paper, 2 pieces approximately 8 inches x 11 inches or larger
  • 9 Jumper test leads with alligator clip ends
  • 1 Mosfet
  • 3 pieces Aluminum foil, approximately 2 inches square
  • 1-2 meters fairy wire (preferably broken – we’re going to hack it!)

The battery holder might be included with your fairy wire, but if not, get these:

  • 1 Double AA battery holder – holds three
  • 3 Double AA batteries

Dino Spikes Amazon List

Tools:

  • 1 Ironing board or thick towel + flat surface
  • 1 Iron
  • 1 pair of Scissors
  • 1 Marker
  • 2-3 Circular objects around the home to trace in varying sizes (cups, bowls, vases, etc)
  • Adhesive: Stapler, tape, or hot glue (whatever’s at home)

Optional Decoration Supplies:

  • Paint, Markers
  • Ribbon, glitter, gems, aluminum foil
  • Decorative small items to repurpose around the home

Optional Attachment to Wearable and Body:

  • Velcro/ velcro dots / safety pins
  • Soldering set up
  • Glove (got ones that are missing their buddy?)
  • Ribbon, and/or string

 

Mike’s Maker Story: Building My First Table

This video is the story of how I wanted to fill the need for a crafting table in my wife’s workspace, and how I dove in head first to building it from wood, knowing very little about woodworking. How-to videos often come from the perspective of an expert showing off their craft; my video is more of a how-to on how to approach being a maker, how to learn new skills, how to be flexible, how to fail, and how to get help. I am NO expert woodworker. I’m a novice, at best–if I can lay claim to that title at all. The thing I can do is tell stories, and I’m trying to point that skill toward myself as a way to communicate the value of making things and to inspire others to become makers.

Only after spending a lot of time following James and Carrie around and making videos, have I finally started to understand how to be a maker. On the one hand, it seems obvious: just make things. But, it’s really a more complex ideology than that. It’s about creating, modifying, and otherwise shaping the world around you for the better, in ways both big and small. Also, it’s a rejection of disposable consumer consumption in favor of quality, custom solutions to problems that suit one’s needs. That’s a long way to say that I’m finally starting to feel like a maker, and I have James and Carrie to thank for that, because I don’t think I would have considered doing this project or this video if I hadn’t seen them and all the great people in this community in action.

I hope you like my video, and that you walk away inspired to make something or learn something new.

HTM Photo Studio: Final Review

High Tech Middle North County San Diego Photography Studio – 2020

Mike volunteered to give a professional review to the photos of middle school students from High Tech High. As this was during the 2020 Pandemic, students had few creative outlets and sharing photos online was very impactful to them.

We shared the video of the reviews here for reference, and to give folks an idea of what this is like for students. Mike recorded everything in one video, and then we shared out the video to all the students. They scrubbed on YouTube to find their photo, and then slowed down to hear his comments.

We considered whether students would want the review of their work accessible by other students. In the end, we decided that High Tech High’s teaching philosophy and culture would easily support the students through a group review. This is not true for all schools, so thanks to HTH for making our work easier, by training students in real-life collaboration skills!

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