ORISE Lesson Plan: Design Thinking Challenge: Design A Game

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Design Thinking Challenge: Design a GameSubmitted by: Srividhya Sundaram, STEMJoseph Kushner Hebrew Academy, Livingston, New JerseyTarget Grade: 6-8 STEM or DesignTime Required: 10 Days (45 minute classes)Standards: MS-ETS1-1 Engineering Design: Define the criteria and constraints of a design problemwith sufficient precision to ensure a successful solution, taking into account relevantscientific principles and potential impacts on people and the natural environment thatmay limit possible solutions.MS-ETS1-3 Engineering Design: Analyze data from tests to determine similarities anddifferences among several design solutions to identify the best characteristics of eachthat can be combined into a new solution to better meet the criteria for success.Lesson Objectives:Students will: Understand the Design Thinking Process and how it relates to creatingsuccessful solutions to problemsAnalyze data from tests and use the data to create a better solutionDefine a problem and take steps to solve itCentral Focus:This hands-on experience allows students to experience the engineering design cyclethrough the lens of Design Thinking. Students are using the Design Thinking process tocreate a content based board game for younger students to enjoy.Background Information:

Design Thinking is a human-centred problem solving process. The basic steps of DesignThinking are Empathize, Define, Ideate, Prototype, and Test. In the Design Thinkingmodel, a designer applies the process to benefit the user. In the Empathize phase, thedesigner conducts research using many methods in order to understand the user. Thedesigner may observe the user, interview them, poll others who are involved with theuser, and perform other tasks to bring about understanding of the user. The next phaseis Define in which the designer combines all of the information gathered during theEmpathize phase in order to identify a need or problem that the user experiences.During the Ideate phase, the designer brainstorms a wide range of ideas that could helpsolve the need or problem of the user. No idea is considered outrageous, but rather it isvital that the designer is creative and free to bring forth all ideas. While in the Prototypephase, the designer creates concrete representations of a few of the most promising ideasfrom the Ideate phase. The designer will then enter the Test phase in which the solutionsare tested to make sure they are viable. Prototypes are presented to the user for feedback.The designer asks questions like, “Does this solution actually fit the need of the user?”.The process isn’t over after the initial testing. The designer enters into a cycle of IdeatePrototype-Test using both the feedback from the user and the information from the teststo create the best solution possible. In order to use the Design Thinking process,designers must have skills in active listening, interviewing, and recording data, problemsolving, and resilience. To identify the best solutions and create prototypes, knowledgeand skills in various technologies are needed. Learning to seek out and connect withexperts in various fields will increase the success of the designer. Here is a short videothat explains the process.Materials Provided PresentationHandout for studentsCardboard boxesX-acto knife and scissorsPaper towel tubesIndex cardsMarkers and construction paperSome students may request other materials as they design their games.InstructionDay 1:Using the attached presentation, guide students through a brief discussion of designthinking. Show them this video and allow them to explore this site to get anunderstanding of what design thinking projects can look like. Here is an example of acompany that used design thinking. Lead a discussion with students to talk about how

the Design Thinking process is similar and different from the engineering designprocess. Students can fill out a Venn diagram to document the comparison.Day 2:Lead a conversation with the class to ensure that they have the space and space travelbackground knowledge required to create the game. Use slide 4 of the attachedpresentation. Make the aware that they will be using that information for their designchallenge. When making groups, mix the students heterogeneously based on theircomfort with the background knowledge required. Using slide 5 of the presentation,introduce students to the Design Thinking Challenge. Be aware that students’ brains willstart working on solving the challenge immediately. Have a conversation with themabout how the Design Thinking Process requires them to get to know the problem andthe user (grade 1, 2 students and teachers) better before proposing solutions. Hand outthe guiding worksheet and have students look over what the challenge looks like withusing Design Thinking. Allow for students to ask any questions about the process aspertains to the challenge.Days 3-4:During days 3-4 students will work through the first 2 pages of the handout. Thestudents will write interview questions that will help them understand indoor recess, 1stand 2nd graders, and whatever other information will be helpful in creating the game.The teacher will arrange for a couple teachers and students to come to be interviewed.Interviews can be done in small groups, or as a class as a whole. If possible, it would alsobe advantageous for students to be able to witness and indoor recess to see what kinds ofactivities the students enjoy the most. Students should do the analysis with their groupsonly to infer and interpret what they heard from the teachers and students. Based on theinformation collected, students will refine their problem statement including the reasonthey refined it (evidence from the interview). Lastly, students should Ideate, or come upwith 3 ideas for their game, rooted in the evidence from the empathy phase. Groups needto check in with the teacher after this step.Day 5:Groups will choose the one solution that they want to pursue and produce a sketchprototype that shows and explains how their game will work. In the last 10 minutes ofclass, groups will trade prototypes and give each other feedback.Day 6:Using their sketch prototype and feedback from classmates, groups will build a physicalworking prototype of their game.Day 7:

Groups will test the prototypes. Phase 1: The group itself will test the game. Record theirfindings while being Mistake Mechanics/Success Strategists (see definitions inpresentation). Phase 2: 1-2 other groups will test the game and write feedback. Recordthe finding on their guiding handout.Day 8:Groups will test the prototypes with 1st and 2nd grade classes and receive feedback. It isalso important that students watch the customer play their game without intervening.They should take notes while watching. Results should be recorded.Day 9:Using the feedback and findings from the tests on Days 7-8, fix your prototype and createyour final product of the game.When it is convenient for 1st and 2nd grade teachers, bring the games to them for theirstudents to start playing during indoor recess.Day 10:Have students complete the questions on slide 7 of the presentation to reflect over theprocess. As a class, discuss the questions and revisit the Venn Diagrams made on Day 1to see if there is any more information they can fill in on it.DifferentiationBy nature, Design Thinking builds in differentiation because it is a form of personalizedlearning. Teacher will need to be aware of students’ abilities and provide scaffoldedsupports as needed where students lack skills or confidence.AssessmentStudents will be assessed by using the worksheet “Design Thinking Game for 1st and 2ndGraders” as completed by the students and how they collaborated and collected data.

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Design Thinking is a human-centred problem solving process. The basic steps of Design Thinking are Empathize, Define, Ideate, Prototype, and Test. In the Design Thinking model, a designer applies the process to benefit the user. In the Empathize phase, the designer conducts research using many methods in order to understand the user. The

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