Student Group-Work Issues and Solutions (ai generated)

Two SteamHead educators discussed collaborative project options between classes, and worked around some typical issues with student group work. Let’s tune in:
Professor Sassoubre: …I’m doing well, thank you. I understand you wanted to discuss a potential collaboration between your high school design class and my university engineering students. Is that correct?Mr. James: Yes, that’s correct. I think it would be a great opportunity for both groups of students to learn from each other and work on a project together. However, I’m a little concerned that the high school students won’t have much to contribute to the project and will just be receiving advice from the university students. I want to make sure that all of the students are motivated to work on the project and feel like they are contributing.

Professor Sassoubre: I understand your concern. One way we could address this issue is by using the “Design Thinking” process developed at Stanford University’s dSchool. This process involves conducting interviews and empathizing with the needs and perspectives of the other group. By doing this, both groups of students can learn from each other and contribute to the project in meaningful ways.

Mr. James: That sounds like a great idea. I think the “Design Thinking” process will definitely help the students collaborate more effectively. But I’m still interested in finding a way for the students to work on a physical project together. Do you have any suggestions for that?

Professor Sassoubre: One option could be to have the high school students focus on the design and aesthetics of the project, while the university students focus on the engineering and technical aspects. This way, both groups can contribute to the project in their areas of expertise and learn from each other in the process.

Mr. James: That’s a fantastic suggestion, Professor Sassoubre. Thank you for your insights. I think this will be a great opportunity for both groups of students to learn and grow together.

Professor Sassoubre: I agree, Mr. James. I’m looking forward to seeing what the students come up with. Let’s set up a meeting to discuss the details of the project and how we can best support the students in their collaboration.

Mr. James: Sounds good to me. Thank you again for your help, Professor Sassoubre.

  • Credits:
  • Dialogue by ChatGPT
  • Dialogue Prompt by James, a summary of a Brain Jam discussion by Sassoubre and James
  • Image by Thufir, running Diffusion Bee
  • Image Prompt by James

Brilliant.org Use Case

As a middle school technology integrator, I have recently been using the website Brilliant.org in my teacher’s classroom and have had mixed feelings about it. On the one hand, I have found the learning games on the website to be extremely engaging and effective at teaching complex concepts to my students. The interactive nature of the games makes them feel more like fun activities than traditional lessons, which has helped to keep my students motivated and engaged.

However, one of the main drawbacks of using a website like Brilliant.org is the lack of social interaction that comes with learning online. While it is certainly convenient to be able to access the games from anywhere with an internet connection, there is no substitute for the kind of in-person interaction and discussion that takes place in a traditional classroom setting. I have found that my students are less likely to ask questions or engage with the material as deeply when they are working on their own, rather than in a group setting.

Overall, while I have had largely positive experiences with Brilliant.org as a teaching tool, I do think it is important to supplement online learning with more traditional forms of instruction in order to provide a well-rounded education for my students. With planning, I would use a combination of online resources like Brilliant.org and in-person classroom activities to create a dynamic and engaging learning environment for my students.

Ideally this would take the form of a project based learning plan where the students were encouraged to find concepts they needed to understand on Brilliant.org. However, Googling for information works really well in those situations and book learning is rarely needed in such a direct manner. For now, Brilliant.org fills a better role than books for required topics and test preparation, and I highly recommend it for that purpose.

article credit:

  • James (prompts, opinions, editor)
  • ChatGPT (copywriter)
  • Splinter (stable diffuser)

prompts:

  • copy: write a three to five paragraph review of the website brilliant.org, from the perspective of a middle school teacher feeling positive about the learning games, but negative about the lack of social interaction that comes with using a website to learn instead of learning in a classroom
  • image: a grade 6 student using a macbook and a website to study geometry

Getting to know the SteamHead Team: Twila Busby

We’d love for you to get to know the SteamHead team better. In this series of posts, we ask the great people behind SteamHead some questions about the organization, the pandemic and their hobbies!


 

Next up is Twila Busby.

What’s your favourite student project and why?
I can’t remember the project piece, but I will always remember a young designer telling me that the MakeFashion Edu Runway Show was the “best day of her life”! I think kids do not have enough opportunities to create something wonderful and share it with others (besides their class and teacher). So when they can show and talk about their work with adults who are interested, I think that is very motivating for them.

What’s the best part about working in SteamHead?
The community and the support to do good things with kids.

What are some things you’d like people to know about SteamHead?
1) Send money so that we can extend our reach and spread the word!
2) We try to be intentional in what we do, even with projects that seem whimsical.
3) We love to learn and are never satisfied with the status quo.

What do you miss the most that you weren’t able to do during the pandemic?
At first is was just not being able to travel and gather together and see students in person, now it is not being able to see their faces because of the mask wearing.

What is one positive thing that came out of the pandemic?
The chance to slow down and prioritize. Using Mozilla Hubs as an exhibition venue.

How has the pandemic affected the way things in Steamhead are being done?
Much more remote work and thinking about two tracks of curriculum; virtual and in person.

What’s one topic that you could talk about for hours and hours?
K-12 Education and Learning

What’s your favorite season and why?
In Tucson, it is fall because the weather cools down a bit, but it isn’t cold. Other places it would be spring when everything starts blooming.

What show/video/thing are you bingeing on right now?
Just finished Netflix’s Baking Impossible, where a baker and an engineer are paired up to use edible ingredients to create something that passes stress tests, such as shake tables, obstacle courses, floating. I like shows where people demonstrate great skills.

 


Learn more about Twila by reading her profile here.

Getting to know the SteamHead Team: Carrie Leung

We’d love for you to get to know the SteamHead team better. In this series of posts, we ask the great people behind SteamHead some questions about the organization, the pandemic and their hobbies!


 

Starting it off with our co-founder, Carrie Leung.

 

What’s your proudest SteamHead moment?
Hard question, it’s like asking what’s your favorite movie! If I really had to say one thing, it’s that I know we created lasting change in the education community of Shenzhen that can be evidenced today – still going strong and continously evolving on it’s own (without us being there). The SteamHead community as a network has put makerspaces in schools, carved out roles for educators in the Maker Movement, celebrated student work at the School Maker Faire and MakeFashion Edu Runway events, inspired teachers and students (and these can be anyone – moms to grandparents to students) through opensourcing our methods, playbooks, resources and just simply by getting people into the same space. I experienced first hand through all the challenges and successes, that a group of people with a shared vision can definitely make a lasting difference.

What’s your favourite student project and why?
The first season of MakeFashion Edu left an immense impression on me. The season one cohort was magical for all of us. We felt like we were a team, we felt like our individual stories were being heard, we felt like each challenge made us stronger, we felt like our academic learning had relevant real world meaning behind it. Lucas, loved design, hid his talent for the fear of ridicule (bc boys shouldn’t like to design clothes) became an essential go to for help among his peers. Hayle, HATED math, started applying it to get her runway piece off the ground (by season two she conceded she needed math). Angela, Amy, and Lily learned not only to code and solder, but also finding their voice to speak about what their piece symbolized and why it should matter to all sorts of adults inlcuding the media. Coco became our engineering guru – helping everyone (including boys and older students) with their pieces. Peers that weren’t friendly before were now on the same team. While all of this magic was happening on the classroom level, the same was going on with the adults. It was a multi-school effort and the teachers, parents, and experts came together to share, learn, and put on the extravenganza. Socio-economic walls were broken down and a lot of great memories were made.

What’s the best part about working in SteamHead?
Hands down the people. Without the students, parents, educators, industry leaders, researchers, media folks there would be no SteamHead. SteamHeaders span across the globe, topics, skill sets, age, backgrounds and we support each other as needed. We are all moving in differenent ways toward the common goal of making relevant education assessible.

What are some things you’d like people to know about SteamHead?
1) SteamHead runs 100% on volunteers donated time, expertise and resources.
2) Until 2020, we operated with no exchanges of money. It was a thoughtful decision to help us and those who want to engage with us to focus what was important. This takes an immense amount of work and time to faciliate. In 2020, we decided to take money donations and exchanged our expertise for income in aid of emergency situations in schools in a timely manner.

What do you miss the most that you weren’t able to do during the pandemic?
I miss the SH makerspace in Shenzhen. I miss the SteamHead residents that come and stay for months at a time. We learned so much from each other. There are so many fond memories of that open space of meeting folks from all walks of life. We’d tinker together, ponder change together, and if things were aligned sprouted actions together. So many great things came to be with just being in an often hot and crowded space and some tools create together.

What is one positive thing that came out of the pandemic?
So much of what we do is hard to articulate. The world often wants metrics and evidence to prove things are achieved. I understand that. But there are so many things we do, our goals, and our vision – how does one accurately measure it? How do you measure the impact a teacher has on a student just by believing in them? How do you measure the agency a child develops by being allowed to run their own project? How do you measure the affect a mother has on her children as she starts to understand project based learning folds in a plethora of under valued critical skills for her kids? How do you measure the pivot to- one of understanding and questioning- instead of fear and insecurity when a student is posed with a challenge or a person that is unfamiliar? The most important takeaway from the pandemic is that it showed what we are doing at SH works. It proved to me that the things we build, teach and share whether tangible or intangible makes us positively contributing human beings. We acknowledged the situation and tried one solution after another. And when I say we I mean everyone in our network. I had young students confidently step up to the challenge of being head of household because their parents were essential workers. Citing the project management skills came in handy! I had students asking for help because they become local community leaders while their guardians worked. There were teachers sharing methods and resources. We had experts like Mike Shaw spin up a quick video on how to maximize online tools to help teachers that weren’t technical. We had a business donate a car so we can deliver kits to schools kids stuck at home. All the skills and mindsets we advocate at SteamHead, yea, it was utilized in full force in 2020.

How has the pandemic affected the way things in Steamhead are being done?
We’ve always had a “cloud community” our network being loosely connected online – this is now stronger. Support in the form of materials and tools are now donated with money equivelants. We believe a degree of online learning is here to stay forever, we have reallocated a bulk and time of resources in bringing our content online for free. This in fact has creately positive affects due to the fact we can reach more teachers and they can build on our materials. Our events like the School MakerFaire and MakeFashion Edu runway shows have pivoted us into the realm of the metaverse and virtual reality. It has been really fun and having a timeless showcase is a great way to share. This will be a component that SH will keep forever as it has the same positive affects of putting our content online for free.

What’s one topic that you could talk about for hours and hours?
History, humanities, and current events through the lens of economics and finance. I feel economics, monetary protocols, etc are a huge contributing factor in how it has shaped us as a species – I can talk about this forever! (People just glaze over when I start, and my friends kind of roll their eyes at me lol)

What’s your favorite season and why?
Oooh, I know this isn’t an answer, but it really depends on where I am. For example, if I’m in SF then it’s during Indian Summer Sep/Oct/Nov. If I’m in Shenzhen then Fall or Spring. Dry season for sure if I’m in Costa Rica. Wet season if I’m in Thailand.

What show/video/thing are you bingeing on right now?
Inside Job. An adult cartoon on Netflix. If you like Ricky and Morty – this tracks!

 


Learn more about Carrie by reading her profile here.

Deeper Learning Conference

Storytelling through Fashion Technology with MakeFashion Edu

SteamHead is presenting a Deep Dive session at the 2021 Deeper Learning, where they will hold a MakeFashion Edu workshop. Participants will discover ways in which they can reach all students through the exploration of fashion tech. They will work in teams to go through a design thinking process (based on Stanford D-School), ideate and create a meaningful fashion tech piece using various levels of technology and revise with self and peers. The Deep Dive will end by exhibiting all the pieces in a virtual gallery and a ready to share fashion lookbook.

 

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)

 

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