Sunday, 28 January 2018

Education - Diffusion of Innovations and Digital Leadership & Design Thinking in the Classroom

Week 8 - Diffusion of Innovations and Digital Leadership & Design Thinking in the Classroom

Prior to class we were asked to watch a video about Design Thinking and reflect on the role of feedback at each stage. Design Thinking is a method for how to come up with ideas, it seems to be particularly good for complex projects and problems. It involves interdisciplinary teams, prototyping and trying out possible solutions.

It is essentially a process with the following key stages and it is not really linear as it is iterative and messy, you often loop back into different parts of the process:
  1. Empathise - with the people, their needs and problem.
  2. Define - the problems, issues, needs etc.
  3. Ideate - explore possible outcomes and solutions. Try not to just go with initial ideas as they are probably not new, try to come up with many and let them cross pollinate. Resist the urge to defend your ideas and discuss these with the people involved.
  4. Prototype - some of the best ideas.
  5. Test - try out the outcomes with the users and stakeholders.
  6. Reflect - on the successes and failures and the process.
This reminds me of the NZ Technology Curriculum which is essentially the same kind of process. At our school we also have a similar learning process that we use with students. So these ideas are very familiar to me, I believe stakeholders are extremely important throughout the whole process of developing solutions to problems. Feedback and feedforward is critical in being able to assess if the ideas, actions and outcomes are appropriate and on the right track the whole way through. I think a key mistake that is often made in technology development is that the designer or developer creates something they think the user needs and this can be quite different to what the user actually needs and wants. Like this tree swing analogy often used when describing the pitfalls in the process of an old software development methodology.

We also looked at what is involved in good quality feedback as demonstrated in the Austin’s Butterfly video. This is classic and demonstrates how powerful it is when you break down the tasks into smaller steps taken one by one, develop trust and provide very specific feedback along the way.

We then worked in pairs and followed the Design Thinking process to rapidly develop a prototype for each other that would help the other person be a better online learner. We started with getting the user story, their prior experience, needs and problems. We came up with ideas and sought feedback.

Prior to class we were all asked to bring some useless items and we used these for our final prototypes. My final idea involved my client connecting with another class member via Skype and working through the online class activities together. His home office could also have a visual board that had the due dates and deadlines to keep him focused.



My partner had also come up with something similar for me based on my needs and problems. The three bottle caps on the outside represented people connected together using the internet to do the online learning together. The paper represented the people also being the same physical location all together in the same learning space like a room or cafe etc as I like blended learning but also value the face-to-face time to discuss and reflect.



We also had a quick look at the idea of perception and sometimes you need to work through what you don’t want or need to find what exactly it is that you need or want. This is demonstrated in The Little Prince Book. When asked to draw a sheep it was never what the other person had envisioned until he drew a box and you could imagine the sheep inside the box.

Then we had a quick look at some resources for Design Thinking as there are many versions:
  • IDEO - Design Thinking for Educators - how to toolkit for educators
  • Notosh - Ewan MacIntosh’s book - how to come up with great ideas
  • Hasso Plattner - Redesigning the classroom experience
  • Eco innovators - Design Play Cards
We also looked at a video about Diffusion of Innovation Theory - The Adoption Curve. This talked about how we should market the use of digital tools differently to each of the the different kinds of adopters, early and late etc. It also discussed how important it was to cross the gap between the early trend setters and the majority.

This lead on to looking at the 7 Pillars of Dig Leadership from the Digital Leaders book by Eric Sheninger:
  • Communication
  • Public Relations
  • Branding
  • Student engagement/learning
  • Pro growth/development
  • Re-envisioning learning spaces and environments
  • Opportunity
The first three are very important and much like a business, a digital leader needs to be the brand leader. How can you…?
  • Communicate with your main stakeholders in real time? Which Tools?
  • Take control of public relations to spread positive news?
  • Establish a brand presence - your professional brand, your school’s brand or even your change initiative brand?
I guess I hadn’t really looked at it like that before but it makes sense. Teachers may or may not want to simply adopt new digital practices without understanding why and how and how others have already used it etc. Some examples of how we could communicate with our stakeholders like staff, students and caregivers could be via Facebook stories, app reminders, our LMS Schoology and the newsletter etc.

So some great ideas to reflect on and have inspired me to make changes to my digital leadership practice. For example I could communicating more effectively with the stakeholders involved, I will dive into these kinds of ideas as part of my first leadership assignment.

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