Students learned how data might be used in designing new products and services. They first learned about the different types of data that can be collected and then, with the help of experts, they ideated solutions to sustainability challenges, which they developed further through rapid prototyping. The focus was on creating physical devices, such as wearables, rather than screen-based products. Students were encouraged to present their prototypes by acting out their use.
The school wanted to use bicycles more often. The students were therefore asked to think about problems they experienced around the school and the bicycles, to list and choose some problems, and to try to find and build a solution for them. They build cardboard prototypes with simple electronics.
Workshop Manual: This is a multi-day workshop for children aged 6-12, where they build future monsters out of old electrical appliances and packaging waste. These monsters respond to urgent environmental issues such as garbage, microplastics, the climate crisis or sustainable mobility. In order to magnify the children's ideas, electronic technology becomes an integral part of artistic-creative expression and playfully model solutions.
Workshop manual: In this workshop consisting of 4 units, children will learn about Artificial Intelligence (AI), train their own model and make a prototype of an AI application. The programme is great to introduce children in the world of AI and at the same time let them critically think about the applications of AI.
Workshop Manual: Using the Smard Cardboard Prototype, students (14 to 16 years) of the BHAK/BHAS Hallein (near Salzburg) developed bicycle accessories to encourage more people to use the bicycle. With the help of experts they also thought about the feasibility, the target group and presented their prototypes and ideas at the end in a public final presentation.
Workshop Manual: In 8 weeks children created a prototype for a solution to help solve waste problems in their neighbourhood. Children gathered recycled materials to make a prototype. They used digital fabrication and electronics to further develop the prototype.
In a design process, it is important to have a clear problem definition. It can be challenging to make a concrete and precise problem definitions to work with, especially for abstract concepts such as sustainability, which is spread globally and over time. The mapping tool is a method to map big, societal issues like sustainability in order to make them more concrete and tangible. The mapping tool creates a physical and visual support to discuss the problem. By dividing the problem in smaller parts, you start seeing the relation between the parts that make up the problem.
Workshop design for and with young social innovators from 6 to 16 years. How can you support young learners to develop a creative and innovative way of thinking to solve societal challenges? Learn how to design your own social innovation workshops in open learning settings using the seven elements of the DOIT learning programme. Choose your language below:
The children learn that they already know a lot about environmental and social problems. They can articulate their fears and worries. Complex environmental issues can be clarified together. Open questions will be collected. The first suggestions for improvement and solutions emerge as the basis for the prototypes.