Subject: Design and Technology
1. Topic-
Creative Thinking
2. Content-
Creativity, Combinatory Play, Idea Generation
3. Goals: Aims/Outcomes-
1. Identify existing designs and technologies
2. Understand the process of combinatory play
3.Create new conceptual designs
4. Objectives-
1.Identify at least 5 current designs or technologies
2. Create at least 5 different combinations of designs
3. Formulate 1 concept design
5. Materials and Aids-
Paper, Markers, Pictures of current technologies, Laptops, Post It Notes, Star stickers.
6. Procedures/Methods-

A. Introduction-

1. What is an iPhone? (Opening Question)
2. Get students to work in groups of 4 to try and brainstorm what an iPhone is.
3. Do an overall brainstorm and get each group to contribute 1 component.

B. Development-

1.Ask a student when were these components first designed? Show how these components are old ideas
2.Ask another student what happens when these old ideas are combined together? When these ideas combine together they form a new idea i.e. iPhone
3. Ask students for more examples of where this happens in design. Show how Einstein implemented combinatory play

C. Practice-

1.Get students to work in same group and come up with at least 5 existing technologies on post it notes
2. Now get them to try and combine two or more technologies by sticking post it notes together and note down the result
3. Get them to try and together come up with the best idea by voting and then individually work on their own concept design for that idea. Then together as a group decided on a group design.

D. Independent Practice-

1.Number of post it notes is 5 or more
2.Number of combines post it notes is 5 or more
3. At least 2 or more sketches of a concept design

E. Accommodations (Differentiated Instruction)-

1. Add pictures instead of post it notes to make it more visual
2. Allow Internet access for students to Google for inspiration
3. Facilitate groups who are distracted and let self sufficient groups work independently

F. Checking for understanding-

1. Move from group to group and see what technologies individuals are coming up with and ask them to describe what it is. Give feedback by going deeper into what the technology is and how it is used.
2. Ask student why they chose to combine two ideas to gauge understanding of creative process
3. Ask student to explain to peers their concept and try to 'pitch' their idea to receive peer feedback. Then do teacher feedback on the overall group design.

G. Closure-

1. Get each group to do a 'pitch' to the class that involves each group member in some way
2. Get class to vote for popular design with star stickers.
7. Evaluation-
1. Did each student come up with the desired number of concepts
2. Did each group come up with the desired number of concepts
8. Teacher Reflection-
5R model

How long did it take students to come up with ideas?
What were the students drawing skills like?
What were the students communication skills like?
What ideas were they coming up with? Are there common interests?
How many concepts are the students coming up with?
Were all the group members involved in the creative and decision making process?

Were they struggling with coming up with ideas? Why?
Were their drawing skills good or bad? Did the exhibit design drawing techniques?
Were they communicating effectively with each other and myself their ideas on the page? Why not?
Were all group members involved? Why not?

What are the different learning styles and which students fall into which learning style?
Which students prefer group work and which prefer individual work or both? Why?

How did student's frame their actions according to my feedback? Did my actions effect them in a positive or negative way?

What have I learnt and how can I frame this lesson in the future?


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