Design Based Learning - DefinedDesign Based Learning (DBL) is the process in which students are faced with a solvable problem and need to engineer a solution. Much of the learning is done 'as required' when students run into previously unforeseen problems. These problems are often quite complex and require creative thinking.
Much of the learning is accomplished through creating multiple iterations of a single design. Students attempt a solution and then analyze it for strengths and weaknesses before revising the design and trying again. |
BenefitsMarlowe and Page (1998) outline four main benefits:
1. Students learn more when they are actively engaged in their own learning. 2. By investigating and discovering for themselves, by creating and re-creating, and by interacting with the environment, students build their own knowledge structures. 3. Learning actively leads to an ability to think critically and to solve problems. 4. Through an active learning approach, students learn content and process at the same time |
A Brief HistoryDesign Based Learning projects have existed for the past number of years, primarily in special-interest courses such as engineering. With 3D printing becoming increasingly ubiquitous, we are seeing "Makerspaces" pop up in schools all around the world. Faced with this fresh technology, teachers are implementing DBL projects to varying levels of success.
Traditionally, DBL challenges have been highly expensive and involved projects. Often requiring grants and specialized teachers, projects such as the sustainable aquaponics systems are truly incredible, but inaccessible for the majority of schools. Acknowledging this exciting model of learning, teachers are now starting to use smaller, more accessible challenges in classrooms ranging from K-12. |
How DBL differs from the traditional classroom.A Design Based Learning classroom is a constructivist environment in which the teacher facilitates learning by giving students a large degree of independence. The focus of an authentic DBL challenge should be a real-world task/problem that students both find relevant and engaging.
Instead of a traditional classroom where the teacher presents information that students need to internalize, the teacher assists students in doing their own research and figuring out specific tools. Using their teacher only as a resource, students have the ability to make mistakes, attempt new methods and ultimately find success in their own creative way. |
A Few Examples
K-3
The following is a short student-produced video outlining the design process they undertook to build a bridge. Their building goals were simple; using everyday materials build a bridge that can support a 1kg weight. |
4-6
This is a PDF document that outlines a design challenge in which students build a video game and controller. Students design the game on Scratch and then fabricate their own controller using Makey-Makey. This design challenge encourages students to think critically and reflect on their work. |
7-12
This video introduces students and teachers from Brechin High School as they undertake the challenge of building a relaxation garden. Through the process, students are inspired to pursue jobs related to design based thinking. |