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Getting students engaged with new technologies (e.g. 3D printing, Micro:bit, Minecraft: Education Edition, MakeCode) isn’t difficult. What can be tough is setting up environments where students grapple with a real-life problem that requires an engineered solution.
Four points to keep in mind:
Empower student ownership. Students need ownership of the problems they begin to solve, not just engagement due to an interesting, teacher-created problem
Create your own problem bank. Using a tool like Microsoft or Google Forms, invite others to share their problems. For example, for 3D printing, see this Design Thinking Problem Bank. You may also want to read How to Create Your Own Problem Bank and What Makes a Good Problem Bank.
Put students in charge of selecting problems. Use a rubric like this one (click the link to get a copy) to get started. Remember, selecting a problem is a pre-Design Thinking process step. As a teacher you can do it, but it is better to empower students to empathize, ideate, and define the problem.
Focus students on engineering as a key component (Source: Kindling STEM Learning). Given access to 3D printers and coding solutions, engineering a solution first with spaghetti noodles and marshmallows or duct tape wallets, can be powerful, inexpensive alternatives. Find more projects online.
Icebreaker: Solo Cup Challenge
View Solo Cup Reflections via Flipgrid (Code: 77d13c)
a 5x5 LED display,
accelerometer,
compass,
buttons,
I/O pins,
Micro USB plug,
Bluetooth Low Energy antenna,
ARM Cortex-M0 processor, and
battery plug (Source)
Windows user? Right-click and choose SEND TO then select MICROBIT.