• Home
  • Table of Contents
  • What is STEAM Education?
  • Transdisciplinary Design
  • STEAM Teacher
  • STEAM Literate Student
  • Grand Challenges
  • Semester Plan
  • STEAM Assessment
  • STEAM Enacted
  • Meet the Student
  • More
    • Home
    • Table of Contents
    • What is STEAM Education?
    • Transdisciplinary Design
    • STEAM Teacher
    • STEAM Literate Student
    • Grand Challenges
    • Semester Plan
    • STEAM Assessment
    • STEAM Enacted
    • Meet the Student
  • Home
  • Table of Contents
  • What is STEAM Education?
  • Transdisciplinary Design
  • STEAM Teacher
  • STEAM Literate Student
  • Grand Challenges
  • Semester Plan
  • STEAM Assessment
  • STEAM Enacted
  • Meet the Student

Transdisciplinary Design

What is transdisciplinary design?

Transdisciplinary design combines design methodology and values to bring people from different backgrounds together to address complex problems and the need for sustainable, innovative, and inclusive solutions to today's global challenges. 


Transdisciplinary design can help designers:

  • Identify possible outcomes
  • Create solutions across various contexts
  • Develop critical thinking skills
  • Collaborate
  • Research
  • Communicate


The Design Process

 "The design process is an iterative process, whereby you do something and then you refine it, and you get peer review, and you refine it, and it's not quite right, so you refine it. It's this iterative process. It's a metacognitive process. We need to lead this kind of instruction so that our students have more significant learning to occur" (Gess, Personal Communication, 2024).

The Design Process Poster

Engaging Students in Design

Posters are great for anchoring learning into a visual form. The design process provides a framework for students to be problem solvers and designers. This very detailed poster should not be simply placed on the wall for students to memorize. Rather, it is the end result of what students may do as they design. 


To create this poster, I knew I wanted it to be engaging and provide students with a framework they could apply to any situation. As a designer of this poster, it was important to use the process myself to ensure students were clear, engaged, and had a deep understanding of it. As such, this poster was designed to be a tool, not simply a poster on the wall.


Below, you will find two additional versions of this poster.


Version 1 (below) presents the design process at its most basic level. It is essential to begin teaching this process using a simple, streamlined document. Reviewing key terms and having students trace the arrows with their fingers helps deepen their understanding of the iterative nature of this process. Starting a lesson with a straightforward problem that the class can work on together engages students and allows them to be successful.


Version 2 (below) includes blank boxes. In the small boxes, students identify what they are doing, while in the longer boxes, they explain how they are doing it. As students engage in the process, they record their actions' “what” and “how” as they complete the task. Having students document this information is crucial for internalizing the various components of the design process.


Below, you will find two additional versions of this poster.


Version 1 (below) is the design process at its most basic level. It is essential to start teaching this process using a simple, streamlined document. Reviewing keywords and having students trace the arrows with their fingers helps students deepen their understanding of the iterative nature of this process. Starting a lesson with a simple problem that you can do as a class engages students and allows them to be successful.


Version 2 (below) has blank boxes added. In the small boxes, students identify what they do, and in the longer boxes, students identify how they do it. As students engage in the process, they record what and how they do as they complete the task. Having students record this information is critical to internalizing all of the components of the design process.


Looking ahead, I plan to use version one as an introduction to the process and to get students to feel the process. I will implement a gradual release of scaffolding teachings off "I do," "We do," and "You do" to ensure students are not only familiar with but have a deep understanding of how to be a designer. By doing this, all students of all academic levels will successfully become designers. 

 

Getting Interactive with the Design Process

Original Idea

Version 1: Design Process

Version 1: Design Process

Version 1: Design Process

Version 1: Design Process

Version 1: Design Process

This design process can be used to solve any problem.  This view is easy to follow and is all-encompassing. 

Version 2: Design Process

Version 1: Design Process

Version 2: Design Process

This document is for students to make notes and document their work as they work through the design process.

REFERENCES

  

Bauld, A. (2024, July 27). What is STEAM education?. XQ. https://xqsuperschool.org/high-school-community/what-is-steam-education/#:~:text=of%20STEAM%20Education.-,STEAM%20Education%20is%20an%20approach%20to%20teaching%20and%20learning%20that,than%20developing%20practical%20skills%20alone 

  

Bertrand, M. G., & Namukasa, I. K. (2022). A pedagogical model for steam education. Journal 

of Research in Innovative Teaching & Learning,16(2), 169–191. 

https://doi.org/10.1108/jrit-12-2021-0081 


Gess, A. (2024) . The design process: optional synchronous session #2. In A. Gess (2024)  

EDTE 751: STEAM  instructional design optional synchronous session #2. University of South Carolina.


Grand Challenges. (n.d.). Retrieved November 4, 2024, from 

https://www.grandchallenges.org/

  

NSF’s 10 Big Ideas - Special Report | NSF - National Science Foundation. (n.d.). Retrieved 

November 4, 2024, from 

https://www.nsf.gov/news/special_reports/big_ideas/convergent.jsp


Omenn, G. S. (2006). Grand Challenges and Great Opportunities in Science, Technology, 

and Public Policy. Science, 314(5806), 1696–1704. 

https://doi.org/10.1126/science.1135003


Palid, O., Cashdollar, S., Deangelo, S., Chu, C., & Bates, M. (2023). Inclusion in practice: A 

systematic review of diversity-focused STEM programming in the United States. 

International Journal of STEM Education, 10(1). https://doi.org/10.1186/s40594-022-

00387-3

   

Sanz-Camarero, R., Ortiz-Revilla, J., & Greca, I. M. (2023). The impact of Integrated Steam 

Education on Arts Education: A systematic review. Education Sciences, 13(11), 1139. 

https://doi.org/10.3390/educsci13111139 


Silverstein, L. B., & Layne, S. (2010). What is arts integration? Retrieved from http://artsedge. 

kennedy-center.org/educators/ how-to/arts-integration/ what-is-arts-integration

  

Wiggins, G., & McTighe, J. (2005). Understanding by design (2nd ed.). Association for 

Supervision and Curriculum Development.


Yakman, G, (2008). STΣ@M Education: an overview of creating a model of integrative 

education. Pupils Attitudes towards Technology 2008 Annual Proceedings. 

Netherlands.


  • Home
  • Table of Contents
  • What is STEAM Education?
  • Transdisciplinary Design
  • STEAM Teacher
  • STEAM Literate Student
  • Grand Challenges
  • Semester Plan
  • STEAM Assessment
  • STEAM Enacted

Copyright © 2024 ISTEAM Approach - All Rights Reserved.

Powered by

This website uses cookies.

We use cookies to analyze website traffic and optimize your website experience. By accepting our use of cookies, your data will be aggregated with all other user data.

Accept