Design Approach to Transformative, Empowering Education
eduPermaculture is an education design approach that centers around simulating experiences and directly utilizing the behaviors, strategies, practices, and systems found in successful, real world learning environments and integrating them into school learning experiences.
With eduPermaculture, every educator is a designer; a designer of learning experiences where students go on an engaging learning journey that lead them to do something that they thought was not possible of themselves. Ultimately they build the foundation for their growth mindset, giving them the confidence and courage to tackle new problems and challenges.
In this workshop, learn how to use eduPermaculture to consciously develop learning environments that simulate or directly use the behaviors, strategies, practices, and systems found in successful learning environments. Also learn how this future-thinking approach can be used to design, implement, sustain, and continuously improve innovative initiatives and programs that transform educational experiences.
DESIGN THINKING IN THE CLASSROOM
Empowering Students Through Inquiry and Creative Practices
Learn about the empowering capabilities of modeling and teaching the design thinking process and mindsets to your students. Unleash their creativity and confidence to tackle real world problems and improve real world experiences. Design thinking (DT) is an iterative method and a way of thinking that focuses on human-centered design. This solution-thinking method is ideal for project-based learning, STEM, and inquiry-based learning projects because it equips students with the toolkit to ask questions and generate innovative solutions to real world problems.
Participants in this session will:
Learn about the DT process and its mindsets that empower students to become creative, empathetic problem solvers.
Learn about real projects where students used the DT method to bring positive change to people and their community.
Understand the process of developing a high-quality DT project.
This session is based on the book, Design Thinking in the Classroom.
Integrating Empathy and Human-Centered Design into STEM
Learn how to integrate the design thinking process and mindsets into your STEM projects. Design thinking is an iterative method used to solve complex problems with a focus on human-centered design and radical collaboration. This solution-thinking method is ideal for project-based learning and STEM projects because it provides students with a process and mindsets that help generate creative solutions to real-world problems. In this session, you will experience the design thinking process first-hand and learn how you can implement this method into your STEM projects.
Participants in this workshop will:
learn and experience each phase of the design thinking process.
see examples of projects that implemented the design thinking process.
learn how to implement design thinking into their current STEM projects.
The KoLAB Program
Integrating STEAM, PBL, Design Thinking, and the Maker Movement into One Program
How can schools effectively incorporate innovative approaches like design thinking, project-based learning, STEAM and makerspace concepts, all into one program, to help students achieve desired outcomes? One approach is the ACT Project, a holistic design system of pillars and design principles focused around simulating and directly utilizing the behaviors, strategies, and practices found in successful learning environments. This approach enables both teachers and students to become risk-takers and innovators in the classroom; bringing a refreshingly different experience in the way students learn rigorous, high-level skills and concepts. Come learn how the elementary school at Korea International School used the ACT Project system to design the their KoLAB program that integrates all the best education approaches.
In this session attendees will:
Learn about how the KoLAB program at Korea International School incorporates STEAM, project-based learning, design thinking, and makerspaces using the ACT Project framework.
Learn about the three pillars of the ACT Project framework: Applied Learning Practices, Culture of Hope, and Transdisciplinary Pedagogy.
Collaborate and design their own learning activities using the ACT design principles.
The ACT Project
Integrating Makerspaces, Design Thinking, PBL, and STEM
The problem we face in education today is the artificial learning that takes place in many schools; learning that is fundamentally different from the successful learning that occurs in the real world. Current school structures and systems prevent meaningful organic learning from transpiring; learning that will prepare students for challenges they will face in their future professions, personal lives, and civic duties. How can schools effectively incorporate innovative approaches like design thinking, project-based learning, STEAM and makerspace concepts to help students achieve desired outcomes?
One solution to this problem of artificial learning is The ACT Project, a holistic design system of domains and design principles focused around simulating and directly utilizing the behaviors, strategies, and practices found in successful learning environments. This approach enables both teachers and students to become risk-takers and innovators in the classroom; bringing a refreshingly different experience in the way students learn rigorous, high-level skills and concepts.
In this workshop attendees will:
Learn about the domains and design principles of the ACT Project framework
Experience hands-on learning activities where knowledge and skills from multiple disciplines are applied through innovative practices to solve meaningful and real world problems
Collaborate and design their own learning activities using the ACT design principles
Learn how the ACT Project design system incorporates design thinking, project-based learning, STEAM, and makerspace concepts into the a school
A Holistic Approach to Education
Unification of Multiple Disciplines
Our new program at Korea International School has drastically disrupted the way education is being delivered to students. It has enabled both teachers and students to become risk-takers and innovators in the classroom; bringing a refreshingly different experience in the way students learn rigorous, high-level skills and concepts. art of the program’s success is derived from disruption; similar to the way former technology startups, like Instagram and Twitter, used disruptive innovation to find success.
The purpose of this extended session is to rethink the idea that academic disciplines should be taught separately. Instead,learning should involve multiple disciplines that are ubiquitous to all areas of life. By developing thematic units, barriers are removed and traditional disciplines are no longer taught in isolation; but instead allow students to work out culminating challenges that involve skills and concepts from multiple disciplines. Having students apply knowledge and skills from multiple disciplines while tackling real-world projects is called Transdisciplinary Learning.
In this session, attendees will:
Learn effective implementation strategies and develop a framework in designing a successful transdisciplinary learning program for their school.
Experience hands-on transdisciplinary activities that involve prototyping, experimentation and tinkering through an innovative design approach.
Learn how multiple disciplines can be integrated through culminating challenges.
This extended session focuses on how to implement a STEM program in elementary schools. However this session is open to teachers, specialists, and administrators of all-levels because the program’s development and implementation process can be executed in both middle schools and high schools.
This session provides an overview of a one-hour introduction to computer programming called the Hour of Code. Programming is an effective tool teachers can use to develop students’ critical thinking, problem solving, and decision making skills. Students can learn how EASY it is to learn fundamental programming concepts. This session will present examples of classrooms who participated in the Hour of Code, and information on how programming can be implemented into curriculum.
This session provides an overview of two after-school programs, The Applet Team and The Gooru Squad, that train students to become tech experts in Apple and Google technologies. After receiving their official name tags for the completion of the programs, students provide technical support to their peers and teachers during school hours. Come and learn how you can implement these programs in your own school!
Minecraft is an effective educational tool that can be tailored to almost any lesson being taught in the classroom. Combined with the enthusiasm it generates for learning, Minecraft enhances a large range of academic content, and helps students develop their creativity and soft skills. This session will provide you with examples of classrooms who have implemented Minecraft in their lessons and units.
Learn how to adapt the design process used by Stanford University engineering students into your elementary school classroom. “Design Thinking” is an iterative method used to solve complex problems with a focus on human-centered design (empathy) and radical collaboration. In this session, you will experience the design thinking process first-hand and learn how you can implement the design method in your elementary classroom.
Google for Education Summit
Have students create a virtual museum with Google Presentation to demonstrate their knowledge of any significant content. This digital product contains detailed exhibits, interactive features, and multimedia entities that simulate the museum experience. A virtual museum can be the product of a culminating challenge in any project-based learning unit. The process of creating a virtual museum can develop students’ 21st century competencies.
This session provides an overview of an after-school program, The Gooru Squad, that trains students to become tech experts in Google technologies. After receiving their official name tags for the completion of the program, students provide technical support to their peers and teachers during school hours. Come and learn how you can implement these programs in your own school!
Google for Education Summit
Minecraft is an effective educational tool that can be tailored to the lessons being taught in the classroom. Combined with the enthusiasm it generates for learning, Minecraft also enhances and supports a large range of academic content. This session provides an overview of how Google Apps contributes to the effective implementation and use of Minecraft in classrooms.
This session showcases e-Portfolios created by 2nd grade students that showcase work involving collaboration, communication, critical thinking, creativity and technology operations. The session will also provide you with practical recommendations in integrating Google Apps into your curriculum, and solutions to complications you may encounter during the process.
This session provides an overview of a free alternative website-building platform called Wix that integrates Google Calendar, Maps, Google+, YouTube and Google Drive. What makes Wix so special is its stunning designer-made templates, a simple “drag and drop” site editor, and its excellent support team. Incorporate Google apps and tools into your class website without sacrificing attractive, creative design.
Online simulation-based learning involves authentic web-based learning experiences that help students learn by doing. These lifelike replications can develop student communication/collaboration, problem-solving, research, and critical thinking skills. Students can also gain academic knowledge through online simulations that focus on specific academic disciplines. In this session, attendees were provided with a list of online simulation games that can be integrated their curriculum.