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Professional Development Training Learning by Design Course

Excellent teacher training program, focused on design thinking. The Course involves both face to face full day training and online training (webinars). In this blended course participants will:

  • Explore educational applications for 3D design and printing technology;
  • Gain information about current trends and goals of STEM education and how 3D design and printingprinting can enhance student learning outcomes;
  • Develop an understanding of design thinking processes and confidence using design based pedagogies;
  • Identify genuine opportunities for integrating 3D design and printingdesign and printing into learning programs and address curriculum standards;
  • Participate in a number of informative, practical and interactive face-to face, and online webinar and online professional learning activities;
  • Be supported to develop, implement and evaluate innovative teaching and learning programs that incorporate 3D design and printingdesign and printing and improve student learning outcomes;
  • Contribute to a supportive professional learning community to share resources, experiences and ideas; and
  • Access a range of resources to support their learning and develop confidence with 3D design and printing tools.

Learning sessions can be tweaked, but depending on needs can vary from 1-4+ days of live PD with a blend of online sessions as well. Sessions can be mixed or separated for middle and elementary schools.

Here is a sample of the content included in the training sessions. By the end teachers will be able to successfully integrate design thinking pedagogies into the classroom, and create their own lessons.

Sample Makers Empire Learning by Design Course (multi-day)

 

Time / Parts
Focus and content of the sessions
Standard Descriptors
Explanation of professional development activities
Day One

Module A

9.00am-11.00am

 

 

What is constructionist learning theory?

Unpacking the 8 big ideas of maker pedagogy?

What are the benefits for including making and maker pedagogies in our teaching and learning?

What are some examples of maker pedagogy in action?

How do we integrate making into our STEM teaching and learning?

Where does making fit in the curriculum?

What is a maker-space and how do we set one up?

 

1.2.2

6.3.2

6.4.2

Presenter introduces constructivist learning theory developed by Seymour Papert and the underpinning 8 big ideas of maker pedagogy.

Participants work in groups to unpack each of the 8 ideas by identifying examples in their own practice and questions/discussion topics they have about each idea.

Participants complete a personal reflection of each of the 8 key ideas in relation to their own current practice and use this to frame personal learning goals.

Present provides some video examples of maker pedagogy in the classroom.

Participants refer to relevant curriculum documents (NSW Syllabus, Australian Curriculum General Capabilities etc. and map opportunities to integrate making into teaching and learning)

Presenter presents some examples of maker spaces.

Participants begin planning maker spaces for their own classroom or school.

Day One

Module B

11.30am- 1.00pm

 

 

 

What is design thinking?

Why is design thinking important?

Where does design thinking fit in the curriculum?

An introduction to the design thinking cycle and the key processes it includes

A hands-on experience, working through a design thinking challenge, using strategies that can be adapted to the classroom.

2.1.2

2.2.2

3.3.2

6.3.2

6.4.2

Participants what design thinking means to them.

Presenter shows a video of students using design thinking processes to solve a problem and participants record observations.

Presenter introduces model for design thinking cycle and participants work in groups to discuss and map their observations to the stages of the design thinking cycle.

Participants work through a design thinking experience led by the presenter. The experience introduces strategies that can be used in the classroom for each stage of the design thinking cycle.

Participants plan and give each other feedback on design thinking activities and strategies for their own students.

 

 

 

Day One

Module C

1.30pm – 2.30pm

 

What are the current and emerging applications of 3D printing?

What benefits are there in embedding 3D design and printing technologies in the primary classroom?

2.6.2

3.4.2

6.3.2

6.4.2

 

Participants share current knowledge and understanding of 3D printing.

Presenter shares examples of 3D printing being used in the primary classroom and participants discuss the educational benefits.

Presenter introduces 10 potential benefits for integrating 3D design and printing into primary classrooms using the design thinking cycle.

Participants discuss and identify strategies for incorporating 3D technologies into teaching and learning. They identify possible issues and suggest solutions.

 

 

Day One

Module 4

2.30pm – 3.30pm

 

Introduction to Makers Empire 3D design software; Teacher Dashboard management tools; resources and features. 2.6.2

3.3.2

3.4.2

6.4.2

Participants work through introductory activities using Makers Empire 3D design software, led by presenter.

Presenter models the processes for taking a digital design through to a 3D printed model,

Participants design tasks to introduce 3D design to their students.

 

Live Webinar #1

3.30pm – 4.30pm

 

 

Maker Pedagogy Big Idea #1

Learning by Doing

Building on what students bring to learning

1.2.2

2.1.2

3.3.2

6.3.2

6.4.2

 

Presenter shares information about the role ‘learning by doing’ plays in constructionist learning theory in terms of students actively constructing their own knowledge and understanding by building on what they already know, can do and understand.

Participants discuss different strategies for finding out and building on what students bring to a learning task.

Online Activity #1

4.30pm – 5.00pm

Maker Pedagogy Big Idea #1

Learning by Doing

Building on what students bring to learning

1.2.2

2.1.2

3.3.2

6.3.2

6.4.2

7.4.2

Participants upload and share their favourite strategies for finding out students’ prior knowledge, skills, experiences and attitudes to Edmodo group.

Participants respond to each other’s ideas in Edmodo and participate in online discussion.

Live Webinar #2

3.30pm – 4.30pm

 

Maker Pedagogy Big Idea #2

Building with Technology

1.2.2

2.1.2

2.6.2

3.3.2

6.3.2

6.4.2

Presenter leads participants through an exercise to demonstrate the capacity 3D design software has to allow students to create in ways they wouldn’t be able to without the technology.

Participants share their reflections on the experience and discuss how they might use this in the classroom.

Online Activity #2

4.30pm – 5.00pm

Maker Pedagogy Big Idea #2

Building with Technology

1.2.2

2.1.2

2.2.2

3.3.2

6.4.2

7.4.2

Participants design a making task for their students using 3D technologies to add value to students’ making activities.

Participants upload their tasks and give each other feedback.

Live Webinar #3

3.30pm – 4.30pm

 

Maker Pedagogy Big Idea #3

Hard Fun

 

1.2.2

2.1.2

3.3.2

6.3.2

6.4.2

Presenter provides information about the role of challenge in maker pedagogy (including open-ended tasks, adding constraints to a task, multiple entry points, different perspectives etc.)

Participants identify and discuss strategies for increasing the challenge or ‘intellectual’ stretch in a making activity.

Online Activity #3

4.30pm – 5.00pm

Maker Pedagogy Big Idea #3

Hard Fun

 

1.2.2

2.1.2

2.2.2

3.3.2

6.4.2

Participants review the task they designed in online activity #2 and make changes to the task to make it more challenging for students’ thinking.

They upload their re-worked task to EdModo and explain how they have increased the challenge of the task.

Live Webinar #4

3.30pm – 4.30pm

 

Maker Pedagogy Big Idea #4

Learning to Learn through design thinking

 

1.2.2

2.1.2

3.3.2

6.3.2

6.4.2

Presenter facilitates an online discussion about using the design thinking cycle to explicitly teach students how to learn through problem solving, critical and creative thinking and design.

Participants identify and share explicit strategies for supporting students in each stage of the design thinking cycle and commit to test at least one with their class.

Online Activity #4

4.30pm – 5.00pm

Plus teaching time

Maker Pedagogy Big Idea #4

Learning to Learn through design thinking

 

2.2.2

3.3.2

3.4.2

6.3.2

7.4.2

 

Participants try the strategies identified in Live Webinar #4 with their students.

They reflect on the experience and upload their reflections to the EdModo group.

Live Webinar #5

3.30pm – 4.30pm

 

Maker Pedagogy Big Idea #5

Taking Time

 

2.6.2

6.3.2

6.4.2

Presenter leads an online discussion about the role time management plays in maker pedagogy and how teachers can support students to manage their time.
Online Activity #5

4.30pm – 5.00pm

Maker Pedagogy Big Idea #5

Taking Time

 

3.3.2

3.4.2

6.4.2

Participants design a resource (scaffold, poster, template etc.) to support students to manage their time within a making task and upload the resource to the EdModo group.
Live Webinar #6

3.30pm – 4.30pm

 

Maker Pedagogy Big Idea #6

Failing Well

 

6.3.2

6.4.2

Presenter shares information about the role of failure in learning and Carol Dweck’s Growth Mindset research.

Participants discuss and reflect on times in their personal or professional life, where failure has led to learning.

Online Activity #6

4.30pm – 5.00pm

Maker Pedagogy Big Idea #6

Failing Well

 

3.3.2

6.4.2

 

Participants create and upload a list of their top ten questions or comments they could model or say to students during making activities to promote growth mindsets and the value of failure in learning.
Live Webinar #7

3.30pm – 4.30pm

 

 

Maker Pedagogy Big Idea #7

Teachers as Learners

 

1.2.2

2.1.2

2.6.2

3.3.2

3.4.2

6.3.2

6.4.2

Presenter facilitates a discussion about teachers modelling themselves as learners alongside their students.

Participants design a lesson where they explicitly plan to model their own learning alongside students in a 3D making activity.

Online Activity #7

4.30pm – 5.00pm

Maker Pedagogy Big Idea #7

Teachers as Learners

 

1.2.2

2.1.2

3.3.2

3.4.2

6.4.2

Participants complete and upload their lesson plan that includes an explicit plan to model their own learning alongside students.
Live Webinar #8

3.30pm – 4.30pm

 

Maker Pedagogy Big Idea #8

Learning Together

 

4.5.2

6.3.2

6.4.2

Presenter facilitates a discussion about students’ participating in an online design community with other students in their class, school or beyond.

Participants discuss policies, protocols, safety and other issues for students to participate in online activities.

Online Activity #8

4.30pm – 5.00pm

Maker Pedagogy Big Idea #8

Learning Together

 

1.2.2

2.2.2

2.6.2

3.3.2

3.4.2

4.5.2

6.4.2

Participants plan a lesson where students share their 3D designs with others in a safe environment and respond to the designs of others.
Showcase Event Sharing, discussing and showcasing learning and work produced during the course. 6.3.2

6.4.2

7.4.2

Participants attend an event where they present their students’ work and their own learning to the group.

They give and receive feedback from others and celebrate their learning throughout the course.

The focus is on maker pedagogy and design thinking using 3D technology.

 

Hardware Training

Time / Parts
Focus and content of the sessions
Standard Descriptors
Explanation of professional development activities
Day One

Module D

 

 

Hardware training, 3D printers, introduction, setting up and printing applications

 

Teachers understand the concept and background of additive manufacturing. Determining what can be translated from 3D design to printing. Best use in the classroom / Maker Space.

 

 

Teacher Sharing

Time / Parts
Focus and content of the sessions
Standard Descriptors
Explanation of professional development activities
Day X

 

Local teachers are invited to share their practical experience

 

 

 

How do you use 3D printing in the local classroom. Looking at real world classroom examples across different grade levels, subjects and integrating across different technologies.

 

How students learned design thinking and persistence by inventing superhero gadgets