Building Critical and Creative Thinkers through Design-Based Learning Environments Teri Finn, Liesl Baum, and Phyllis Newbill Institute for Creativity, Arts, and Technology Virginia Tech United States Abstract: The NETS for students published by ISTE in 2011 name creativity and innovation, communication and collaboration, research and information fluency, and critical thinking, problem solving, and decision making at the top of the skills list. To design is to rehearse each of these skills. Design is a skill that is relevant to students in all disciplines. Designers identify problems in their immediate worlds and devise meaningful, practical solutions to those problems. During this roundtable, participants will explore the components of critical and creative thinking and the phases of design. They will examine how designers use critical and creative thinking in each phase of the process and then participate in a mini design challenge to experience the same. Finally, participants will brainstorm ways to implement design-based learning in their own classroom. Introduction The increasing complexity and connectedness of today’s world has led to a dynamic shift in the skills and knowledge deemed relevant for students to master in their academic careers. We see evidence of this from a wide range of sources calling for a new skill set in students. The National Educational Technology Standards for Students (NETS-S) emphasize creativity and innovation, communication and collaboration, research and information fluency, and critical thinking, problem solving, and decision making as the skills needed in our next generation of graduates (ISTE, 2011). Tony Wagner, an Innovation Education Fellow at the Technology and Entrepreneurship Center at Harvard, identified five differences between schools creating innovators and schools that are not. Those differences are: (1) collaboration versus individual achievement, (2) multidisciplinary learning versus specialization, (3) trial and error versus risk avoidance, (4) creating versus consuming, and (5) intrinsic versus extrinsic motivation (Wagner, 2012). Design-based learning environments offer educators the opportunity to foster the skills of a new generation in the type of setting characterized by Wagner. When students design, they collaborate to create solutions to problems. They discover the need for and seek out knowledge across disciplines. They take risks to devise and test their unique solutions, and they are motivated by solving problems situated in the real world. Through each of the phases of design, they practice the skills of critical and creative thinking outlined in the NETS-S standards above. As members of the Integrated Design + Education + Arts Studio (IDEA Studio) at Virginia Tech, the authors explore methods to foster critical and creative thinking in learners of all ages. Our research began nearly seven years ago with a comprehensive review of the literature on critical and creative thinking. Our findings through this research and other projects on campus led us to begin exploring transdisciplinary, collaborative learning environments as a means to foster these desired skills. As we collaborated with public school teachers, university faculty, undergraduate and graduate students in formal and informal learning environments, we discovered the value of design challenges in fostering the skills of critical and creative thinking. A summary of our current perspective on the relationship between critical and creative thinking and design follows. Figure 1 illustrates a model of the two processes and their relationship to one another. Figure 1: The Relationship between Critical & Creative Thinking and Design Critical and Creative Thinking Critical and creative thinking is an integrated skill that involves four components: idea generation, reflective judgment, self-regulation, and attitudes and dispositions (Baum, Cennamo, & Newbill, 2009). The idea generation and reflective judgment processes are monitored and controlled by self-regulation. Throughout the process, thinkers maintain the attitudes and dispositions that foster critical and creative thought. Each of the components are described in more detail below. Idea Generation Many of the problems our students will be challenged to solve in the real world have no pre-determined solution. Such types of problems are referred to as ill-structured problems (Jonassen, 2000). Effective problem solving involves recognizing the existence of a challenge and identifying potential solutions. Idea generation is about coming up with a multitude of solution ideas. During idea generation, nothing is too wild or silly or impractical. Idea generation can be facilitated by working with new materials, visiting a new space, talking to people with different perspectives, brainstorming, and using analogies and metaphors to compare problem elements to other things. The more ideas that are developed in this phase, the more probable a unique, practical, and effective solution will be found. Self Regulation As thinkers engage in generating and refining ideas, they should maintain the ability to monitor their own learning and activity as well as the resources available to them. Self-regulation is the process through which individuals plan for learning, set personal goals, monitor progress, and make changes as needed. The skill helps build thinkers’ self-efficacy, confidence, attitudes, and motivation. Reflective Judgment Students’ worlds are full of access to information from a variety of sources. Their task is to not only find relevant information but also determine its utility within the context of their current challenge. Reflective judgment is about filtering and combining information and ideas to develop an effective solution. When using this component of critical and creative thinking, problem solvers consider their personal experience, outside resources, and other thinkers’ input as they organize, combine, and separate information. Through this analytical process, they determine the best and most feasible plan to pursue. Attitudes and Dispositions Certain attitudes and dispositions are particularly helpful to thinkers working through a problem. The ability to tolerate ambiguity, consider others’ perspectives, and avoid impulsivity are all key skills related to this aspect of critical thinking. Motivation, flexibility, and confidence are also necessary for the development of and continuous involvement in critical and creative thinking. Design Design is a unique form of problem solving that involves building solutions to problems that have no correct or pre-determined solution (Jonassen, 2000). Designers work iteratively between the problem space - where they narrow the focus, investigate the needs of their audience, and restructure the problem as they gather new information - and the solution space - where they generate ideas for solutions, build and test models of those solutions, and ultimately offer a solution to the challenge. In each of these spaces, critical and creative thinking necessarily occur as the problem-solving process unfolds. The Hasso Plattner Institute of Design at Stanford University (d.School) suggests a five-phase model of design that includes the following phases: empathize, define, ideate, prototype, and test (Stanford University Institute of Design, 2013). Each of these phases is an important step in designing a meaningful solution to an identified problem. The phases are described below. Empathize The empathize phase of design involves observing members of a target audience, interacting with those people and conducting interviews to learn more about them, and/or immersing oneself in their world to gain insight into their experience. In order to design a solution for a problem, you must understand the perspective of the person impacted by the problem. A designer who fails to empathize may enter the design process with assumptions that lead to incorrect decisions about the needs of the people for whom the solution is designed. Empathy work helps one to uncover those assumptions and ensure that the right problem gets solved. Define During the define phase, designers utilize the knowledge they gained about their target audience during the empathy phase to develop a point of view from which they frame the problem. This point of view is a “guiding statement that focuses on specific users, and insights and needs that you uncovered during the empathize mode” (Stanford University Institute of Design, p. 5). The define phase helps designers narrow a problem to a very specific statement that they can use as a springboard for solution ideas during the next phase of design. Ideate Ideation is another word for brainstorming. During the ideate phase, designers generate as many potential solution ideas as possible. The goal is not only generate a large number of ideas but also a wide variety of ideas. While ideas will ultimately be judged for their value further along in the design process, judgment is set aside during the ideate phase. Any and all ideas are welcome and encouraged, and obvious and routine solution ideas lead brainstorming groups to push beyond the obvious to more creative options. Prototype Prototyping is a way of building physical representations of ideas to test their applicability and worth. While prototyping often involves building a physical model of a potential solution, it can also be a physical representation of another form such as a storyboard, a sticky note brainstorm board, or an object representing a metaphorical analogy of a solution idea. Because prototypes are of low fidelity, the risk associated with failure is low and designers can test their ideas more frequently. Furthermore, they provide opportunity to solicit feedback from members of the target audience. Test “Testing is the chance to refine our solutions and make them better” (Stanford University Institute of Design, 2013, p. 8). By testing prototypes with potential users, designers identify how to improve their solution. Through testing, designers identify what aspects of the solution are inaccurate or incomplete and allow themselves the opportunity to refine the solution before final production. Design in the Classroom Davis (2004) suggested that there are three different ways of using design in the classroom. First, design can be the content of the instruction. For example, one might study the architecture of colonial America as part of a history class. Second, one can implement design projects in the classroom. For example, students might design ketchup bottles for disabled people. Finally, Davis suggested that design can be used as a pedagogy for teaching other subjects. The authors are currently investigating how design as a pedagogy helps students learn to utilize the skills of critical and creative thinking. While design challenges can range in size and scope, we believe that they can be utilized to teach nearly any subject. In a recent project, we worked an eighth grade civics teacher and an eighth grade language arts teacher to implement a design-based learning environment. Students utilized the design process as they engaged in topics related to civic responsibility and civic engagement. As students designed solutions to problems in their world, they also utilized language arts skills as they conducted interviews, presented their work to a public audience for critique, and shared their solutions with a public audience at the local science museum. Not only did students explore civics and language arts topics as they built solutions, but they also utilized knowledge from other disciplines as the need arose. One group, for example, conducted research on different types of trees to determine which produce the most oxygen and absorb the most carbon dioxide. Another group learned to record and publish their own movies, and yet another group explored QR code technology with smart phones. As the facilitator in a design-based learning environment, a teacher can expect to witness a variety of types “messiness” in the classroom. First, since the process has no pre-defined outcome, students can feel uncomfortable with the ambiguity. As they become more familiar with the notion of not knowing the right answer, though, they begin to take more risks and utilize creative thinking. Second, as students begin to prototype and test their solutions, a literal mess often results. Cardboard scraps, glue, tape, construction paper, and other types of low-fidelity prototyping supplies may seem to invade the otherwise neat space, but students generally enjoy this part of the messiness. Finally, things get “messy” when students make a decision that is clearly an ill-advised one. We encourage teachers to take a step back and let students make these mistakes. The lessons they learn will serve them well as they approach other ill-structured problems in the future. References Archer, B. (1979). Design as a Discipline. Design Studies, 1 (1), 17-20. Baum Combs, L., Cennamo, K.S., & Newbill, P.L. (2009). Developing critical and creative thinkers: Toward a conceptual model of critical and creative thinking processes. Educational Technology, 49(5), 3-13. Cross, N. (2006). Designerly Ways of Knowing. London: Springer-Verlag. Davis, M. C. (2004). Education by design. Arts Education Policy Review, 105(5), 15-20. International Society for Technology in Education (ISTE) (2011). National Educational Technology Standards for Students (NETS-S). Retrieved from http://www.iste.org/standards.aspx. Jonassen, D. H. (2000). Toward a design theory of problem solving. Educational Technology Research and Development, 48 (4), 63-85. United Kingdom Department for Education (2011). Design and Technology: Key Stage 2. Retrieved from http://www.education.gov/uk/ Wagner, T. (2012). Calling all innovators, Educational Leadership, 69(7), 66-69.