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Design Thinking

Strand 2

Day #1: Hands-on introduction to Design Thinking

During the first workshop day, participants will be introduced to the concept of Design Thinking and will engage in the Design Thinking Process to experience the framework first-hand. With an emphasis on the mindset, philosophy, and purpose of design thinking, participants will develop a solid understanding of both the why and the what of Design Thinking.  Further, participants will engage in mini hands-on design challenges and will begin to develop their own design challenges for classroom use.

Day #2: Design Thinking in Action

During the second workshop day, the emphasis will be on exploring Design Thinking in a classroom / educational setting. Through a process of examining a combination of archived examples (articles / video) and live mini-presentations, participants will begin to solidify their
understanding of both the Design Thinking process and how it can be effectively used as a model for classroom discovery, student engagement, and personalized learning. With a day two emphasis on the practical application of Design Thinking in education, participants will begin to develop an understanding of the “how” of Design Thinking in the classroom.

Greg Kulowiec

Greg Kulowic is a nationally recognized instructor, presenter, and author.  He was an early adopter of mobile devices in the classroom and coined the phrase “App Smashing.” Prior to joining EdTechTeacher, Greg Kulowiec spent eight years as a high school history teacher and one year as a technology integration specialist.

As an instructor and presenter, Greg brings a dynamic and thoughtful approach to technology integration with an emphasis on the powerful nature of how these devices can be used in the hands of students to reveal unique perspectives, understanding, and capabilities. Greg is an authorized Google Education Trainer and has presented at Google’s Global Education Summit, ISTE, MassCue, NCSS, MASCD, and the EdTechTeacher Summits.

Greg also explores the use of emerging technologies and frameworks for the classroom.  Whether it be Design Thinking, Project Based Learning, Visible Thinking, Virtual Reality or Augmented Reality, there is always an emphasis placed on student voice, creativity, and critical thinking.

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