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HomeMaker in TeacherDesign Thinking
Workshop 2In the Context of a STEAM Lab4.5 Hours • One Day

Design Thinking

Igniting Innovation Through Design Thinking

Master user empathy, brainstorming, and prototyping frameworks to guide students through real-world creative design challenges.

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Workshop at a Glance

Target Audience

School teachers, coordinators and academic leaders

Duration

One day, 4.5 hours

Format

Discussions, examples, reflection activities, collaborative Design Thinking challenge, prototyping and classroom application

Experience Required

No prior knowledge of innovation or Design Thinking is required

Materials / Tools

Everyday prototyping materials, worksheets and selected digital tools where appropriate

Key Outcome

Firsthand experience of the complete Design Thinking process and a practical plan for creating an innovation opportunity in the classroom

Program In-Depth

About the Design Thinking Workshop

This workshop is part of Creya Learning's Maker in Teacher Workshop Series, a professional-development initiative that enables educators to experience learning as makers, designers and problem-solvers. By combining practical skills with Design Thinking, experimentation and reflection, the series helps teachers build the confidence to facilitate hands-on, inquiry-led learning in their classrooms.

The Design Thinking workshop brings this maker approach into everyday teaching by helping educators understand innovation as a mindset, not merely an invention, activity or use of technology. Through discussions, examples and an immersive Design Thinking challenge, teachers explore how curiosity, empathy, experimentation and reflection can turn familiar classroom or real-world problems into opportunities for meaningful change.

Participants experience the complete process of defining a user-centred problem, generating possibilities, creating a simple prototype, gathering feedback and improving the solution. By the end, they understand both why innovation matters and how Design Thinking provides a practical, repeatable process for enabling it across subjects and grade levels.

Experiential Learning Guarantee

Every participant builds, tests, improves and leaves with a classroom-ready artefact or working prototype, backed by a structured reflection model.

Competencies & Outcomes

Core Learning Pillars

The fundamental pedagogical and technical skills educators develop during this session:

1

Innovation as a Mindset

Understand innovation as the process of creating meaningful improvement, not simply inventing something new or using advanced technology.

2

Curiosity and Opportunity Recognition

Notice unmet needs, question familiar routines and identify situations that could be improved.

3

Empathy and User Understanding

Examine a challenge from the user's perspective and distinguish genuine needs from assumptions.

4

Collaboration and Creative Confidence

Share ideas, listen to different perspectives, make team decisions and develop the confidence to experiment.

5

Classroom Application

Create opportunities for students to practise innovation through everyday lessons, projects, Maker Spaces, STEM activities and real-world challenges.

6

Teacher as Innovator and Facilitator

Experience the innovation process firsthand and learn how to guide student inquiry without prescribing the solution.

7

Understanding the Design Thinking Cycle

Frame a clear, user-centred challenge; generate multiple possibilities beyond the most obvious solution; turn an idea into a simple, testable prototype; gather feedback and refine the solution using evidence; and reflect on how the thinking can be applied to other contexts.

Structured Timeline

4.5-Hour Workshop Schedule

A carefully balanced cadence of inquiry, guided builds, team prototyping, and reflection:

30 mins

Why Innovation Matters in Education

Explore why innovation is increasingly important for teachers and students. Examine how changing learner needs and real-world challenges require curiosity, adaptability, collaboration and creative problem-solving.

35 mins

Understanding Innovation

Distinguish innovation from invention, creativity and technology. Explore how meaningful innovation begins with a need and creates value through purposeful improvement. Identify examples of innovation in everyday life and classroom practice.

45 mins

Design Thinking: A Process for Innovation

Explore the five stages, Define, Ideate, Prototype, Evaluate and Reflect, with empathy and user understanding embedded within Define. Examine the purpose of each stage and the questions that guide the process.

90 mins

Collaborative Design Thinking Challenge

Work in teams on a real-world challenge. Understand the user and context, identify the underlying need, frame a clear 'How might we?' question, generate multiple ideas, select a promising solution, build a simple prototype and gather feedback.

30 mins

Evaluate, Improve and Share

Use feedback to identify what worked, what did not and what should change. Improve the prototype and present the user, need, proposed solution, testing evidence and key modifications.

40 mins

From Workshop Experience to Classroom Practice

Translate the Design Thinking experience into classroom opportunities. Identify how an existing lesson, task, routine or project could provide greater scope for student choice, investigation, creation, testing and improvement. Record one practical classroom experiment to try.

Educator Benefits

Why Attend This Workshop?

Actionable outcomes and mindset shifts teachers take directly into their classrooms:

Understand what innovation really means

Move beyond the idea that innovation must involve a major invention or advanced technology.

Experience Design Thinking firsthand

Participate in the complete process instead of learning the stages only as theory.

Turn problems into opportunities

Learn how observation, empathy and questioning can reveal meaningful challenges.

Think beyond the first idea

Use structured ideation techniques to generate and compare multiple possibilities.

Make ideas tangible

Build simple prototypes that enable ideas to be discussed, experienced and tested.

Learn through feedback

Treat evaluation as an opportunity to learn and improve rather than as a final judgement.

Strengthen collaboration

Practise listening, idea-building, shared decision-making and constructive feedback.

Build creative confidence

Develop the willingness to experiment, learn from unsuccessful attempts and try again.

Apply Design Thinking across subjects

Use the process in Science, Mathematics, Social Studies, Languages, Arts, Entrepreneurship and interdisciplinary projects.

Create everyday innovation opportunities

Redesign familiar lessons and classroom routines to include more student inquiry, choice, creation and improvement.

Support student innovation

Gain the confidence to guide students without deciding the problem or solution for them.

Grow through the Maker in Teacher Series

Develop an innovation mindset and facilitation skills that complement the technology and making experiences offered through other workshops in the series.

Long-term Value

Expected Impact

After the workshop, teachers will understand innovation as both a mindset and a purposeful practice. They will be able to explain and facilitate the stages of Design Thinking, frame user-centred challenges, support collaborative ideation, guide rapid prototyping and use feedback to encourage improvement.

By participating in the Design Thinking workshop, teachers gain more than a framework for occasional projects. They learn how to transform everyday lessons, tasks and classroom routines into opportunities for curiosity, empathy, experimentation and reflection. As part of the Maker in Teacher Workshop Series, the experience strengthens their capacity to create classrooms in which students confidently identify problems, explore possibilities, make their ideas visible and improve solutions through evidence and feedback.

Joint Certification from Creya Learning & Partners like T-Works
Inquire for Your School
MiT Series

Explore Other Workshops in the Series

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Workshop 3

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Harness generative AI tools to craft differentiated lesson plans, rich assessments, and dynamic classroom learning resources.

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Workshop 4

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Build functional AI-powered educational apps and personalized tutoring tools using modern visual development platforms.

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Workshop 5

App Development for Higher Grades

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Design interactive mobile app prototypes and wireframes in Figma, solving real problems through user-centered digital design.

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Bring This Hands-On Experience to Your Educators

Empower your faculty with the mindset and tools to nurture real-world problem-solvers in your school.

Schedule This Workshop