Technology, Innovation & Design
Innovation, Design, Technology and Engineering
Where students create, invent, solve problems, tinker and explore
Betsy K. Lee Verb
Director of Innovation & ICT
Designing for the Future at UISG
Design thinking is used to enhance the learning experience and outcomes among children. This type of thinking involves a fluid, interactive, and dynamic problem-solving approach. Young children are especially masters of imagination and intuition. They have not been exposed to stereotypes and corrupted knowledge that tends to kill creativity in adults. It is easy to incorporate design thinking into their natural way of learning. Since young learners are creative and curious, they will ask questions beyond their level of thinking.
The basics of design thinking involve discovering, empathizing, experimenting, and producing results (DEEP). The process requires empathy, defining the problem, ideating possible solutions, creating, prototyping, and testing. Teachers should be at the forefront to grow this type of DEEP thinking methodology among young students and make the classroom experience a showcase for innovation, creativity, imagination, and intuition.
ICT in the PYP at UISG
Design & Technology in the MYP
Design & Technology in the DP
Robotics and Programming in Lower Primary
VEX IQ Robotics
Design Spaces at UISG
The Imaginarium (PYP) is a designated space for Years 1-4 where the PYP Design Cycle is reinforced. The Design Lab in the Secondary building is a space for Years 5-12. This space’s versatility allows Years 5-6 (PYP) to create projects reinforcing the PYP Design Cycle. It will enable teachers outside of the Design department in the MYP to develop projects using a variety of machines. And finally, it allows DP students a bookable place to work on specialized projects.
There is another designated lab for the MYP and DP Design Classes equipped with laser cutters, resin 3D printers, other woodshop tools, and a spray booth.
The Design Spaces on the UISG campus are collaborative learning environments where students can gather to create, invent, tinker, explore and discover using various tools and materials. Students gather in grade or multi-aged groups to share resources and knowledge, work on projects, collaborate, design, and create.
Within these spaces, students extend learning beyond the regular classroom, encouraging them to become creative and critical thinkers and innovative designers using various design technologies. This process helps them identify and solve problems by creating new, functional, or imaginative solutions.