Leaving Land with Design & Code / Next Level Tech
Lesson 2

In this lesson, youth will brainstorm ideas (Ideate) and create a model (Prototype) as part of the design thinking process. The Design Like a Sailor handout and self-guided interactive of the lesson are provided.

To prepare for the lesson:

  1. Print out copies of the Design Like a Sailor handout for everyone.
  2. Set up the self-guided interactive Design Like a Sailor on your class computer. Review it before the lesson. Make sure you have sound and internet access set up for the computer. It’s recommended to have the site projected on a large screen so youth can follow along together.
  3. Pencils for everyone. Extra sheets of paper or notebook to brainstorm ideas and design prototypes.
  4. Provide the following to each of the small groups:
    1. Sticky notes & markers/colored pencils
    2. 2-3 structure items: popsicle sticks, aluminum foil or straws
    3. 2-3 surface items: cardboard squares, paper or balloons
    4. 4-5 fastener items: pipe cleaners, paper clips, rubber bands or string

During the lesson:

  1. Follow the instructions on the Design Like a Sailor Interactive. As you click through the steps on the interactive lesson, you’ll notice that there is an audio recording of the written descriptions for each section of the lesson. Play the audio so youth have a choice between listening to the words or reading the words on the screen.
  2. Have youth answer the quizzes that come up throughout the lesson together. Some of the questions and videos in the interactive will be referenced in the Design Like a Sailor handout.
  3. When the interactive lesson is complete, distribute the Design Like a Sailor handout
  4. Have youth work on the handouts in groups of 2 to 3 people. Provide the extra sheets of paper and arts and crafts to each group.
  5. As a class, go through the expectations of the handout. The first part of the handout covers questions about the Manta Nets to help set the stage on the Idea and Prototype phases of Design Thinking. The second part is for youth, in their small groups, to read through the user problems and select one of the problems to work on. The third part is for the groups to brainstorm ideas. The fourth part is for the groups to create prototypes using the items provided. The fifth part is to test their design by presenting it to the class. If time permits, the class can provide feedback (one Glow and one Grow).
  6. Have a few youth share their prototype with the whole class. If time permits, have each group share it with the whole class. If not, have the small groups pair up and share in group pairs (one pair of 2-3 combine with another pair of 2-3 to share).

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