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Whether your students are tackling project-based learning or developing solutions in the STEM maker lab, design thinking will help them be more innovative. The design-thinking process, practices and mindsets teach 21st-century skills such as adaptability, collaboration and critical thinking.
The design thinking program described in this book helps develop students’ mindsets in a way that is more conducive to producing innovative solutions. It allows students to apply their creativity to tackle real-world issues and achieve better results through the use of its five learning phases: Empathize, Define, Ideate, Prototype, and Test.
This book is available on IndieBound, Amazon, Barnes & Noble, and Book Depository.
![Design Thinking in the Classroom (1).jpg](https://static.wixstatic.com/media/425bfb_8fb817e2edfe41f898127d0f36c5b10e~mv2_d_1200_1800_s_2.jpg/v1/fill/w_327,h_491,al_c,q_80,usm_0.66_1.00_0.01,enc_auto/Design%20Thinking%20in%20the%20Classroom%20(1).jpg)
In 2014, Colin Gallagher asked me to write a chapter in his book. My chapter illustrated how to integrate Minecraft Pocket Edition into the curriculum. I focused on a project that was based on the 4th grade NGSS standards. Students used Minecraft to demonstrate their understanding of boundaries and volcanoes.
Here's a video that describes this project. Jump to 1:54.
![Minecraft in the Classroom](https://static.wixstatic.com/media/425bfb_19ec76668327431caf9caf63f8e49eaf~mv2.png/v1/crop/x_49,y_0,w_656,h_981/fill/w_85,h_127,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/Minecraft%20in%20the%20Classroom.png)