at
Kirk D. Rhodes
eLearning
© May 2015
This journey would not have been possible without these lovers of design
Nathan Smith
Ben Hoyer
Russ Rhodes
Carol Rhodes
Table of Contents
List of Figures 1
Abstract 2
Appendix C: Presentation 71
Works Cited 72
Rhodes 1
List of Figures
I. Figure 1-1 Anderson and Krathwohl, et al. Summary of the Structural Changes 17
II. Figure 2-1 Duarte’s Vinn Diagram. Communicating From the Overlap 30
IV. Figure 3-2 Common Ground Model: Goal, Value, and Experience Alignment 43
Abstract
Kirk D. Rhodes
May 2015
Written to both educators and designers, this paper advocates the use of design-based learning to
developing lifelong skills and key competencies in US primary and secondary schools. It provides
historical support and scholarship for the viability of design-based learning strategies, including
project-based learning, design thinking, and collaborative learning (among others). It argues aspects
of design-based learning may be utilized supplementary with other teaching methodologies in the
classroom, and offers a model for interdisciplinary collaboration between educators and members of
Keywords: 21st Century skills, 21st Century learning, design-based learning, design thinking, Florida,
interdisciplinary, K-12 design education, key competencies, learning methods, project-based learning
Rhodes 3
Introduction
The whole of education can be reduced to one central purpose, even a word: preparation.
Preparation for the multi-faceted, complex, personal and communal issues and choices of the future.
Preparation for employment in the workforce and culture of the future. There are undoubtedly many
other factors and motivations that determine the aim of educational systems — pedagogical, philo-
sophical, financial, social, political — but the global, common ground lies in preparation. This prepa-
ration is fulfilled through the ability to apply the knowledge and skills attained within the school
system; an ability that allows the learner to participate as an educated member of society in the new
contexts adulthood brings. Yet educational movements are rampant; apparently, our students are not
Since the early 80’s, education reforms have claimed increased rigor and accountability will
cure the apparent lack of preparation (Gardner et al. 1983). Modern reformers declaim our school
systems and teachers have failed us, and the solution lies with targeted funding and a student-cen-
tered mentality (Rhee 2012; Gates 2011). For other scholars, innovative learning methods will herald
student achievement. Proponents of blended learning or flipped classroom models believe teach-
ing with technology builds modern skills, personalizes education, and provides more meaningful
instruction (Christensen, Horn, and Johnson 29–39; Horn and Staker 11–12; Khan 115–118). Others
seek not to reform, but to transform the system. Educational theorist Sir Ken Robinson espouses
schools where a student’s innate talents are the focus; where creativity breeds self-motivated, lifelong
learning (Robinson 88–89). For psychologist and contrarian Alphie Kohn, the catalyst is shifting
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away from a culture of standardized testing and competition (Kohn 45–78). For educator and histo-
rian Diane Ravitch, dispelling the myth of public school failure versus privatized (charter and private)
school success is essential to any progress with the American school system (Ravitch 3–9, 55–73).
Meanwhile, such privatized schools like the KIPP (Knowledge is Power Program) Network raise the
bar of achievement by requiring longer days and rigorous curriculum (Rotherham 2011); and on the
other side of the spectrum, BPL (Big Picture Learning) provides alternative, competency education,
where the learning is self-paced, self-assessed, and somewhat self-directed (Priest, Rudenstine and
Weisstein 10–15). The critical focus on preparation our students receive from their schooling, and the
diversity of methods by which they are trained, has only been exacerbated by technological advances
and the growing world mindset. It is clear the student of today has a broader picture of the world
than the student of even last decade, and by reform, or getting back into form, our schools must pro-
vide broader experiences within the classroom to engender a broader skill set. This paper suggests
Multiple countries have realized the value of teaching design skills to children and have
adopted design into their national curriculum, beginning with Great Britain in the 80’s (Davis et al.
9–11). Interdisciplinary methods such as design thinking have come into vogue, and, at the moment
I write this, researchers at IDEO and the Stanford d.school have listed 179 schools and school sys-
tems around the world that define themselves as design thinking schools (designthinkinginschools.
org). Recent strides in global K-12 assessment programs such as PISA have begun testing for skills
deemed necessary for the 21st Century; skills often deemed creative and essential to the design pro-
cess. Even during the interviews conducted for this study, principals and curriculum decision-makers
alike seemed interested if not already strategically aligning their teachers with more creative ped-
agogy. The ball appears to be moving in the direction of K-12 design education becoming a main-
Yet many obstacles stand in the way of widespread adoption, as detailed in Part 3: Challenges
to Integration. Hierarchal school structures make it difficult for educators to apply new teaching
methods to their classrooms and schools. Political pressure from the district or federal level may
keep their head buried in the sand of another established teaching method, and keeping up with
the paperwork and assessments take up all of their time. For some schools, the influence of factors
outside the classroom require low tolerance, direct instruction with an emphasis on classroom man-
agement; altering into a more collaborative or participatory approach would lead to distraction and
chaos. In others, the varied directions of or time required for mandatory professional development
programs keep educators wary of learning new methods. A lack of interdisciplinary support from the
educational design and professional design community also leaves schools and educators to apply
theory to practice in isolation, making it difficult to establish confidence and best practices. And look-
ing to history, programs based on the instruction of members of the design community rarely last
due to their inability to transfer instruction to teachers before losing momentum. One of the primary
findings of this paper is the need for educator support in a field most are accustomed to describing
as ‘art’.
This paper will define and introduce the key ideas surrounding design-based learning. It will
speak to both educators and the designers in an interdisciplinary fashion. It will introduce or reac-
quaint familiar readers to the benefits and lineage of design-based learning, and to offer a framework
for implementing the methods within existing pedagogical climates. Lastly, it will purpose directions
Twenty-first century skills (C21S) are primary elements in President Obama’s Race To the
Top reform policy and the Common Core State Standards. A primary motive for teaching with design-
based learning is the natural progression of these core skills within learners. The process of creating
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a structure or solving a problem through design develops multiple skills simultaneously. And with
each additional skill learned and competency earned, the learner becomes more valuable to the work-
force. As detailed in Design as a Catalyst for Learning, designing improves “flexible thinking skills,
promot[es] self-directed learning and assessment, develop[s] students’ interpersonal and communica-
tion skills, and cultivat[es] responsible citizens” (Davis et al. 19). The learner will continue developing
and combining these skills and competences to facilitate greater capacity and deeper understanding
throughout life. Most importantly, the design skills she has learned will increase her ability to share
her experiences and insights through visual means, allowing her to contribute to society in a more
In the U.S. the popular term for these lifelong skills is twenty-first century skills (C21S), or
occasionally, while in Canada they’re often referenced in terms of the national Skills Agenda program
(Brink 2003). However, in most other places in the world they’re known as key competencies or core
competencies, mostly due to the framework determined by the Organization for Economic Coopera-
tion and Development’s Definition and Selection of Competencies Project (DeSeCo) and the subsequent,
globally sensationalized impact of OECD’s Programme for International Student Assessment (PISA) test
results and country rankings (Rychen and Salganik 37). That said, DeSeCo does distinguish between
skills, competencies, and personal qualities, as all participating countries desired them to varying
degrees, yet the use and definition of these terms varied greatly (Rychen and Salganik 51).
The categorical systems outlining these skills are diverse. In 1992, the Secretary’s Com-
mission on Achieving Necessary Skills (SCANS) released a report for President Bush’s educational
reform program entitled America 2000. It listed 20 competencies and 17 foundational skills needed
in the workplace (“Skills and Tasks for Jobs” 26–32). A decade later, the aforementioned DeSeCo
project gathered skill lists from all participating OECD countries, classifying them according to
frequency into 10 categories. Grouped into columns of frequency, the highest mentioned can all be
and Salganik 37). Since then, other organizations have been formed and responsible for categorizing
new skills frameworks. The largest in America, The Partnership for 21st Century Skills (P21) just
rebranded itself to The Partnership for 21st Century Learning. There was no explicit rationale, but
it appears the buzzword C21S is wearing itself out; perhaps due to the past tense nature of learned
‘skills,’ versus the active present tense or ongoing nature of ‘learning’ (www.p21.org).
The newest major player is ATC21S, the Assessment and Teaching of Twenty-First Century Skills
Program. Founded in 2008 by a partnership between Intel and two of the original P21 founding
companies, Microsoft and Cisco, the ATC21S international research team developed and tested a new
framework that overcomes the short-sightedness of current skills assessments; their gripe centered
on the amount of problem solving strategies and assessment tools being utilized successfully in
other industries, yet educators were stuck with enforced old-school methods (Kozma and Roth v).
While in line with other international competency-based frameworks, by comparison, the ATC21S
team appears to have put a great emphasis on clarity by simplification — as opposed to clarity
through comprehensive, exhaustive detail — making it easier for any teacher to follow and imple-
ment. Called the KSAVE Model, it’s ten skills are grouped into four categories: ‘Ways of Thinking,’
‘Ways of Working,’ ‘Tools for Working,’ and ‘Living in the World.’ Each of the ten skills is expanded
into categories of ‘Knowledge’ (understanding requirements), ‘Skills’ (abilities), and ‘Attitudes, Val-
ues, and Ethics’ (behaviors and aptitudes). Like the others, design-based learning naturally supports
the development of the first seven; the remaining three would require more specificity within the
In 2014, educator and author Tony Wagner, the first innovation education fellow at the Tech-
nology and Entrepreneurship Center at Harvard, goes as far as calling them survival skills; without
which learners are crippled for life, and on a grander scale, if they are not successfully taught in
schools, America will be at risk of losing its competitive advantage (Wagner, Generation Gap 13). He
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lists (1) critical thinking and problem solving; (2) collaboration across networks and leading by influ-
ence; (3) agility and adaptability; (4) initiative and entrepreneurialism; (5) effective oral and written
communication; (6) accessing and analyzing information; and (7) curiosity and imagination (ibid.
14–41). Once again, all of these skills can be further developed through design-based learning.
Our definition borrows from the first paragraph of Davis, Hawley, McMullan, and Spilka’s
groundbreaking work, Design as a Catalyst for Learning: design-based learning is “the study of design
as a subject of investigation and a mode of inquiry that engages a variety of student learning styles
and makes direct connections between school subjects and problem solving in daily life” (1). It
design-thinking, maker education, and project-based learning methods, as all of these either have
But to understand design-based learning, and to avoid confusion, one must first understand
the definition of design and its diversity within education. Instructional Design is the field concerned
primarily with improving curriculum. In the [Fine] Art classroom, design represents an under-
standing of design principles that guide aesthetically pleasing arrangements of 2D and 3D objects.
It is tied to many professions which offer different forms of technical training for secondary school
students: graphic design, interior design, industrial design, architecture, engineering, etc. And most
recently, for a little over a decade, design has been introduced to K-12 schools through the practice
of design thinking. Tim Brown developed the brand of design thinking now synonymous with his
company, IDEO. He uses the term “as a way of describing a set of principles that can be applied
by diverse people to a wide range of problems” (Brown 7). This last context is most similar to how
design will be used in this paper: as a problem-solving, process-based discipline which can shape
Design education scholars have written at length about the benefits of teaching our chil-
dren to think like designers — Bruce Archer, Ken Baynes, Charles Burnette, and Meredith Davis,
and Richard Kimbell, to name a few of the ‘founding fathers’ initiating this line of thought (Archer,
Baynes, and Roberts 1992; Baynes, Langdon, and Myers 1977; Burnette and Norman 1997; Davis et
al. 1997; Kimbell et al. 1993) — and now, with over fifty years of modern integration between the two
fields (more on this in Part I: Lineage of Design Skills Pedagogy), researchers have had ample time to
observe and evaluate the resulting skills through different methods of assessment.
Since the 70’s, British scholars have wrestled with defining and justifying design as a tertiary
curriculum domain to general education. Nigel Cross was one of many who called for further design
research into how designers work and think, an better understanding of which could lead to easier
developmental comparisons to other subjects. He believed, as did many of his colleagues, that design
must be interpreted “in terms of its intrinsic educational value, and not in the instrumental terms
that are associated with traditional, vocational design education” (Cross 29). He went on to list five
such aspects:
• They use ‘codes’ that translate abstract requirements into concrete objects.
• They use these codes to both ‘read’ and ‘write’ in ‘object languages’.
From these ways of knowing I drew three main areas of justification for design in general
education:
From this list we can see how design as a practice could easily support the development of critical
thinking and skills for the workforce. In his treatise Knowledge as Design, theorist and educator David
Perkins defends teaching knowledge as design for the higher order thinking and creative skills it
instills, which allow for connections between disciplines by “making salient commonalities and con-
trasts in the kinds of purposes, structures, model cases, and arguments employed” (Perkins 18-19,
221-224). He describes the process by which design concepts are portable to other subjects in detail.
Interdisciplinary Purpose
This paper is for educators and designers, together. Or rather, through the intermingling of
One of the greatest stumbling blocks of collaboration between the two fields — and yet easiest to
overcome — is a desire and willingness to speak the other’s language (more on this in Part 2: Find-
ing a Beat). For that reason, a portion of the terms and their context may be outside of the reader’s
‘normal channels.’ Finding common ground beyond terminology might involve shared goals, skills,
Nancy Duarte’s work is the importance of “communicat[ing] from the overlap” of these dimensions
(Duarte 70), and has become an anthem for this study’s ethnographic research. This form of overlap
communication comes naturally to the designer. There is always a lens on the client, or end user of
the product or process at hand. A designer must look outside his walls to be successful, gathering
information and meaning wherever inspiration and creativity lead. Collaboration comes naturally to
the designer.
It is no wonder then, when the Secretary of State for Education and Science in Great Brit-
ain commissioned the Royal College of Art to investigate and survey the pockets of existing design
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education at grade schools around the country, the assumption of interdisciplinary benefits were
already present. Bruce Archer and Ken Baynes led the effort, which was published in 1976. Besides
suggesting, for the first time, that ‘Design’ be considered the third domain of general education, next
to ‘Science’ and ‘Humanities,’ as it categorically contains activities outside of the range of the others,
The Design area of education embraces all those activities and disciplines which are charac-
terised by being anthropocentric, aspirational and operational; that is, that are man-related,
that have a value-seeking, feeling or judging aspect, and that have a planning, making or
doing aspect. Disciplines such as art, handicraft, home economics and technical studies tend
to form the broad middle ground of the Design area in schools (qtd in Archer, Baynes, and
Roberts 24).
The results of this report won over the Secretary, and two years later Parliament passed the Education
Reform Act, decreeing ‘Design and Technology’ become a course of instruction for all students ages
In his cumulative work, Visual Learning, John Hattie synthesized over 800 meta-analyses
for ‘Integrated Curricula’ programs, which came back as highly effective in the area of achievement.
Unlike many of his predecessors, his success criteria was not based off a balanced 0.00 standard
deviation scale, where virtually any improvement would qualify the method as effective. His ‘hinge
point’ was 0.40, the average of all the standard deviation of improvement. ‘Integrated Curricula’ in
Elementary Schools scored 0.56 and in Middle Schools 0.57, but not so for High Schools 0.29. It was
successful, however, for lower achieving students, ethnically diverse students, and when the methods
were utilized by more experienced teachers (Hattie, Visual Learning 2009). Note, the study involved
the average of all ‘Integrated Curricula’ programs in general; not specific to design as a bridge for
content to travel. The subjects involved in the study might have included design, but most certainly
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included other sciences and humanities. Yet a decade before Hattie published his book, Meredith
Davis offers four reasons to utilize design as the modus operandi of integrated curricula:
1. Design problems are situated; they have a context from which students can derive infor-
mation that relates to a variety of disciplines and that is critical to successful solutions...
2. Design problems require both analysis and synthesis. Students must engage in the artic-
ulation of a meaningful problem within a context, gather and make sense of relevant
and critically evaluate outcomes against rubrics that are negotiated among students
4. Design problems frequently require the work of interdisciplinary teams of experts. They
contributes a point of view and set of skills that may differ from those of others. Through
design activities, students learn about planning, collaborating, and building a common
Acknowledging Bias
John Hattie taught me “education is never neutral, and its fundamental purpose is interven-
tion or behavior change” (254). Everyone has a position. I come to the field as teachers come, looking
for ways to defend my position (Wideen, Mayer-Smith, and Moon 141–156). I’m a current professional
designer and future educator. I experience on a daily basis the creative benefits of design-thinking,
the innovation that stems from collaboration with a solutions-focused, interdisciplinary team. And
I am fascinated with the possibilities of design-based learning being adopted in more schools and
I did not have the privilege of being introduced to design-based learning methods while in
grade school. Most of my learning experience alternated between “stand and deliver” lectures, ques-
tioning and recall, direct instruction, and self-directed practice. As a designer, I came to this project
with the assumption that creative methods would always win the learning proficiency battle. While
I was delighted almost every school from which I surveyed or interviewed an educator regularly
used some form of collaborative, [design] skill-building methods, I was equally shocked upon read-
ing Hattie’s meta-analyses work, in which his evidence-based methods led me to understand not all
creative methods are beneficial when it comes to achievement; some of the teaching methods I grew
up with — direct instruction — still rank among the highest methods for achievement (200–236). It
also started me down the path of inquiring what else would educators value outside of achievement?
My interviews with private and charter schools revealed character education, a safe school environ-
ment, and a holistic emphasis on non-Common Core subjects or extra-curricular activities as equally
Part I
A distinct value of design skills is the ability and natural inclination towards interdisciplinary
application. As the first nation to adopt design and technology as part of its national curriculum in
1990, the United Kingdom considers the subject unique in that it “attempts to bring together craft,
art and design, domestic science and business studies into one unified subject area” (Harris and
Wilson v). While advocates of design-based learning typically promote the resulting design skills as
essential for the twenty-first century, this line of reasoning is rather recent. Design skills have been
taught in developed nations for centuries. One cannot claim a good engineering or science education
without having developed skills of identifying patterns, modeling, or synthesizing disparate content
elements into cohesive meaning. More specifically, design as a mode of inquiry within K-12 schools
has been implemented in America for half a century, since the post-Sputnik era.
This section will trace the primary themes influencing or determining the confluence of
design and K-12 education over the past 100 years. The purpose of which is to position design-based
learning as neither modern nor tied to pedagogical trends, as modern ‘brands’ of it certainly appear
to be topical. Roughly in chronological order, the majority of key players, theories, and events listed
here stem from either the United States or Great Britain. Since everyone has the at least some form
of design ability, understanding why so little K-12 design pedagogy has surfaced elsewhere would be a
Constructivist Theory
Generally speaking, teaching methods that highlight learning through experience, empha-
size holistic aims or the production of skills necessary after graduation are rooted in Constructivist
theory. In the late 19th Century, educational reformer, psychologist, and philosopher John Dewey
wrote about the process in which we learn through social interaction of the subject matter. Dewey
believed the school was a place for social reform, and that content should be presented to students
in a method through which they can interact or relate it to prior experiences and cementing it into
memory with meaning (Dewey, “My Pedagogic Creed” 1987). This theory was later developed by Jean
the schoolhouse, a bi-product of the efficient desires of the Industrial Age. Dewey advocated for mul-
tiple learning methods and hands-on-learning, so students might learn through a visual language
of impressions. This line of thinking would become the primary influence for the establishment
of project-based learning. As he states in Democracy and Education, “if knowledge comes from the
impressions made upon us by natural objects, it is impossible to procure knowledge without the use
of objects which impress the mind” (Dewey 217–218). John Dewey’s influence on education cannot
be overstated. He brought awareness to the act of learning as an experience, where the student has
an active role in building his own understanding. From his Pedagogic Creed in 1897, Dewey contends
one cannot adequately prepare a student with curriculum or a pre-determined skill set, but most also
To prepare him for the future life means to give him command of himself; it means so to
train him that he will have the full and ready use of all his capacities; that his eye and ear
and hand may be tools ready to command, that his judgment may be capable of grasping
the conditions under which it has to work, and the executive forces be trained to act econom-
Design is a connection between science and art. In this creed he also stated, “I believe that when
science and art thus join hands the most commanding motive for human action will be reached; the
most genuine springs of human conduct aroused and the best service that human nature is capable
of guaranteed” (ibid).
Dewey’s passion for experiential education and influence led to educational reform, and
enacted numerous learning methods in practice today, including problem-based learning, experi-
ential learning, Social Constructivist Theory, and inquisitive learning. Lev Vygotsky developed his
Zone of Proximal Development (ZPD) in 1932 under Constructivist philosophy, giving educators a new
model to conceive how to gauge and engage a student’s learning. Vygotsky’s ZPD is synonymous
with the idea of scaffolding, the visual metaphor for the support an instructor provides a learner to
aide the building of new knowledge on existing knowledge. Then in 1956, Benjamin Bloom pub-
lished Bloom’s Taxonomy, giving educators, for the first time, a developmental rubric to better under-
stand students’ learning levels. It quickly became one of the most influential educational models and
books of the twentieth century — especially to educators focused on skills over content (Anderson
and Krathwohl xxi). In Blooms taxonomy, he categorizes six primary thinking skills according to
depth, with (in increasing order) ‘Analysis,’ ‘Synthesis,’ and ‘Evaluation’ — all integral skills to the
design process — involving the most complex cognitive process, or higher order skills (see Figure
1-1). In 2002, almost fifty years later, Anderson and Krathwhol published A Taxonomy for Learning,
Teaching, and Assessing: A Revision of Bloom’s Taxonomy of Educational Objectives with a few modifica-
tions to the original design: replaced by ‘Remember,’ ‘Knowledge’ was moved to it’s own ‘Knowledge
dimension.’ And most important to this study, ‘Synthesis’ was changed to ‘Create’ and bumped to the
most complex, highest order skill (at the bottom of Figure 1-1). Therefore, according to the original
and revised Bloom’s Taxonomy, the capacity and ability to synthesize information and create is one of
the best cognitive activities one can do to achieve Twenty-first Century Skills.
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Separate Knowledge
dimension dimension
Noun aspect
Knowledge Remember
Verb aspect
Comprehension Understand
Application Apply
Cognitive
Process
Dimension
Analysis Analyze
Synthesis Evaluate
Evaluation Create
Figure 1-1: Anderson and Krathwohl, et al. Summary of the Structural Changes
from [Bloom’s] Original Framework to the Revision
The 60’s gave birth to the Design Methods Movement, which evolved initially through UK
designers, architects, and engineer’s increasing dissatisfaction for the common design-centric—as
opposed to human-centric—products and attitudes of their industry. John Chris Jones and Peter
Slann organized the Conference for Design Methods in 1962, which, along with the influences of
design theorist Horst Rittel (brought together science and design, coined ‘wicked problem’) and
architect Christopher Alexander (later published Pattern Language, reasoning the users know more
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than the architects about the buildings they need), gave guidance and fuel to developing methods
that meet the challenges of the post-industrial world. As Jones would later articulate in the introduc-
tion to the 1980 edition of his seminal work Design Methods (originally published in 1970), “the shift
from the idea of ‘progress’ (towards a goal, a product) to the idea of ‘process’ (as all there is) is surely
a main event of the twentieth century, in all fields of endeavor” (Jones, Design Methods xxxiv). Partici-
patory design and human-design or user-centered design are also bi-products of this line of thinking.
Their effectiveness has been rediscovered within the last decade as the digital age and design think-
A year after the conference, the pervasive consumerist culture in the UK led to the First
Things First Manifesto, signed by Ken Garland and 20 other designers, photographers, and students
in 1963 and published a year later in it’s entirety in the Guardian. They declaimed the mode in
which the design industry was being used, pressured to advertise innocuous and inconsequential
products, listing “cat food, stomach powders…” and a dozen other trivial items (Garland et al. 1963).
The signers demanded to be taken more seriously and given projects of consequence. This Human-
ist approach echoed many other designers of the time, attempting to redirect design efforts to be
human-centric in nature.
The 60’s became a decade of dismantling and distrust in the design and education world,
design lessons, which would be studied in the early 70’s and instrumental to the eventual adoption of
design and technology as a subject matter in the national curriculum. Other professional designers
were becoming weary of the increasingly complex processes for design, claiming they were too rigid
These sentiments of confusion over the complexity of models arose again in the 80’s and
90’s, when British design and technology teachers began utilizing various standardized models for
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understanding and assessing designs in their classrooms. The solution in both cases, and the one
proposed originally by the Department of Education and Science in 1987, was to develop a loose
framework that guided the teacher or user, as opposed to offer so much detail and direction as to
restrict the them (Atkinson 1999). Design educator Bryan Lawson, author of How Designers Think:
The Design Process Demystified, agreed and teaches design worked best when the process and proce-
There are two paths to this story, and one is considerably longer than the other. Suffice it to
say the British government first initiated design education in schools when Martin Van Buren was
Commander-in-Chief. This was also the first time — the year was 1837 — the State directly inter-
vened in Education affairs. Yet by interjecting design into the community, the quality of goods, the
quality of life, and England’s economy all increased (Baynes, Langdon, and Myers 1977). The design
education mentioned here refers to the type of manufacturing trades or fine art practices common
in the mid 1800’s. But for the rest of this paper, design education refers to the professional practices
Modern interest in design education began growing in the 1950’s for both the United King-
dom and the United States, due to the large role science and engineering played in WWII. In 1974,
dissatisfied with the results of two previously conducted studies into the possibilities of modifying
existing school curriculum to inject design and technology (Project Technology and the Design and
Craft Education Project), the Secretary of Education and Science commissioned the Royal College of
Art to conduct a study of inquiry into the opportunity of design becoming a nationally endorsed [sep-
arate] subject for all students. Bruce Archer and Ken Baynes led the research team and a lively debate
amongst interested teachers, mostly surrounding definitions and defense of design as a primary
subject. They were charged to “analyz[e] the characteristics of designing in an attempt to describe
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a category of human endeavor analogous to the sciences and the humanities” (Davis 11; Baynes,
Langdon, and Myers 17–18). Their findings, “Design in General Education, Part One” were published
in 1976 by the Royal College of Art with a collection of research supporting the subject of design as
the 3rd area of education, providing experiences and understanding beyond the scope of the Sciences
or Humanities. In recounting this effort, Nigel Cross quotes a passage from the report defending this
unique quality: “‘There are things to know, ways of knowing them, and ways to find out about them’
that are specific to the design area” (Cross, Designerly Ways of Knowing 22). The strategy worked, and
Great Britain opened its doors to the option for secondary and primary schools.
The next decade was full of tests and anticipation. Despite government approval on the
direction, proponents were not prepared for the curriculum and training needs of thousands of new
design and technology educators. Not to mention, further testing and validating needed to be done to
dispel critics and pass the inevitable bill through Parliament. A few notable events from this period:
the government hired Richard Kimbell in 1981 to establish assessment techniques; the report was
published in 1985, after which they commissioned multiple other studies; in 1991 they once again
charged Richard Kimbell and his Assessment Performance Team to evaluate the national design and
technology curriculum. His research reports challenged the traditional notion of curriculum knowl-
edge as knowing, and emphasized more Constructivist viewpoints of knowledge as doing (Kimbell
1993); much of the assessment methods used today are due this work. Also of note is Bryan Lawson’s
1979 test of students on scientist and architecture tracks at the beginning and end of their schooling.
While there was no clear difference during their year test, Lawson found dramatic differences in their
thinking and problem-solving skills during the latter test. His findings led him to posit scientists are
“problem-based” thinkers, and architects are “solution-based” thinkers. Lawson would later refer to
this study in his book “How Designers Think”, published in 1990 (Davis et al. 3). Throughout this
process the Design Council raised public awareness of and promoted design in schools.
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Parliament passed The Education Reform Act in 1988, and in 1990, Design and Technology
became an official part of the national curriculum for all students ages 5–16 in England and Wales.
But, as with all educational innovations, the process wasn’t entirely smooth. National curriculum
was updated six times within the first ten years; teaching methods had to be improved to effectively
instruct all demographics of students (as opposed to the minority groups that were tested); and con-
fusion persisted with educators between ‘Programmes of Study’ and ‘Attainment Targets’: the first
of which dealing with instruction, the second with assessment (Harris and Wilson 4–5). Yet despite
the early troubles, Design and Technology in the UK has expanded to meet the breadth of curriculum
and training demands of the teachers. Sometimes it shrinks slightly, as when Information Technol-
ogy was made into its own class in 1995, but come September 2016, Cooking and Nutrition will be
taught in the class along with design, and will surely provide a new spin on interdisciplinary curricu-
After WWII, having just ‘witnessed’ a war victory through feats of science and engineering,
Americans grew a deep interest and respect for their power and capabilities. A decade later, the
post-Sputnik era brought with it a nationalistic desire to modify the current educational system to
Individual, philanthropic professionals were the first to answer the cultural call. Architects
and engineers began visiting classes or developing their own programs between their firms and
schools. Most of these programs were geared towards secondary education and more technical in
nature. They developed customized activities for the teachers and trained them in best practices for
introducing the design concepts to the students. These programs also established professional net-
works between designers and educators to support their interest in design. Some even published and
produced their own curriculum and learning materials (Davis et al. 5).
Rhodes 22
In 1966, the American Institute of Architects (AIA) began working with elementary and
secondary schools to “develop methods and materials for raising public consciousness” (Sandler 13).
Like other organizations, their primary efforts involved sending their own into the classrooms to
galvanize interest in architecture and design, and in producing informational materials for teachers
to support the students’ interest in the field. As Sandler later wrote after AIA’s first published cur-
riculum, “very little was written in 1980 and before that; the architects-in-the-schools were as the
artists-in-residence, giving short but intense experiences in architectural education” (13). This new
initiative was called Learning by Design, and was lauded by Meredith Davis as the largest stimulator of
“grass-roots collaboration between teachers and designers through small grants” (Davis et al. 7).
By the 1970’s, evidence of the improvements and direction the U.K. was taking design edu-
cation spurned American government partners into action. In 1972 the National Endowment for
the Arts partnered with the government to establish the Federal Design Improvement Program, which
allowed thousands of professional designers — architects, graphic, interior and landscape design-
ers — to collaborate and suggest design revisions federal buildings, branding, and other instances
of design. Then a few years later, the Worldesign Foundation was founded by the Industrial Design
Society of America. It adopted K-12 Design Education as one of it’s 3 priorities, its focus being to “fos-
ter the power and application of design thinking as an essential tool in education and the learning
During the 80’s and early 90’s America shifted from a product-based to service-based work-
force. The ‘Industrial Arts’ education transformed into ‘Technology’ education. Computers became
accessible to the average consumer. In schools, sponsors would offer low-cost software and hardware
to encourage long-term contracts (Davis et al. 6). This gave schools the opportunity to integrate tech-
nology into their curriculum in a variety of disciplines. “Subjects that traditionally had little visual
content gain a design dimension through software that produces charts and graphs, models and
The Cooper Hewitt National Design Museum in New York began collecting and developing
resources for teachers in the early eighties; a collection, which includes many K-12 design resources,
they still maintain to this day. They also began sponsoring a number of neighborhood-based design
education programs. The National Endowment for the Arts (NEA) began offering seed grants for
architectural curriculum development, and launched the NEA Design Program with a special funding
category to support design within the K-12 environment (Davis et al. 8). Most notably, the NEA also
commissioned a 2-yr study with the OMG Center for Collaborative Learning in Philadelphia from
1993–1994; the results of this research evolved into Meredith Davis’ Design as a Catalyst for Learning,
The 90’s became galvanizing years for K-12 design educators, as the fire was spreading but
the oxygen was so low. Meredith Davis and Dr. Charles Burnette became the two leading figureheads,
both from their respective universities. Besides publishing the largest collection of research ever
collected regarding American K-12 design education — the aforementioned Design as a Catalyst for
Learning — Davis created the Education through Design program with Robin Moore in 1997 from
her NC State University School of Design, focusing on educating teachers in design and creativity
instead of merely packaged curricula or relying on other designers (Davis et al. 7). Meanwhile Bur-
nette had created the Design-Based Education Program in 1989 at the University of the Arts in Phil-
adelphia, highlighted by the Design with Kids course (2005). This was one of the first design-based
education K-12 programs to be developed within an academic institution; previously they were largely
due the efforts of philanthropic professionals. He worked with Dr. Janis Norman, the Director of
Art Education at University of the Arts, to develop a curriculum for using design in art and science
instruction. They initiated a national pilot program with Burnette’s early model of design thinking,
which they published in 1997 as “DK-12: Design for Thinking” (Burnette and Norman 1997). The
paper detailed how the design process can be integrated into K-12 classrooms and curriculum, and
Rhodes 24
was adopted by four local Philadelphia schools in 1998. The work of Meredith Davis and Dr. Charles
Burnette became the foundation and inspiration for all subsequent K-12 design educators. But in
1997, the most prolific year of publication for Davis up to that point, she concludes:
Despite this level of innovation during the last 30 years, the use of design activities in U.S.
schools remains an isolated practice that has its strongest support at the level of the indi-
vidual teacher. Documentation of teacher work is spotty and many educators labor with
little more than moral support for their efforts at district and state levels. The individual
initiative required to establish and sustain these programs within a somewhat indifferent
administrative culture leaves little time and few resources for the systematic and rigorous
assessment that would present convincing evidence for broader adoption” (Davis et al. 8).
The American public just didn’t see the value in a design-based education. They couldn’t see it,
In America, we have been undergoing an era of educational reform for over three decades.
state of American schools. The conclusive report titled “A Nation at Risk: The Imperative for Educa-
tional Reform” became a watershed event (Gardner et al. 1983), launching a wave of outcomes-based
plans for reform, now deemed the Standards Movement. Since Reagan’s Presidency, each President
and Secretary of Education have declared ‘fixing education’ to be a national priority, if not a national
emergency. Pres. George Bush held a bipartisan Education Summit with the Nation’s Governors and
developed a plan or reform entitled America 2000. Pres. Bill Clinton stated on multiple occasions he
wanted to become known as the ‘educational president,’ but his Goals 2000 (originally the America
2000 plan) reform plan faltered. Pres. George W. Bush launched No Child Left Behind (NCLB) in
2001, the most progressive standards-based reform to date, placing the majority of the power in State
Rhodes 25
and Federal hands. Yet the amount of tax dollars spent on testing and competitive programs — more
than $800B (Harrington 2011) — and the lack of academic gains caused Pres. Barack Obama to
repeal it, enacting the Common Core State Standards in 2008 and the Race To the Top (RTT) program
The Standards Movement has earned sweeping gains with public support since the cre-
ation of PISA in 1996 and the international tables of assessment scores, which put America much
lower than its citizens had hoped. After the U.S. performance on the 2012 test was published, U.S.
Secretary of Education Arne Duncan declared, “the big picture... is straightforward and stark: it is a
picture of educational stagnation” (qtd in Robinson and Aronica 7). These comparison charts have
politically charged the conversation regarding the importance of America’s innovative or competi-
tive edge, although some deny America has fallen behind at all (Ravitch 63–73). Proponents of the
Standards movement typically want both to get ‘back to basics,’ focusing on literacy, mathematics,
and the STEM disciplines; all of which appear on standardized tests and have direct connections to
skills. Each aforementioned educational program — America 2000, Goals 2000, NCLB, and RTT
— was that respective cabinet’s solution for motivating the educational workforce with competition,
resources, and funding. Critics claim that “although all the rhetoric of the standards movement is
about employability, the emphasis has not been on courses that prepare people directly for the work
but on raising standards in academic programs” (ibid. 16). These programs have merely increased
The Standards Movement also provided additional money for charter schools; the reasoning
being, families will likely select a school based on how they want to be educated, which will increase
their motivation to achieve higher. Educator and Historian Diane Ravitch lays her opinion out a little
more starkly: “CLAIM: Charter schools will revolutionize American education by their freedom to
innovate and produce dramatically better results. REALITY: Charter schools run the gamut from
excellent to awful and are, on average, no more innovative or successful than public schools” (156).
Rhodes 26
Proponents of charter schools are typically those who want a different type of education that might
not focus on assessment but on character or life skills after school. Critics of charter schools show
the research seems inconclusive that the average charter school holds any gains on public schools,
and that, on average, charter schools are one of the less-effective forms of schooling in America
(Hattie 75–76). Ravitch offers a solution for this as well: ban for-profit charter schools and networks
and require they collaborate with public schools (247). However, the looseness of charter school
standards allow them to be more willing to experiment with new forms of pedagogy, such as design-
Design Thinking — the 5 step process, the business buzzword, the creative problem-solving
and problem-finding technique synonymous with IDEO, Tim Brown, and the d.school — was created
in the minds of many when Brown’s Design By Change was first published (2009). Yet if one traces
the history, design thinking (DT) got its roots in the 1960’s with the methods movement. In the 80’s
and 90’s, numerous academic studies were conducted around learning how designers think (Cross,
Designerly Ways 22; ibid., Design Thinking 67), or how creatives think in general (De Bono 9–14).
It first moved into the public eye in the 2000’s, when noted authors Richard Florida, Daniel Pink,
Roger Martin, Malcolm Gladwell and Thomas Lockwood all published books proclaiming the impor-
In education, the Design Thinking movement currently has 179 K-12 schools under its ban-
ner site, DesignThinkingInSchools.org. They’ve also published a handy guide, Design Thinking for
Educators, with scenarios common to schools and blank worksheets to develop a strategy plan with
others. All Saints Academy, one of the schools visited for this study, is under this moniker, yet they
are quick to point out they implement many teaching and learning strategies, and would be unable to
offer solely DT curriculum. However, it is important to note design thinking has become a household
Rhodes 27
strategy, recognized in dozens of industries and around the world for its effectiveness, skill building
and problem solving capabilities. And because design thinking is a design-based learning method,
Sal Khan represents some of the most progressive, yet still popular, ideas in education. Khan
Academy, the ‘school’ he unknowingly founded eight years ago while tutoring his cousin in math,
has over 26 million registered learners as of May 2015 (“You Can Learn” 2015). These learners con-
tinue to come back because of the simplicity of the user experience with no-frills video lessons (one
person), or the parent that can grasp the big picture of the student’s understanding in a subject mat-
ter with the click of a button (two people), or the teacher that is able to offer a completely differenti-
ated classroom environment, yet still retain a group dynamic with shared goals and reports (many
people). Each of these instances demonstrate users in active learning situations, where they are able
to customize the experience to their liking, yet still interact on the same platform together. Design in
practice is also individual and collaborative, and often switches back and forth repeatedly while prob-
lem-solving around others. Collaborative learning, design thinking, project-based and design-based
learning are at their best when participants feel responsible for their learning, yet have the freedom
to explore and direct their own path to the intended goal. This is the definition of active learning.
Many K-12 classrooms across America have flipped with Khan Academy; the instruction
is done via the YouTube video lesson, and the homework is practiced in the classroom where the
teacher can permit peer to peer coaching and offer more personalized attention herself. By changing
the delivery of instruction, the students are able to enjoy a new perspective on learning; they become
aware of choice and intentionality in learning. The classroom environment can be the place of active
In the author’s opinion, the biggest success driver of the Khan Academy model is the ‘easy’
factor. The ease in which one can trial the service, or engage with one’s preferred digital medium
(e.g. smart phone, home computer). It is much easier for a teacher to adopt or even experiment with
a Khan flipped classroom than integrating design thinking: with the former, she can preview the
exact instruction experience every student will receive, save herself some preparation time and spend
it on coaching. If adopting the latter, especially if she is unfamiliar with the design thinking process,
will most likely need to attend a workshop to see it in practice, and planning for collaborative experi-
ences and exercises will require additional research and set up. It is also easy to not think about pay-
ing for a Khan class while taking it. Could learning design be this easy? Or could learning through
Part II
To understand the research methodology behind this study, one must first understand the
aims of ethnographic research. From book 1 of LeCompte an Schensul’s Ethnographer’s Toolkit, “Eth-
nography takes the position that human behavior and the ways in which people construct and make
meaning of their worlds and their lives are highly variable and locally specific,” emphasis on local (1).
As a professional graphic designer by trade, working with teachers during lunch breaks proved the
importance of speaking fluent ‘teacher,’ as nothing grinds depth of knowledge to a halt faster than
vocabulary queries from a foreigner to the tongue. Hence, the exploratory interview strategy was
conceived: a series of open-ended, informal, ask anything interviews, to bring the author up to speed
in the vernacular and issues; in short, to help him in ‘finding the beat.’ Interdisciplinary studies are
difficult if one is not already adept at each domain of the study. LeCompte and Schensul go on to say
that “ethnography as science... assumes that researches must first understand what people actually
do and the reasons they give for doing it before trying to interpret their actions through filters from
their own personal experience or theories derived from personal or academic disciplines” (2). Back
to the percussion motif, one cannot make music with another without finding and sticking to the
beat. Getting a grasp of the vernacular and a historical context for education culture proved to be the
common ground and entry ticket for most of the interviews conducted.
A theme throughout Nancy Duarte’s work — and anthem for this study — is the importance
of “communicat[ing] from the overlap,” the common ground, when presenting a new idea to others
(Duarte 70). Her internationally renowned firm, Duarte Design Inc., helps clients craft presentations
Rhodes 30
that resonate through the power of storytelling by combining techniques from writers, filmmakers,
musicians, designers, and other creative fields. In describing her approach, Duarte explains “people
are wired to absorb information and transform it into personal meaning that shapes their perspec-
tives. It’s the presenter’s job to know and tune into the audience’s frequency. Your message should
resonate with what’s already inside them” (ibid.). As illustrated in her Vinn diagram below (Figure
2-1), the goal of her firm is to increase the amount of connections they can have with their clients by
GOAL
Increase
SOURCE the amount RECEIVER
(PRESENTER) of common (AUDIENCE)
ground they
have with
you.
= Fact
= Emotion
= Overlap
aligning facts and emotions during the presentation, ensuring more common ground for buy-in and
trust. This is certainly the experience we hope to engender during DBL pitch presentations to educa-
Research Methodology
The purpose of the research was to understand the pedagogical climate of Central Florida
in order to assess the viability of introducing design-based learning. The approach to the research
Rhodes 31
is based on abductive logic. Early attempts to pursue working through curriculum issues fell on
deaf ears — the common response was akin to “it’s out of our hands.” The more feasible approach
seemed to be shifting the focus from the ‘thing’ in the hands to the hands themselves. Research
questions shifted from curriculum to teaching methods and skills. Because of the number of inter-
pretations of design-based pedagogy, as well as the diversity of applied pedagogy represented in the
sample, multiple research methods were utilized to review pertinent literature, existing practices,
identify current issues and develop speculations concerning the future adoption of design-based
learning:
• A five minute, primarily qualitative survey was distributed via email and text, estab-
• 15-45 minute interviews were conducted to allow the participants time to explain pain
• The Common Ground Model was developed through the findings and insights.
Field research was conducted with curriculum stakeholders within the K-12 school environment,
including teachers, principals, school administrative staff, superintendents, and district staff. All field
research was conducted between January 1 and June 1, 2015. Primary research questions included:
• What learning methods are being taught at schools, and how are they being defined
by those educators?
• What were the decisions/circumstances during the transition from former learning
• What resources and decisions are required to sustain support for the current learning
• What pain-points exist concerning the current learning method, and how are they
being addressed?
which the snowball-sampling method was applied to discover and introduce additional actors. The
surveys and interviews were conducted with Central Florida educators. If the actor showed enthusi-
astic response and genuine interest in the subject matter, the actor was invited to a two hour design
After conducting open-ended, exploratory interviews with a public school art teacher, special
ed teacher, and a District Director of Curriculum, Instruction and Assessment, it became clear that,
in order to maximize the resources available and increase the likelihood of adoption post-study, the
actors must be selected from charter and private schools. When compared to public schools, these
would provide a more diverse sample in terms of teaching methods and perspectives. Private school
and charter staff also proved to be the most welcoming to interviews and in sharing best practices.
In Disrupting Class, authors Christensen, Horn and Johnson reflect on first classifying charters as dis-
ruptive innovations, due to their lack of restrictions when it comes to methods and environment, but
later modified that assessment to one of “sustaining innovations, in that their intent is to do a bet-
ter job educating the same students that districts educate” (218). The schools could create what the
authors refer to as a heavyweight teams; an interdisciplinary group that has the influence to create
“new architectures of learning.” The authors then describe this heavyweight model as the most likely
Field Research
A 5-min survey was developed and distributed via the snowball method to curriculum stake-
holders. It’s primary purpose was to be introduced to stakeholders and generate quantitative data.
Participants were asked to select their role as an educator and in regards to their influence over the
selection of teaching methods. They were then asked to select or enter all the teaching methods they
practice, followed by the opportunity to select all the teaching methods they would like to practice but
currently do not. These questions were multiple choice, followed by two brief form field questions
regarding why they would like to adopt the new learning method(s) and if there are currently any
plete. The sample consisted of 9 teachers, 7 principals, 4 administrative staff members (not prin-
cipal), and a district staff member (assistant-superintendent). These 21 survey participants came
from 10 schools and 4 districts, covering a wide gamut of the Central Florida educational system: 3
public schools, 5 private schools, 2 charter schools, covering PK–5, middle and high schools, ranging
from high-achieving to failing; 76% of the participants agreed they had either ‘strong’ or ‘complete’
authority over what teaching methods were used. The top five methods implemented were, begin-
ning with the most-selected, Project-Based Learning (71%), Active Learning (62%), Collaborative
Learning (62%), Direct Instruction (57%), and Cooperative Learning (43%). The top five methods the
stakeholders would like to adopt were, beginning with the most-selected, Community/Place-Based
Learning (43%), Design-Based Learning (38%), and a three-way tie for Flipped Classroom (19%),
Problem-Based Learning (19%), and Project-Based Learning (19%). To view a sample of the survey as
originally distributed, see Appendix B; for a summary report of the survey, see Appendix C.
Eighteen interviews were conducted, ranging from 15min to an hour in length. Six inter-
views were exploratory, informal, and very early in the research process (2014). The experiences and
Rhodes 34
opinions they shared helped shape the study in many ways: moving the research direction from cur-
riculum reform to teacher methodology; updating best practice research with boots-on-the-ground
insights and experiences; questioning and removing assumptions originally built into research ques-
tions; and giving me fly-on-the-wall observation time to experience their teaching style.
The other twelve interviews were divided amongst seven principals, three administrative staff
over curriculum, and two teachers with an interdisciplinary bent (HS and primary). These interviews
were conducted on site at two charter schools: Lake Eola Charter School (K–8) and Acclaim Acad-
emy (9–12); and five private schools: StarChild Academy (P–5), The Human Experience Orlando (7),
and the three schools of All Saints Academy (HS, MS, and primary). They offered insights across
the spectrum of pedagogy. All Saints Academy schools practice interdisciplinary curriculum in most
subjects, forms of design thinking and inquisitive learning in all grade levels, and have a highly influ-
enced Montessori-an elementary school with mixed age classrooms and peer instruction. Meanwhile,
The Human Experience Orlando is currently finishing its first year and is still determining best
practices; however, innovative and passionate leadership with an ear for differentiated instruction,
has given the students character education, game-based learning, and social & emotional learning.
The interview questions were built on the participant’s survey answers, as detailed in the
field guide (Appendix A). But the field guide was created with the notion that researching in public
schools would be an extremely time-sensitive ordeal, hence, a 5-10 minute interview that gave the
participant more time to detail their teaching style and strategy. In reality, all the participants sched-
uled at least a half hour for the interview, and all but two insisted on a tour to observe the teaching
methods in practice. The extra time allotted for additional rounds of questions, which alleviated the
Collaboration Workshop
Educators who participated in the survey and/or interview were invited to collaborate with
Rhodes 35
designers in a two hour workshop; the goal of which was to build an environment of ‘actual’ collab-
oration between an educator and designer in order to observe the natural process. Scenario-based
exercises are solved in isolation, only bringing the creative constraints imposed by the facilitator;
they retain a ‘for example’ tone, and there is no personal concept of buy-in or real dynamics of other
actors. Actual collaborations typically begin at the understanding of constraints: the ideas, experi-
ences, resources, external agents and factors color the decisions and judgements of all participants.
The benefit is, when actors are playing themselves, they don’t have to ‘think’ about what they care
about or what they should feel; they just do. Understanding those motives and feelings in context is a
Before the primary collaboration, a warm-up exercise introduced the participants to each
other, the themes of design and education overlapping, of working with the typical design thinking
tools — post-it notes, Sharpies®, and white boards — and allowed them to begin talking and think-
ing creatively almost immediately, a necessary precursor if maximum engagement is desired. After-
ward, the facilitator split the group into two teams of equal educators and designers, and led them
through brainstorming resources and pain points for the respective roles. The primary question for
them to uncover, which was verbalized in another brainstorm, was “what motivates collaboration?”...
Going into the primary collaboration, the teams were able to look at a wall of overlapping
themes between educators and designers, of motivating factors, paint points, and resources. They
were then asked to legitimately begin collaborating with each other. To use existing resources,
connections, identifying what one could do at that moment within their job’s purview, as opposed to
ideas requiring massive sign-offs and accountability. During this time, the facilitator was observing
the order of decisions and responses. When the time ran out, each team presented their ideas to the
rest; then the facilitator would describe the “process” of decisions that just occurred and ask for con-
Part III
As the field of education continues to envelop design best practices, what can the design
community specifically offer? Up to this point, the crossover has been primarily scholars connected
to self-produced university programs and individual design industry leaders with short-lived agendas
for their business (Davis et al. 8–9). Educators are bombarded with teaching methodologies, and are
often indoctrinated early on in their careers, holding tightly to that which they have (any) positive
experience (Wideen, Mayer-Smith, and Moon 141–156). If there was ever a field meant to be cross-dis-
ciplinary, empathetic to the core and excited to re-purpose itself — with an emphasis on purpose —
it is design.
The field research for this study began with exploratory interviews, learning how to speak the
language of an educator. If put into question purpose format, this phase would be described as what
do they mean? Following, the survey would be described as what do they teach?, and the interviews as
why do they teach that? The workshop allowed the facilitator to observe and break down the choices
involved in the collaboration, hence, the question purpose would be how might they teach together? or
how might they collaborate? These questions served as relevance checkpoints for findings and insights.
The inability to allocate time as a resource to develop proficiency in a new teaching method
was a primary finding that affected nearly all interviewed educators. While this may seem common
sense, discovering what factors keep educator’s plates full revealed insights into how a solution may
Rhodes 37
at the federal and state level. These include fully developed lesson plans and extensive assessment
documentation that may vary state to state. Marzano curriculum was adopted in Florida four years
ago, and required additional work on the teacher’s behalf to classify all documented actions into the
new framework for future teacher assessment. On a district level, certain schools had unique func-
tions, such as serving as a part of the IB (International Baccalaureate) program, or as a magnet for
the sciences or arts; both of which factored into requirements. Few schools have built in planning
periods within the daily schedule, leaving big-picture planning to off-the-clock time, the few in-ser-
There is opportunity to provide design-based learning in a delivery that fits into existing
plans and captures assessment instead of requiring time-intensive documentation. Utilizing different
mediums, such as video or the portfolio assessment method developed and used by design thinking
schools, would offer a more holistic assessment and in the end, save time for the teacher.
Teacher training workshops and planning days are reserved for in-service days or a set
amount of required hours over a given semester. The traditional training regime brings in outside
consultants and provides a one or two-day intensive workshop experience. The training structure
has a natural bent towards classifying each action as correct or incorrect; in the right direction or the
wrong direction. This is usually the case when introducing a new learning method with a new frame-
work and grading rubric. Charter and Private schools are more flexible when it comes to training,
but the pattern of the day-to-day, or even year-to-year activities can easily overwhelm the daunting
thought of learning a new method; especially if the existing ones are perceived as successful. Hattie
reports teacher training as one of the least effective contributions from a teacher on achievement
(0.11); his data favors professional development (0.62) (Hattie 109). One of the reasons for this dis-
Rhodes 38
parity of numbers may be the concentrated, protocol-driven nature of training, and the more open,
There is opportunity for design-based learning to have greater impact if training were based
on more conceptual, applicable methods, than training with an emphasis on the correct and incor-
rect actions of achieving a specified goal. Innovation within online education delivery, such as the
Khan Academy’s model utilizing YouTube videos, or the presentation of content within commu-
would provide training through a combination of self-directed instruction and peer to peer feedback.
The interviewed principals and administrative staff over curriculum tended to emphasis
unique school functions, not to differentiate, but to demonstrate alignment to larger communities,
networks, methods, or values. The presence of a greater purpose was evident during their explana-
tions and descriptions of the activities within their school, especially while administering a tour of
trations’ vision, written into existing school culture. This is not as hard as it sounds, as design offers
many variations in method. One school might adopt the project-based learning model because it can
be assessed traditionally and remains an easier change for parents to comprehend. Another school
might experiment with peer to peer teaching, feedback, and assessment, as a way of adding 21st Cen-
tury learning without having to alter another already well-functioning learning method.
Innovative teachers typically think in interdisciplinary terms and are initially critical of new
ideas. They are unlikely to adopt methods or practices because they are new, but will research and
Rhodes 39
experiment over a trial period before officially endorsing them. They often think comparatively and
in systems, aware of the larger context of each decision. The innovative teachers do not have to be
creative in the traditional sense. And as demonstrated by Wideen, Mayer-Smith, and Moon’s research
(144), the response to experimenting with a previously um-attempted teaching method would most
them to become won-over by design-based learning practices and presented internally to the rest of
the school via existing structures and networks. Partnering with other innovative educators through
COINs (collaborative innovation networks) or Bioteams, even external to the school, is another way
to build support despite the existing school culture (Gloor 11–17; Thompson 4–9).
The power of Duarte’s model [Figure 2-1] became evident as unfamiliar educators and teach-
ers began the process of collaborating with each other during the workshop. Beyond the typical pleas-
antries, there was a desire to know and understand the other person’s circumstances, pain points,
feelings and stories about the culture of their role. The act of collaboration is a willful commitment
to the other person, to work out a method and share resources. But the actual process of collabora-
tion, the motive behind and before the actions have been determined, is in the sharing of personal
values, goals, and experiences (see the Common Ground Model in the next section). This was evi-
denced by a shared experience two team members had in working with an apathetic personality: you
“can’t convince someone to care.” Upon reflection, this led the group down the alternate path, where
sharing what one cares about is a first step towards collaboration, a very active method of caring.
There is an opportunity for design-based learning to be adopted through relationship and col-
laboration between designers and educators. Perhaps the lack of this common ground is what caused
many of the early K-12 design programs to lose momentum after a year or two (Davis et al. 5–8).
Rhodes 40
If there’s a common lament in Meredith Davis’ work, it’s the “overall fragmentation of the
design-based education movement, in which individual teachers labor in isolation without colleagues
who understand the benefits of such teaching, resources to support their needs, or a larger commu-
nity that shares best practices” (Davis, “Education by Design” 16; Davis, “A+DEN Conference” 2006;
Davis et al. 8). If the support hasn’t evolved in the last fifty years of K-12 design education, where
innovative teachers and professionals aren’t able to sustain their design-based learning initiatives,
While field research and scholarship provided supporting evidence for Davis’ claims of the
lack of a support structure, there was also considerable evidence of the intent to ‘make it work’ and
‘adapt’, as I heard often from educators at the design thinking practicing All Saints Academy. After
conducting the workshop and observing the process of collaboration between designers and educa-
tors, and reflecting on Duarte’s Vinn diagram for “Communicating through the Overlap” to promote
buy-in of ideas (Figure 2-1), it became clear there needed to be a model to express both the forwards
and backwards relationship of collaboration between the educator and designer. Online searches
found numerous models for business collaboration in detail, but they missed the cognitive process
behind the sharing or overlapping of resources; a few interpersonal models were found, but they
didn’t allow for the iterative trust-building movements and displayed a snapshot of an ideal, fully-
committed collaboration. And there was also something refreshing about the simplicity of Duarte’s
Vinn diagram: in the majority of other models, large arrows and quantities of text filled garish
objects, but in hers the main point of collaboration, the overlap, still held the visual weight. The
First, it became clear that one entity must move first, in that they adjust their own position to
better understand the position of the other. In the diagram, and in the case of adoption, the overlap
and motion will always be biased towards the educator, who resides in the context of a teacher and
Rhodes 41
Educator Designer
learner environment and is the resident education expert in the relationship. While the action of
collaboration will involve a physical sharing of resources, time and expertise, the initial collaboration
occurs within an iterative cycle between cognitive decisions to trust, increasing the common ground,
and emotional decisions to share, or look for alignment of values, goals, and experiences (Figure 3-2).
OPPORTUNITY COMMON
GROUND
Decision
to Trust
Decision to and Share
return Trust
and Share
= Values
= Goals
= Experiences
= Common Ground
Figure 3-2: Common Ground Model. Goal, Value, and Experience Alignment
Rhodes 42
The content of what is shared in the emotional space are the values, goals, and experiences
that, when in common the other person, provide adequate motive to build a little more trust, opening
up the overlap to envelop more personal content (see Figure 3-3). The movement between the two
domains creating the overlapping area could also be seen as a indicator of increasing or decreasing
For example, if a 6th grade language arts teacher and a local interior designer wanted to
collaborate, this is how they might go through the model. The interior designer and teacher would
find common ground surrounding their preferences for learning methods (i.e. project-based learn-
ing, a dislike of didactic instruction delivery) and shared motives or agendas (i.e. to grow creative
confidence and opportunities within children because of a similar childhood experience with a cre-
ative teacher, to experiment with a cross-disciplinary partnership out of curiosity). Any design-based
learning would be initiated in that overlapping, relational space. It’s not physically carried out there,
but the collaboration is the result of that relational space. As the designer builds trust and experience
with the teacher, her understanding of the teacher’s other methods and motives will enable her to
enlarge the overlapping area to begin design-based learning over a greater portion of the classroom
experience. And if their commitment levels were to decrease due to life circumstances, the opposite
movement would occur in the model and their experiences, goals, and values begin dis-aligning,
As the collaboration progresses, the subjects they chose to share and the emphasis they
put on them, as well as the questions they ask, reflects their interests for common ground. Figure
3-3 connects the subject content to the trust question, leading to a trust emphasis. For instance, an
educator sharing an anecdote from vacation is also offering the common ground of what the other
person has done. Tacitly, the question and emphasis is placed on what one has done, and therefore
can do again, which brings up the notion of skills. Matching skills or desired skills to the other expe-
rience would build trust and movement towards collaboration between this educator and designer.
Rhodes 43
Experiences What have you done? What can you do? (skills)
The overlapping area could also be seen as the amount of collaboration that can take place
over the common ground. This is an accurate picture of the type of collaboration that would occur
— as an example — between a 6th grade language arts teacher and a local graphic designer. The
graphic designer and teacher would connect over a few preferred learning method (i.e. project-based
learning, a dislike of didactic instruction delivery) and shared motives or agendas (i.e. to grow cre-
ative confidence and opportunities within children because of a similar childhood experience with
a creative teacher, to experiment with a cross-disciplinary partnership out of curiosity). Any design-
based learning would be initiated in that overlapping space. As the designer builds trust and experi-
ence with the teacher, her understanding of the teacher’s other methods and motives will enable her
to grow the overlapping area to begin design-based learning over a greater portion of the classroom
experience.
Rhodes 44
Part IV
Challenges to Integration
The biggest moderator affecting student achievement is the teacher. Poor presentation and
interaction will spoil even the most perfectly structured curricula. The transference of knowledge
and the alchemy of cognitive synthesis and meta-cognitive processes into applicable content takes
place because of the teacher; in-class casual assessments, instructional pace, classroom management
and a safe environment for feedback are essential… summarize model for good teaching < use Bish-
op’s model of teaching here? > But what happens when the teacher is not successful in presenting
the content? Or prefers a less effective teaching style that allows too little time to adequately chal-
Changing or Switching a teacher’s instruction style is a difficult task. Hattie reports teachers
are generally not swayed by research (p. 2-3). When describing the perspective of a typical first year
American teacher, Widen, Mayer-Smith, and Moon describes a dedicated woman already on a peda-
gogical bent, “aim[ing] to become more skillful at defending the perspective she already possesses”
(Widen, et al, 1998, via Hattie, 2009). Teacher training programs rank among the lowest in terms of
effectiveness on his student achievement index (Hattie 109). Professional Development, while effec-
tive in improving the teacher’s overall knowledge and style, also proved to be one of the less-effective
The purpose of this paper is not to promote design-based learning as a panacea, replacing
all other methods. It is not the only method to procure C21S. Other learning methods are effective.
Rhodes 45
But as Hattie has illustrated in his synthesis of meta-analyses, it’s not a matter of whether a learning
method is effective or not; they all promote student achievement. The question is which learning
methods are most effective? “When teachers claim that they are having a positive effect on achieve-
ment or when a policy improves achievement this is almost a trivial claim: virtually everything works.
One only needs a pulse and we can improve achievement” (16). Yet there is something to be said
for the power of interventions. Innovative teachers create innovative learners. Whatever teaching
method used, when a teacher implements an intervention, the positive effects can increase dramati-
cally (Hattie 251). Perhaps this is the right time to dip your toe in the waters of design-based learning.
Standing Strong
For those educators looking for support in design-based education, or for materials to convince oth-
Adopting any innovation means discontinuing the use of a familiar practice... New and rev-
olutionary ideas in teaching will tend to be “resisted rather than welcomed with open arms,
because every successful teacher has a vested intellectual, social, and even financial interest
in maintaining the status quo. If every revolutionary new idea were welcomed with open
arms, utter chaos would be the result” (Cohen, 1985, p. 35). We have an uphill task (qtd in
Hattie 252).
Rhodes 46
Part V
Concluding Thoughts
sible. This might be done through collaboration with a local designer, or through an online network
or COIN to discover best practices, receive feedback, and get the support necessary to sustain the
method. Teaching with DBL will deliver rich, interdisciplinary-focused content for learners, promot-
For designers, teaching design-principles and learning methods can be a form of professional
maturation, giving credence to the old saying, ‘you don’t really understand something until you teach
it.’ The more children are taught design principles early on the more will want to continue pursuing
it as a career. It’s also an opportunity to demonstrate care and interest in one’s community, and that
design is meaningful and has value in understanding the world beyond products and advertising.
This emphasis on design will drive more studies on design and promote faster adoption of design-
Teaching design-based learning is an opportunity for designers and educators to inspire chil-
dren to engage in learning. To open their eyes to seeing world with a new lens, not just critically, but
with a proactive lens for adapting to and designing in the new world.
Rhodes 47
Appendix A
An ethnographic strategy prepared February 22, 2015 for SCAD Thesis Committee.
Overview ......................................................................................................................... 48
Introduction ................................................................................................................... 48
Overview
INTRODUCTION
Around the world, governments have acknowledged the importance of realigning school
curriculum to meet the needs of the 21st Century, such as the United States’ Common
Core adoption. The public education system in America was largely built on the needs
of a newly industrialized society from the 1900’s: a time when memorization and the
comprehension of knowledge were paramount. A century later, it is the accessibility and
application of such knowledge that is required. The Partnership for 21st Century skills
and the Assessment and Teaching of 21st Century Skills Program have identified skill sets
students need to succeed this century, and design-based pedagogy instills many of them.
However, most K-12 schools still retain the trappings of old pedagogy, including the
majority of Central Florida schools. But the decision-makers over curriculum adoption
can not be forced into a quick shift of focus without a government mandate. Similar to
Vygotski’s Zone of Temperamental Development and the scaffolding practices commonly
built into K-12 curriculum, only limited amounts of cognitive dissonance are tolerable
when developing a new skill. If one extrapolated this to the stakeholder’s decision
to adopt new curricula, only incremental movements towards the new direction are
successful. The research in this study will illustrate the factors and biases involved in a
stakeholder’s decision to adopt design-based curriculum.
Rhodes 49
What are the obstacles K-12 schools face to adopting design-based curricula, and how
might they be mitigated or circumvented?
What are the obstacles K-12 curriculum stakeholders face to adopting design-based
curricula, and how might they be mitigated or circumvented?
DEFINITIONS
stakeholders — those with influence and/or decision power to adopt or deny K-12
curriculum.
HYPOTHESIS
The various forms of design-based pedagogy are excellent methods to instill and develop
many 21st Century skills. Their adoption into school curricula is determined by various
stakeholders with various perspectives and influences.
Ideally, 30+ surveys and 15+ interviews from curricula decision-makers (principals/
asst-principals or other staff member in charge of curriculum/superintendent/other
staff member in charge of curriculum) will be synthesized. All surveyed and interviewed
educators will be from the Central Florida region.
RESEARCH METHOD
A five minute, quantitative online survey will be emailed to stakeholders; the notes from
which are synthesized into initial insights. The stakeholders are then asked to participate
in a 5–10 minute, qualitative phone interview. Combined with the survey results, interim
findings and proposals will be generated, and a final 45–75 minute ethnographic, in-
office interview and 3 hour facilitated creative workshop will be designed and offered to
the stakeholders.
Advising the project, and giving feedback throughout the process, will be a thesis
committee comprised of SCAD faculty and advising experts in the fields of education
and design thinking (referenced in the appendices). Interview notes, research notes, and
work-in-progress will be shared via a digital drive.
Rhodes 52
5 Minute Survey
INTENT
INTRODUCTORY EMAIL
Hi [stakeholder],
I’m working on my thesis with the Savannah College of Art & Design regarding
instruction-design in the K-12 environment. As a future teacher, parent, and professional
designer for over a decade, I was hoping you’d be willing to take a quick, 5 minute survey
regarding your role and perspective with [school name]’s curricula planning.
SURVEY QUESTIONS
2 To what extent are you able to determine what teaching methods are used in the
classroom(s)?
[ ] I have no influence in determining what teaching methods are used
[ ] I have some influence in determining what teaching methods are used
[ ] I have strong influence in determining what teaching methods are used
[ ] I have complete authority to determine what teaching methods are used
3 Which learning and teaching methods do you currently practice/endorse: (check all
that apply)
[ ] Active Learning
Through methods of participation, students become responsible for their learning.
[ ] Blended Learning
Learning occurs through a combination of traditional and digital mediums.
[ ] Character Education
Students are prepared for life via the development of desired character traits.
[ ] Collaborative Learning
Teacher-facilitated learning within the social interplay of students sharing skills and resources.
[ ] Community/Place-Based Learning
Learning via understanding and solving local community problems.
[ ] Constructivist Learning
Students are actively engaged in building meaning and knowledge as they experience teaching.
[ ] Cooperative Learning
Teacher-directed interactions between students sharing skills and resources.
[ ] Design-Thinking
Problem-solving process emphasizing empathy, prototyping, and iteration.
[ ] Design-Based Learning
Using design methods to make connections between school subjects and problem solving in daily life.
[ ] Differentiated Learning
Offering different students different instruction to fit their learning needs.
[ ] Direct Instruction
Teacher directs learning by communicating succes criteria, modeling, practice, evaluations, and closure.
[ ] Flipped Classroom
Instruction occurs at home, typically through video; classrooms are for practical work and tutoring.
[ ] Game-Based Learning
Instruction via educational games that reinforce concepts and teach skills.
[ ] Inquiry-Based Learning
Observing and questioning phenomena, developing explanations and experiments to understand material.
[ ] Maker Education
Learning via construction projects within sharing, social environments.
[ ] Montessori Method
Lessons are planned around Montessori’s developmental model and materials.
[ ] Problem-Based Learning
Teacher-facilitaed lessons surrounding investigating and solving a problem.
Rhodes 54
[ ] Project-Based Learning
Learning by working on projects, often long-term and in small groups.
[ ] Social & Emotional Learning
Learning by emphasizing positive, supportive, empathetic relationships, and developing responsibility.
[ ] Other : ______________________________
4 Which learning and teaching methods would you like to practice/endorse in the
classroom(s) that are not currently adopted? (check all that apply)
[ ] Active Learning
[ ] Blended Learning
[ ] Character Education
[ ] Collaborative Learning
[ ] Community/Place-Based Learning
[ ] Constructivist Learning
[ ] Cooperative Learning
[ ] Design Thinking
[ ] Design-Based Learning
[ ] Differentiated Learning
[ ] Direct Instruction
[ ] Flipped Classroom
[ ] Game-Based Learning
[ ] Inquiry-Based Learning
[ ] Maker Education
[ ] Montessori Method
[ ] Problem-Based Learning
[ ] Project-Based Learning
[ ] Social & Emotional Learning
[ ] Other : ______________________________
Contact Form
[Name]
[Title]
[School/Organization]
* Your name will not be published in any way, and is for research purposes only. Your title
and your school or organization will remain unrelated to each other and only generally
referenced in summary statistics.
AUTO-COMPLETION MESSAGE
Thank you!
To allow me to use your results in my study, would you kindly sign and return this
consent form?
<download link>
Kirk
INTENT
Hi [stakeholder],
I really appreciate the time you took to complete my survey, and I’m totally kidding
about the scores! The information you provided will be very helpful to my research, and
it sounded like you had more experiences than space I provided. Would you be willing to
have a quick 5-10 min. phone interview with me? I’d love to find out a little more about
[barrier mentioned in survey question 6]. My schedule is pretty flexible, so I should be
able to talk whenever you’re available.
Thanks,
Kirk
3 What resources are required to initiate, motivate, and train those unfamiliar
with [method]? What obstacles have you encountered? How have you
handled them?
5 What would have to change to give you the freedom to make that decision (to
adopt the desired method)?
Rhodes 57
Would you be interested in workshopping with a few other principals and district-level
staff to discover some potential in-roads to curriculum transitions?
-or-
Would you be interested in sharing a little more of your story? I felt like we didn’t have
enough time to get in to [scenario mentioned in interview]. Would you open to another
conversation?
-or-
I’m fascinated by [scenario mentioned in interview]. Would you be willing to let me come
by and observe a class, and maybe ask you a few follow-up questions?
Kirk
INTENT
If the subject selected one or more of the following methods, but none of those
mentioned as requirements for the Design-Practicing set above, she is interviewed with
the Design-Familiar set of questions:
— Active Learning
— Flipped Classroom
— Game-Based Learning
— Inquiry-Based Learning
— Service Learning
If the subject selected none of the methods required for either the Design-Practicing or
Design-Familiar question sets, she is interviewed with the Design-Unfamiliar question
set.
3 Hour Workshop
“Role Playing”
This warm-up activity begins to open the box for lateral thinking, finding themes in common between
the fields of education and design. By self-identifying as something other than a name or job title/role,
the participants provide insight into the differing perspectives brought to the table.
2:00 pm The Facilitator briefly explains the benefits of creative workshops, assessing who
has experienced design thinking workshops or educator/designer collaboration, and
asking if anyone would offer any expectations in a few words.
2:09 pm Facilitator gives each participants a sticky note of the same color, and asks them
to, without showing anyone else, sketch a visual representation of their role,
implementing the agreed upon icon in some way.
Rhodes 61
2:12 pm The facilitator collects the sticky notes, posts them on a white board, and selects
a participant to chose a sticky — not their own — and describe what they think
it means to the rest of the group and guess who drew it. The facilitator then asks
the actual author of the sketch to reveal themselves and respond to the other
participant’s explanation, filling in any gaps of meaning. This will continue with the
other participants until all “roles’ have been explained through the common theme.
This brainstorming and listening activity provides the participants an opportunity to quickly gather
empathy for the other role (educator/designer) and begin thinking of collaboration opportunities.
2:25 pm The facilitator asks the participants to select their own color of sticky notes and
pen to identify their thoughts and comments. The facilitator then leads the group in
brainstorming motivations each role would have for collaborating with others. Upon
completition, there will be four lists of motives answering the following questions:
(1) Why would a teacher collaborate with another teacher? (2) Why would a teacher
collaborate with a designer? (3) Why would a designer collaborate with another
designer? (4) Why would a designer collaborate with a teacher?
2:40 pm The facilitator asks the teachers to express ‘pain points’ they have within their
profession, allowing them to explain or answer questions from others in the group.
The facilitator then does the same for the designers, finishing with two lists.
2:55 pm The facilitator leads the participants in identifying possible resources educators
have, including access to others. The facilitator does the same in a separate list for
designers. Upon completion, there will be an inventory of resources for each role.
The facilitator then takes the lists generated from each portion of the emphathetic
listening activity and posts them in an area visible to everyone in the group.
Rhodes 62
“Let’s Do This!”
Building on the motivations, pain points, and resources discovered by the group, this activity invites
actual collaboration from the participants. As opposed to imagining the collaboration, or what might
work out between a given school and creative agency in the future, the participants will plan on what is
possible at that moment between the two of them; with existing motivations, pain points, and resources.
3:10 pm The facilitator pairs each educator with a designer, and explains the purpose of the
exercise, emphasizing actual collaboration in the moment with whatever resources
are currently at the participants disposal (not potential). The participant gives each
pair a poster-sized sticky note to record their thoughts and plans.
During the activity, the facilitator moves from group to group, observing and taking
notes on the process of discovery and response between the participants.
Presenting the plan between each educator and designer requires the participants to establish a hierarchy
of information, identifying main points and action steps, and perhaps discarding unuseful information.
By allowing them to hear immediate feedback from their peers gives them a chanceto re-evaluate their
plan and respond. The process is a summary execution, which will have the participants leaving with a
sense of clarity and energy towards the purpose of the workshop.
3:35 pm The facilitator directs each pair in turn to present their plan in 5 minutes or less.
Afterwards, the other members will provide their feedback.
RESEARCHER BIO
Kirk Rhodes is a art director and graphic designer, and is currently pursuing a Master of Fine Arts in Graphic Design with the
expected completion of June 2015.
METHODOLOGY
Uncovering the context of pedagogical decisions and the support necessary for these learning methods will require qualitative
research using ethnographic methods. The secondary and primary research gathered from the methods will be used to
assess the viability of introducing design-based curriculum within Central Florida schools.
DATA MANAGEMENT
• Participants will have the option for the researcher to anonymize their data prior to sharing the body of work.
• Data will be stored securely for no more than one year.
CONTACT INFORMATION
This project is being conducted through the Graphic Design program at the Savannah College of Art and Design. For
additional information please contact Jason Fox., Program Chair at jfox@scad.edu.
I am open to corresponding with Kirk D. Rhodes—via email or telephone—if he should have any
questions concerning the submittal.
I grant permission for the interview/inquiry to be recorded and transcribed, and to be used only by Kirk
D. Rhodes for analysis of interview data. I grant permission for this data—generated from the above
methods—to be used in an educational setting.
You may check here for anonymity in the project’s reportings. Your name will be
altered, and your title and school will not be referenced together, but generally to
demonstrate sample size.
____________________________________ _____________________________________
Printed Name Signature
_______________________________________
Date
Rhodes 65
Appendix B
IV. Figure B-4 A designer and educator collaborate during the “Let’s Do This!” portion 69
of the workshop.
V. Figure B-5 A new school principal and designer discuss ways to bring new creative 69
VI. Figure B-6 Participants used the walls to brainstorm, iterating ideas and lists as fast as 70
possible to give the others in the room a lot of content to draw on.
Fig. B-1: Devices vs Unique visits from Learning Methods Survey. Source: Rhodes, Kirk. “Learning Methods
Survey”. Typeform. Web. 21 May 2015. <www.typeform.com>
Fig. B-2: Summary report from Learning Methods Survey. Note: a few of the surveys were conducted during
the interview, where the author entered the answers on his computer. Hence, there are fewer unique users than
the total number of responses. Source: Rhodes, Kirk. “Learning Methods Survey”. Typeform. Web. 21 May 2015.
<www.typeform.com>
Rhodes 67
What is your role within education?
13 out of 13 people answered this question
1 Teacher 7 / 54%
2 Principal 4 / 31%
3 District Staff (not Superintendent) 1 / 8%
4 Staff (not Teacher or Principal) 1 / 8%
5 District Superintendent 0 / 0%
To what extent are you able to determine what teaching methods are used in the classroom?
13 out of 13 people answered this question
1 I have strong influence in determining what teaching methods are used. 7 / 54%
2 I have complete authority to determine what teaching methods are used. 4 / 31%
3 I have no influence in determining what teaching methods are used. 2 / 15%
4 I have some influence in determining what teaching methods are used. 0 / 0%
Which learning and teaching methods do you currently practice/endorse?
13 out of 13 people answered this question
1 Direct Instruction 11 / 85%
2 Active Learning 9 / 69%
3 Collaborative Learning 9 / 69%
4 Cooperative Learning 8 / 62%
5 Differentiated Learning 8 / 62%
6 ProjectBased Learning 8 / 62%
7 Flipped Classroom 6 / 46%
8 Blended Learning 5 / 38%
9 Character Education 5 / 38%
https://kirk13.typeform.com/report/YijysW/VZmM?typeform-print=1&typeform-cache=0 1/2
Fig. B-3: Detailed Report from Learning Methods Survey. Source: Rhodes, Kirk. “Learning Methods
Survey”. Typeform. Web. 23 May 2015. <www.typeform.com>
Rhodes 68
10 GameBased Learning 5 / 38%
11 InquiryBased Learning 3 / 23%
12 Community / PlaceBased Learning 2 / 15%
13 Constructivist Learning 2 / 15%
14 ProblemBased Learning 2 / 15%
Which learning and teaching methods would you like to practice/endorse that are not currently adopted?
13 out of 13 people answered this question
1 Community / PlaceBased Learning 5 / 38%
2 ProblemBased Learning 4 / 31%
3 Character Education 3 / 23%
4 Flipped Classroom 3 / 23%
5 ProjectBased Learning 3 / 23%
6 Blended Learning 2 / 15%
7 Collaborative Learning 2 / 15%
8 Constructivist Learning 2 / 15%
9 DesignThinking 2 / 15%
10 InquiryBased Learning 2 / 15%
11 Maker Education 2 / 15%
12 Active Learning 1 / 8%
13 Cooperative Learning 1 / 8%
14 DesignBased Learning 1 / 8%
https://kirk13.typeform.com/report/YijysW/VZmM?typeform-print=1&typeform-cache=0 2/2
Fig. B-3 cont’d: Detailed Report from Learning Methods Survey. Source: Rhodes, Kirk. “Learning Methods
Survey”. Typeform. Web. 23 May 2015. <www.typeform.com>
Rhodes 69
Fig. B-4: A designer and educator collaborate during the “Let’s Do This!” portion of the workshop. Source:
Rhodes, Kirk. Photo. 23 May 2015.
Fig. B-5: A new school principal and designer discuss ways to bring new creative opportunities to the
students. Source: Rhodes, Kirk. Photo. 23 May 2015.
Rhodes 70
Fig. B-6: Participants used the walls to brainstorm, iterating ideas and lists as fast as possible to give the
others in the room a lot of content to draw on. Source: Rhodes, Kirk. Photo. 23 May 2015.
Fig. B-7: The results of the workshop. Source: Rhodes, Kirk. Photo. 23 May 2015.
Rhodes 71
Appendix C
A slideshare presentation, advocating for the adoption of design-based learning in K-12 schools.
Why
every school
should offer
design-based
education.
Kirk Rhodes
M AY 2 3 , 2 0 1 5
slideshare.net/KirkRhodes/offer-designbasededucation
Rhodes 72
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