The document discusses using design thinking and the United Nations Sustainable Development Goals (SDGs) to promote global education. It provides an overview of several SDGs related to education, gender equality, cities, and poverty. Resources are shared on using design thinking processes like empathy, define, ideate, prototype, and test to engage learners with the SDGs through projects. Examples are given of classroom activities where students connect personal issues to global goals and brainstorm ideas to address issues locally and globally. The document encourages connecting SDGs to STEM learning and taking action at home to promote sustainability.
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Facts and
Figures
Goal 4: Ensure inclusive and
quality education for all and
promote lifelong learning
• Enrollment in primary education in developing countries has
reached 91 per cent but 57 million children remain out of school
• An estimated 50 per cent of out-of-school children of primary school
age live in conflict-affected areas
• 103 million youth worldwide lack basic literacy skills, and more than
60 per cent of them are women
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Goal 5: Achieve gender equality
and empower all women and girls
• End all forms of discrimination against all women and girls everywhere.
• Eliminate all forms of violence against all women and girls in the public and
private spheres, including trafficking and sexual and other types of exploitation.
• Ensure women’s full and effective participation and equal opportunities for
leadership at all levels of decision-making in political, economic and public life.
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A Learner with Agency
A learner...
• Knows how he or she learns best.
• Is proactive in his or her learning.
• Sets goals and action steps for college, career, and life.
• Develops learning strategies and skills to support meeting the
action steps.
• Selects appropriate tools and resources for each task and is
“Future Ready”.
• Develops curiosity to learn about the world with the world.
• Self-directs and monitors progress in learning.
• Reflects on evidence of learning.
• Identifies their passion and purpose for learning.
• Fosters an authentic and meaningful life.
goo.gl/ecgbpE
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Empathize
Who is your audience?
Observe
Engage
Watch and Listen
As a design thinker, the problems you
are trying to solve are rarely your own—
they are those of a particular group of
people; in order to design for them, you
must gain empathy for who they are and
what is important to them.
goo.gl/6Zy18V
“To create meaningful innovations or
solutions, you need to know your
audience and care about their lives.”
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Turn off lights.
Stop paper bank statements.
Don’t print online info.
Take short showers.
Eat less meat.
Compost and recycle.
www.un.org/sustainabledevelopment/takeaction/
Take Action
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Define
A good point-of-view:
• Provides focus and frames the problems
• Inspires your team
• Informs criteria for evaluating ideas
• Empowers team to make independent decisions
• Captures the hears and minds of people you meet
goo.gl/6Zy18V
The goal of the Define mode is to craft a meaningful and actionable problem statement
– this is what we call a point-of-view (POV). This should be a guiding statement that
focuses on insights and needs of a audience. In a word, the Define mode is sensemaking
“Framing the right problem is the only
way to create the right solution.”
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Ideate
Various forms of ideation are leveraged to:
• Harness the collective perspectives of your teams
• Uncover unexpected areas of exploration
• Push for the widest possible range of ideas
• Encourage many ideas and discourage judgment
goo.gl/6Zy18V
“It’s not about coming up with the ‘right’ idea, it’s
about generating the broadest range of possibilities.”
Ideate is the mode of the design process in which you concentrate on idea
generation. It represents a process of “going wide” in terms of concepts and
outcomes. Ideation provides both the fuel and also the source material for building
prototypes and getting innovative solutions into the hands of your users.
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Following the Path
to Global Awareness
Sixth graders brainstorming
local and world issues and then
seeing where they fall into one
of the UN SDG goals.
JoAnn Jacobs
@JoAnnJacobs68
goo.gl/wGqeT6
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Prototype
WHY Prototype?
• To problem solve.
• To communicate.
• To start a conversation.
• To fail quickly and cheaply.
• To test possibilities.
• To manage the solution-building process.
goo.gl/6Zy18V
“Build to think and test to learn.”
The Prototype mode is the iterative generation of artifacts intended to
answer questions that get you closer to your final solution. A prototype
can be anything that your audience can interact with. Start building even if
you are aren’t sure what you’re doing.
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Test
WHY Test?
• To learn more about your audience.
• To invite feedback.
• To prototype as if you’re right.
• To test as if you are wrong.
• To refine prototypes and solutions.
goo.gl/6Zy18V
“Testing is an opportunity to learn
about your solution and your user.”
The Test mode is when you solicit feedback, about the prototypes
you have created, from your users and have another opportunity
to gain empathy for the people you are designing for.
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Deeper Learning Micro-Credentials
Micro-credentials recognize educators for the
skills and competencies they learn throughout
their careers. To earn a micro-credential,
educators submit evidence of of meeting the
competencies.
Digital Promise
Design and Thinking MC
https://goo.gl/pZF73i
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Barbara Bray
@bbray27
Design Thinking to
Integrate Sustainable
Development Goals (SDG)
Consider these next steps...
• Observe and identify people and their issues.
• Brainstorm local and global issues that fit with SDGs and STEM.
• Connect personal interests with SDG so kids own and drive the learning.
• Encourage kids to take action at home to start saving the world.
• Review the Design Thinking process and integrate SDGs. #TeachSDGs
• Join the #CaptureKindness movement and add to the Flipgrid
https://flipgrid.com/84fc9a
Thank You!
Rethinking Learning at https://barbarabray.net