Showing posts with label prototyping. Show all posts
Showing posts with label prototyping. Show all posts

Wednesday, May 3, 2017

Unit 2 - Step 7a - consider your project (adapting a current prototype for more effective use by EFL students) (reflect & )

Goal: Consider your design project holistically and provide peer feedback. 

How might I have my English for Engineering students involved in the design of a typical vocabulary lesson so that it meets their needs and stimulates them to want to learn new vocabulary? (Discovery to Focus steps only)

Summary of Discover Phase 

I started with thinking that I would invite all of my current EAP students to review and revise the  digital lesson plan that I typically give to them at the start of each class. This is something that I have designed over the years to support my student learning. Over the years, I've received feedback on it through anecdotal comments from students but I have never had any sort of formalized student input or review of it.  This seemed a good occasion to do so.

I organized two group interviews, one for each of my two course sections, each with three students. I introduced the digital lesson plan and how I was seeking their opinion on it, how useful it was to them, it what ways was it useful to them, and  how it could be improved.  I was accutely aware of the need to make them feel comfortable with expressing their views - both negative and postive - on it.
Students informed me about how useful the digital lesson plan is ... much of it repeating what I have heard anecdotally over the years (which was comforting) and what I had expected them to say. What was new was being able to ask them to discuss their current language learning needs and once that was done, discussing possible resources that could be added to the digital lesson plan to address these. Ideas that emerged here were practicing new vocabulary outside of class, and reviewing key grammar. They made it clear to me their appreciation of having immediate 24/7 access to websites that have been curated by their instructor. They were keen to learn with the help of these additional resources. But through these discovery phase interviews,  I learned ways in which it was being used that I had never realized were possible before. The majority of students (end users) noted how they refer back to it when at home to "replicate a sequence of activities" that they claim help them to learn something again. Students offered suggestions on ways to improve this "replication of learning sequences".  What I have done is incorporate these suggestions into the digital lesson plan almost immediately.

But a review of the Unit 2 Design Thinking Steps, especially at Step 5, pointed out to me that I may have been denying myself a chance to learn more about how to really invite students to practice applying the design thinking process much more. This led me to brainstorm on ways this might be possible, and ultimately led me to the idea of inviting students to actually help design their own learning (with the help of the digital lesson plan concept). So I set to work on this, only to see that the scope of the project was now much too broad and thus potentially too complex and unattainable for my students.
(original example) 

The compromise? To narrow my focus to a group of students who might benefit the most from learning the design thinking process - my Engineering English students - and to further narrow it down to one aspect of language learning - vocabulary acquisition. Then I brainstormed on how the design thinking process could be both learned and applied here.

The result? A relatively simple introduction to the design thinking concept to make clear its relevance to engineering and to education. Then an invitation to learn the concept through direct application to something that is currently very important to them - vocabulary acquisition. A bit of a struggle here. How not to have them immersed in reading about vocabulary acquisition theory (something that any language instructor would have some knowledge of) when the language used there would be inaccessible to them. Instead, I concluded that many of the answers would lie with finding out what students find most effective AND then finding out what various other language instructors find effective. Thus a "discovery" stage emerged. I surmised that students would need to learn about how to interview. This would mean coming up with a set of common but useful questions as well as the best ways to ethically record this information (a quick introduction to statistics) before they could set to work on collecting that information.

Prototype

The original prototype is as follows (a pdf file)
Link to document 
Partial screen shot



A more storyboard type description of the prototype incorporates more detailed review of how this process might work ... with focus only on the introduction of the Design Thinking process and the execution of the Discovery phase.






Unfortunately I was not able to realize a "try" with any of this because of the current state in the Center's semester - last week of classes before final exams.

I appreciate the flow plan for breaking it down in a systematic way .. but prefer the storyboard method for making the process more transparent .. even messy ... so I can add notes to it. It just seems more organic and open to revision. It makes me much more conscious of all of the design decisions and what would be required to scaffold these for students.

Reflections on this design cycle?

Even with only a close examination of one step in the design cycle I find that it never seems to end. I find myself reviewing and revising this constantly as I ask myself "will students understand the concept, is it modeled enough for them to understand and apply it, and is it clearly sequenced?" The ultimate test will be in the "try " phrase.  

Unexpected finding? 
Just how challenging this can be to present not just aa a concept - design thinking - but the process to implementing it to students whose second language is English and thus the need to carefully granualarize and reconceptualize it so that it can be understood by intermediate English as a second language learners. I expect just accomplishing this alone will prove to be an iterative process.


Unit 2 - Step 5c - Activity Plan (adapting a current prototype for more effective use by EFL students) (prototype)

Identified the need to reduce the size and scale of what it is I'm asking students to do.

The new and improved prototype activity
https://drive.google.com/open?id=0B8r1jrc3n6aibU5oRjd6MFptVG8




Tuesday, April 25, 2017

Unit 2 - Step 5a - Activity Plan (adapting a current prototype for more effective use by EFL students) (prototype)

Video 1 - Nuvu School - Supporting Creative Learning

interesting video on how a school has set up a "making" studio to promote and support student engagement in the "iterative" process .. to deal with real world problems ... to come up with their own solutions (typically given a problem that they must solve in 2 weeks - engage in design thinking to solve it) 
  • What does “creative learning” mean to you? Is it a priority in your school or classroom? What ways do you allow your students to express their creativity?
    • creative learning 
      • definitely about conceptualizing something and then making it concrete.. and perhaps then reviewing and revising it (with a background in the visual arts .. this comes naturally to me) 
    • is it a priority in my school or classroom? 
      • in my school .. not so much .. pressure to cover content and curriculum ... but in my classroom, I do promote it via formative assessment strategies that invite students to work in groups to review and revise their work, submit for my review .. then resubmit it based on my feedback .. then resubmit it again (reinforce idea that education / learning is really about trial and errors... practicing .. to realize mastering )
  • In your classroom, how are you like a teacher and how are you like a coach? Which role do you prefer? What might it look like/feel like/sound like to be more of a coach than a teacher?  
    • how am I like a teacher? 
      • when I model how something is done .. and invite students to repeat / practice it then be assessed on whether it is right or wrong (standards based)  
        • I'm monitoring the student at all stages of the process to ensure the student is on track to master a given skill or concept 
    • how am I like a coach?
      • when I offer feedback that is more subjective.... but based on experience .. and enter into a dialogue with a student as to options / free choices that they can make .. then I'm engaged in coaching (more of the critical assessment, final judgement and ultimately decision on how to proceed rests with the student) 
        • I'm on the sidelines .. giving them options.. and they then enter the playing field unencumbered by me to then make choices and learn directly from them as to whether or not they were good ones; they may come back to me to discuss their opinions and solicit my own 

Video 2 - prototyping and iteration

 Do you ask your students to critique each other? How do they feel about being critiqued or revising their work? How might you help them be more comfortable with critique? 

  • I do ask my students to give reviews of each other's work but typically in a controlled sense (often with a set of guidelines and rubric) in an effort to structure and guide it because I find they don't have the ability nor the maturity to do it in a constructive manner  
  • The video underscores the need to MODEL proper critquing before we can expect students to do it - using questioning  .. and typically focusing on purpose (the Why) 
        • what are you doing?
        • why are you doing it?
        • what do you see? 
  • Students can become more comfortable with critiquing when they 
    • are guided / directed at first (with guided questions) 
    • are focused on purpose (vision, mission) 
    • are instructed how important it is to the iterative process (by sharing real life examples - space program, importance of failure to learn, process is often more important that product) 
        • a learning process (need to be specific about what they have done; close observation) 


Thursday, April 13, 2017

Unit 1 - step 5 - prototyping


User - male, 19 years old, student 
  • a student who is often late for his morning class 
focus?
  • morning or bedtime routine
key problem?
  • sleep deprivation
key solution?
  • know your goal
    • motivated to be an accountant 
      • get what you need to succeed 
        • enough sleep 
          • not lose school term 
          • safely drive to school 
          • have energy to study / practice 
     

Step 5: Prototype Your Solution (Prototype)

Goal: Build a model of your solution to effectively communicate your idea to your user. Duration: 15 minutes
Your prototype should give your user enough information about your solution idea or a specific element of your solution idea so that they can provide feedback for further iteration. This feedback is vital in ensuring that your solution idea truly addresses the problem you’ve identified. You will share your prototype with your user in Step 6 (Try). 
There are many types of prototypes and you should consider which format best communicates your solution idea to your user. We recommend using a sketch, a storyboard, or a simple physical prototype. Remember, these early prototypes are low-fidelity and should be done simply and quickly. Designers often go through dozens of iteration cycles (going back and forth between prototype and trying with users) as they develop their solutions.
For this assignment, we hope you have the opportunity to go through at least one iteration cycle: build a prototype, try the prototype with your user in Step 6, and then make some improvements based on user feedback.
To build a prototype of your solution idea, consider the following:
  • What part of your solution idea is most important to share and try with your user? You can prototype one important feature of your solution or the whole thing. You’ll share your prototypes with your user in the next stage.
  • What is the best way to communicate your idea to your user in order to get feedback? Consider sketches (see example), storyboards (see example), wireframes, simple physical prototypes (if you have relevant materials around, as well as the time and inclination). 
  • A prototype is a draft of your idea and it will change over time. Don’t spend a lot of time on your first prototype (5-10 min max!) or worry about making perfect. Create something that your user can provide feedback on to help you determine your next step in developing the solution.
Take a picture (or screen capture) of your prototype and share it in the forums. Look at your classmates’ creative ideas!




 Steps leading up to Final prototype


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