Starting with the empathy piece from the Design Thinking model, I develop learning paths for my students that will engage, energize, and help them feel as if they are able to make a difference in the world. Below are some examples.
Game Based Learning
GAMING AND APPLICATIONS MOBILE ENTERPRISE (GAME): I developed and implemented an 8th grade elective GAME class to utilize design thinking processes to help kids acquire a sense of empathy through a service learning process. The course is designed to teach students Design Thinking practices and service learning by producing academic games and applications for special needs students. The students learn the Design Thinking model to design games and are introduced to computer logic utilizing Scratch. The second portion of the course introduces students to what it takes to successfully market their game and app products as an entrepreneurial enterprise .
Compassionate Solutions by Design
COMPASSIONATE SOLUTIONS BY DESIGN: Through the empathy of eight 8th grade gifted and talented students sprung forth an opportunity for a service learning project. The group of students used the Design Thinking model and STEM applications to design, ideate, prototype and test a fishing pole device that allows Mosinee High School’s former principal to fish after a tragic accident left him a quadriplegic. The project fused together partnerships with one of my former students who is a mechanical engineering student at the Milwaukee School of Engineering, two local college students from Northcentral Technical College in Wausau, Wisconsin, who used this opportunity to complete their capstone project for graduation, three local businesses and the Mosinee Middle School students and teachers. The project took three semesters to complete with a dynamic team of people. The story is documented on the home page of this website.
Enterprise Learning Methods
ENTERPRISE LEARNING MULTI MEDIA COMMUNICATIONS TECHNOLOGY: During this course, the entire school year focused on groups of students posing as an ad agency representing the number two in I the clothing industry. The goal for each group was develop a campaign to take them from being number 2 in the market to being #1 in the market. Each quarter, the groups would switch roles within the four categories desktop publishing, web design, video production and graphic communications to create their campaigns.