how to build a fute design challenge Here's a quick guide to formulating a challenge that will help you get familiar with the use of design thinking in the classroom

1. Formulate a design challenge for your class. Start by keeping the complexity low. Aim for about 2 hours of activity.

2. Build your design challenge structure with one card from each category: Research – Analyse – Ideate – Create.

3. Write down why you think each card could help solve this design challenge. Perform the method on the card.

4. Reflect: Are you happy with the result of the design process? How did the process go? What would you do different next time? Are there any process cards that could have helped with these difficulties?

DESIGN CHALLENGE 1 How can we make learning foreign language vocabulary into a fun game? How can we make learning countries and capitals into a fun game? How can we make learning the multiplication tables into a fun game?

Choose one of these challenges – or change it into a challenge more suited to your learning goals. Read through each card and follow the instructions.
Time needed: 2 hours

Information processing

Structure

Complexity

Get out of the classroom, talk to people and gain knowledge, insight and inspiration.

Research
23. The Journalist

Pupils can interview each other or other pupils about their difficulties when studying the subject under study. Maybe they have already played games concerning this topic?

Discover what categories emerge from the research collected.

Analysis
25. Clustering

This step helps to find common difficulties and games that were brought up in the interviews.

A classic method to develop multiple ideas with other people 
quickly.

Ideate
36. Brainstorm

This step helps finding ways to make the subject content into a game.

Build a 3D model to develop or showcase an idea.

Create
40. Prototyping

This step helps to find out which games are indeed fun and aid learning.

Reflection

    1. Were the pupils engaged during the design process?

    1. If you were to tackle this design challenge in another class group, what would you do differently?

Download the full set of cards here!

DESIGN CHALLENGE 2 How might we reduce the environmental footprint of Kinder Egg production?

Read through each card and follow the instructions.
Time needed: 4+ hours

Information processing

Structure

Complexity

Do desktop research to access lots of knowledge quickly.

Research
20. Desktop Research

This card encourages learners to learn about what influences the environmental footprint and the effects on the environment.

Go out into the world to experience, observe, and find inspiration.

Research
21. The Anthropologist

This card encourages children to see the problem for themselves. This might be by inspecting/dissecting a Kinder Egg – looking at packaging, ingredients and materials.

Identify the information and inspiration needed for a challenge.

Process
8. Fact and Inspiration Finding

This step allows children to discuss what they already know about the Kinder Egg and it allows them to work out what it is they want to find out about its production process.

Discover what categories emerge from the research collected.

Analyse
25. Clustering

This card, as well as 26. Visualising Data, encourage children to work together to collate the data they have uncovered.

Create new insights with relationships, categories and hierarchies.

Analyse
26. Visualising Data

This card, as well as 25. Clustering, encourage children to work together to collate the data they have uncovered.

An initial brainstorm to explore a “Gut
 Feeling”, “Hunch” or “Intuition.”

Ideate
31. What If?

Both Ideation cards allow for free-flowing ideas based perhaps on intuition or perhaps a hunch. Children should be asked, what if they were asked to help solve the problem of the Kinder Egg environmental footprint – how would they tackle it?

A classic method to develop multiple ideas with other people 
quickly.

Ideate
36. Brainstorm

Both Ideation cards allow for free-flowing ideas based perhaps on intuition or perhaps a hunch. Children should be asked, what if they were asked to help solve the problem of the Kinder Egg environmental footprint – how would they tackle it?

Roleplay
 and act to experience and 
develop ideas and solutions.

Create
42. Role Play

Children can imagine that one of them (or the teacher) is manager of the Kinder Egg production factory, questions can be put to them to find out the policy on reducing the environmental footprint.

Present your idea, project or research in a short, dynamic and interesting way.

Process
17. Pitching

Children could present their findings to other pupils or teachers in the format of a pitch. It could culminate in a debate, or even an activity to write to the company, to elicit an actual response.

Reflection

  1. Are you happy with the result of the design process?

  2. How did the process go? What would you do different next time? Are there any process cards that could have helped with these difficulties?

Download the full set of cards here!

DESIGN CHALLENGE 3 How can we, as a school, live a day like the Romans?

Read through each card and follow the instructions.
Time needed: 4+ hours

Information processing

Structure

Complexity

Use personal insights and experiences to build perspective.

Research
19. Personal Stories

This card allows pupils to share their knowledge and experience on the way Romans live.

Do desktop research to access lots of knowledge quickly.

Research
20. Desktop Research

This card helps to expand the knowledge of the pupils.

Map phenomena, activities and happenings to uncover challenges and patterns.

Analyse
28. Day Cycle

This card helps to structure the information collected in the previous step into the form of a day cycle to really get an insight in the way Romans spend their day.

Find inspiration in exploits, objects, processes - and transform it into new ideas.

Ideate
32. Inspiration

In this step, the pupils look for inspiration on ways they can re-enact a day in the life of a Roman.

Roleplay
 and act to experience and 
develop ideas and solutions.

Create
42. Role Play

In this step, the pupils play the role of Romans to see if the day in the life of a Roman the ideated in the previous step is good enough to present to the whole school and organise this as a school event.

Download the full set of cards here!

Reflection
1.
Are you happy with the result of the design process? How did the process go? What would you do different next time? Are there any process cards that could have helped with these difficulties?

Explore the other chapters!


All FUTE project materials are
 licensed under CC BY-NC-SA 4.0 CC iconby iconnc iconsa icon

5C and 6C Models © Anne Katrine Gøtzsche Gelting and Silje K.A. Friis.