In this section you can follow the Design Thinking process for a Social Entrepreneurship case for a social entrepreneur within the eduction sector.
Here you can see what methods was chosen by the facilitators from our partner Compass to lead them through the Design thinking process and what problems they set out to find solutions for.
Anna is a dedicated and passionate social entrepreneur with extensive knowledge of the education sector. She and her team are open to innovative approaches and understand the importance of design thinking in developing creative solutions for disadvantaged children. They all value working with a multidisciplinary team and are motivated to make a positive difference in education.
Anna and her team are committed to improving the quality of education for disadvantaged children. They are committed to developing innovative solutions tailored to the specific needs of the target group. Their focus is on facilitating access to education, providing quality learning materials and supporting the learning process of disadvantaged children.
Design thinking can contribute to their work in several ways. By applying a user-centred approach, it can develop solutions that are directly tailored to the needs of disadvantaged children.
As part of their design thinking process, the team wants to formulate a challenge to clearly define the project and provide direction. They consider the ideal characteristics of a Design Thinking challenge:
Based on the typical structure of a Design Thinking challenge, the challenge could look like the following:
A more specific challenge for Anna's team:
Redesign learning materials for disadvantaged primary school children to provide an engaging and accessible learning experience.
and...
A more open-ended challenge for Anna's team:
Redesign the education system for disadvantaged children to promote equity and lifelong learning and to address individual needs.
These adapted challenges relate to the target group and their concern to improve the quality of education for disadvantaged children. The more concrete challenge focuses on redesigning learning materials, while the more open challenge looks at the whole education system. Both challenges provide direction without offering ready-made solutions, leaving room for creative ideas and innovations that meet the needs of the target group.
- Each team member reflects on their personal experiences with education and learning materials. They can answer questions like: "What memories do you have of your school days and the learning materials you used?" or "What kind of learning materials supported you best and why?"
- Team members think about their own ideas of an ideal learning material for disadvantaged children. They may ask themselves, "What would be the ideal combination of text, pictures and interactive elements in a learning material for me?" or "What additional features or customisation options should be included in a learning material for disadvantaged children?"
- Each team member reflects on the barriers and challenges that disadvantaged children might face in accessing education and learning materials. They can consider: "What barriers might they face in accessing quality learning materials?" or "What special needs should be considered when developing learning materials for disadvantaged children?"
The team creates a common mind map with the main topic "Learning material redesign for disadvantaged children of primary school age". They note down different aspects that come to their mind about the topic, such as existing learning materials, challenges in accessing education or ways to adapt to individual needs. The mind map serves as a visual overview to structure existing knowledge and open questions.
Team members share their different definitions and assumptions about learning materials redesign. They discuss their individual perspectives and contribute their ideas about what constitutes a successful redesign. The aim is not to find the "right" answer, but to explore different perspectives and develop a broader understanding of the challenge together.
Anna and her team are faced with the concrete challenge of redesigning learning materials for disadvantaged primary school children. In the observation phase, they focus on understanding the environment of their challenge by focusing on people, contexts and processes. They want to identify patterns of behaviour, workarounds, adaptations, unexpected use scenarios and other experiences related to the learning material.
A concrete example for the team might be to visit schools and observe lessons. They pay attention to how teachers use the existing learning materials and how learners interact with them. Someone takes notes on what is going on in the classroom, observes how students use the materials and looks for signs of frustration or dissatisfaction.
The team also conducts contextual interviews to gain deeper insights. They interview teachers, parents and students in their natural environment to understand how the learning material is used in their daily lives and what challenges they face. The team may also use cultural rehearsals, where participants collect or photograph artefacts from their environment, to gain additional insights.
1. Disadvantaged children: Team members visit schools or other educational institutions where disadvantaged children learn. They observe the children using the current learning materials and how they interact with them. They pay attention to their reactions, frustrations or difficulties and try to better understand their needs and preferences.
2. Teachers: Team members observe teachers during their lessons and how they use the learning materials in class. They observe how teachers present the material, what methods they use and how students respond to them. By observing teachers, team members can gain insights into how the learning material influences the teaching process and what challenges it poses for teachers.
3. Parents: Team members can also observe parents of disadvantaged children to better understand their perspectives and experiences with the learning materials. They can observe how parents support their children in learning, how they evaluate the materials available and what their needs and concerns are in relation to the learning materials.
4. Educational experts: Team members can also observe and interact with experts in the field of education to benefit from their expertise and experience. They may attend professional conferences or workshops or conduct expert interviews to gain insights and recommendations from experts.
How do disadvantaged children of primary school age use current learning materials?
What difficulties or obstacles do they encounter in accessing the learning material?
What specific needs do disadvantaged children have in relation to the learning materials?
What aspects of the current learning materials motivate disadvantaged children to learn?
How do teachers interact with the learning materials during lessons for disadvantaged children?
What adaptations or improvements to the learning materials could improve the learning experience for disadvantaged children?
What support do teachers need when using the learning materials for disadvantaged children?
How do parents rate the usefulness and effectiveness of the current learning materials for their children?
What factors influence the acceptance and usability of the learning materials for disadvantaged children?
What additional resources or materials could complement the learning materials for disadvantaged children?
- Cluster 1: Needs of adult learners
- Cluster 2: Challenges of online learning
- Cluster 3: Motivators for learners
- Cluster 4: Innovative learning behaviour
- Cluster 5: Frustrations with existing learning materials
- Linear process: decision to take a learning course, enrolment, delivery of the course, final assessment.
- Circular process: learner's learning cycle - motivation, information gathering, learning activities, feedback, adaptation of learning approach
- Pie chart: link between need for social interaction, online learning platforms and learner satisfaction with learning experience
- 2x2 axis: success criteria for learning materials - ease of use vs. content depth
- Investigate contradictions between learner needs and existing learning materials.
- Identify underserved client groups, e.g. learners with special needs or from certain demographic groups
- Identifying new questions for further research, e.g. the impact of gamification in online learning.
The problem is that traditional learning materials for children are often not interactive enough to encourage their motivation to learn and keep them interested.
Goals:
Emma's goal is to enjoy her learning experiences and have fun while acquiring new knowledge and skills.
She wants to explore different subjects and topics that spark her curiosity and engage her imagination.
Emma's goal also includes overcoming educational disadvantages and accessing quality learning resources.
Motivation:
Emma is motivated by her natural curiosity and desire to discover new things.
She enjoys interactive and hands-on activities that allow her to learn through play.
Emma is motivated by the opportunity to improve her educational outcomes and create a better future for herself.
Experience/Context:
Emma is an 8-year-old student who comes from a disadvantaged background.
She attends a school with limited resources and faces challenges such as lack of access to educational materials and support.
Emma's exposure to educational opportunities outside of school is limited.
She may not have access to digital devices at home but is familiar with technology through limited exposure at school or community centers.
"How might we create engaging and interactive learning materials that captivate children's interest and sustain their motivation to learn?"
- Transform the classroom into an inspiring learning space that encourages children's creativity.
- Use gamification elements such as point systems or challenges to make learning fun.
- Develop interactive learning materials that include multimedia content such as videos, animations or interactive exercises.
- Link learning to real-life situations or projects to promote practicality.
- Individualise learning materials to meet children's different needs and learning styles.
- Integrate augmented reality (AR) or virtual reality (VR) to create an immersive learning experience.
- Encourage collaborative learning by using digital platforms or tools that enable collaboration.
- Develop learning materials that children can explore and discover on their own.
- Design learning materials that respond to children's individual interests and hobbies.
- Incorporate storytelling elements to create an emotional connection to the learning content.
- Create interactive games or quizzes to make learning fun and challenging.- Entwickle Lernmaterialien, die auf verschiedenen Sinneskanälen ansprechen und somit das Lernen vielfältiger gestalten.
Design learning materials that appeal to different sensory channels and thus make learning more diverse.
Idea: Design learning materials that appeal to different sensory channels to make learning more diverse.
Visuals: Use of pictures, graphs and charts to provide visual stimuli and support understanding.
Sound effects: Integrating sounds, music or voice recordings to enhance the listening experience and provide auditory support for learning.
Tactile elements: incorporating haptic materials, textures or interactive surfaces to enhance learning through the sense of touch.
Interactive elements: inclusion of interactive features such as touch sensors, sliders or buttons to enable children's active participation.
Integration of digital technologies: Use of tablets, smartphones or other digital devices to provide multimedia content and interactive exercises.
Interactive learning app: the team could develop a learning app that can be used on smartphones or tablets. The app could contain different learning modules that combine visual, auditory and tactile elements to create an immersive learning experience. For example, children could play interactive games, watch videos, solve puzzles or activate certain functions by touch.
In Anna's team case, with the chosen interactive learning app prototype, the testing scenario and setting could be as follows:
- What do we want to find out? We want to understand how children interact with the app, their engagement levels and whether the app effectively meets their learning needs.
- Why do we want to find out? We want to collect feedback to improve the usability, effectiveness and overall user experience of the app.
- How do we find out? By observing children using the app and then conducting short interviews to gather their feedback and insights.
- Creating a testing schedule, including the duration of each session and the number of participants.
- Preparing the materials needed, such as devices (smartphones or tablets) with the app installed, consent forms for participants and their parents/guardians, and any additional props or stimuli related to the app functions.
- Identify the specific features or steps of the app that will be tested and ensure that they are accessible and functional during the testing session.
- Preparing a short introductory script to guide the tester through the functions and features of the app.
- Prepare a list of aspects to be observed during the testing session, such as user engagement, ease of navigation and understanding of the app features.
- Develop a set of interview questions to collect qualitative feedback from the testers after their interaction with the app.
- Determine the target group for the interactive learning app. This could include children within a certain age range or with specific learning needs.
- Selecting participants who fit the target group and can provide valuable insights. These could be non-users, extremely sophisticated users or users representing a variety of learning styles.
This was the first of two case stories in the category "Social Entrepreneurship".
You can continue to the second case story by going to the next section.
You can also go back and review case stories in the categories:
Or you can study some the the methods mentioned in this case in the Course Brainstorms and Energizers.
Have fun.
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Exercise | Result | Your answer | Correct answer |