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STEAM Innovation: Design Thinking and Projects

Level
Junior High · Grades 7–9
Difficulty
Intermediate
Duration
8 modules
Curriculum
24 lessons

Curriculum

8 units
  1. 01STEAM Innovation and the Five Stages of Design ThinkingYou can explain what innovation is and the five stages of design thinking, then run one short round of design thinking with a classmate using the design thinking canvas.3 lessonsShow contents
  2. 02Empathize: Observing and Interviewing UsersYou can observe a place with the AEIOU framework and interview users politely, with permission, and with open questions.3 lessonsShow contents
    • Observing with AEIOU and Interviewing Respectfully50 minLocked
    • Practice: A Fifteen-Minute Observation and Three Interviews at School1 hLocked
    • Recap and Self-Check: The Empathize Stage45 minLocked
  3. 03Define: Problem Statements and "How Might We" QuestionsYou can turn empathy findings into an empathy map, a sharp problem statement, and a "How might we..." question that is ready for ideas.3 lessonsShow contents
    • From Findings to Insights: Empathy Maps and Problem Statements50 minLocked
    • Practice: Clustering Findings and Writing "How Might We" Questions55 minLocked
    • Recap and Self-Check: The Define Stage45 minLocked
  4. 04Ideate: Brainstorming, SCAMPER, and Choosing IdeasYou can lead an orderly brainstorming session, use SCAMPER to multiply ideas, then choose the best idea with dot voting and an impact-effort matrix.3 lessonsShow contents
    • Brainstorming Rules and the SCAMPER Technique50 minLocked
    • Practice: A 30-Idea Brainstorm and an Impact-Effort Matrix1 hLocked
    • Recap and Self-Check: The Ideate Stage45 minLocked
  5. 05Rapid Prototypes from Cardboard, Paper, and StoryboardsYou can choose the right type of prototype and safely build a simple cardboard or paper prototype that answers one test question.3 lessonsShow contents
    • Types of Simple Prototypes and Safety Rules for Building Them50 minLocked
    • Practice: Building the Team's First Cardboard Prototype1 hLocked
    • Recap and Self-Check: The Prototype Stage45 minLocked
  6. 06Testing, Feedback, and IterationYou can test a prototype with users, record feedback with a feedback grid and simple data, then improve it in rounds of iteration.3 lessonsShow contents
    • How to Test a Prototype and Receive Feedback50 minLocked
    • Practice: A Test Session with Five Users and Building Version Two1 hLocked
    • Recap and Self-Check: Testing and Iteration45 minLocked
  7. 07Teamwork, Sustainability, and the SDGsYou can share roles and write a team agreement, then check whether your team's solution is environmentally friendly, long-lasting, and connected to the Sustainable Development Goals (SDGs).3 lessonsShow contents
    • Roles in an Innovation Team and Getting to Know the SDGs50 minLocked
    • Practice: Writing a Team Agreement and a Sustainability Check for the Solution55 minLocked
    • Recap and Self-Check: Teams, Sustainability, and the SDGs45 minLocked
  8. 08Final Project: A Prototype Solution to a Local ProblemYou can complete a prototype solution to a real problem at your school or in your neighbourhood, test it, then present it in a three-minute pitch and a class exhibition.3 lessonsShow contents
    • Final Project Requirements and the Structure of a Three-Minute Pitch50 minLocked
    • Practice: Finishing the Final Prototype and Setting Up the Exhibition Table1 hLocked
    • The Innovation Exhibition, Assessment Rubric, and Final Reflection50 minLocked

Prerequisites

No special prerequisites.

Tools and materials

Design thinking canvas

Final project

A prototype solution to a local problem

Mentor

ES

EduSTEAM Team