W3: Design Thinking for Educational Resources: Reimagining Instructional Design through Engaging Participatory Approaches.

ID: 49717 Type: Workshop
  1. Stefanie Panke, University of North Carolina at Chapel Hill, United States

Tuesday, November 15 1:30 PM-5:00 PM

Have you ever stacked LEGO blocks to develop a sitemap for your organization’s website, thrown a ball of yarn to discover professional connections or used glue sticks and paper to refine your content management system? The workshop introduces several creative strategies for stewarding educational technology projects and organizational innovation. It is ideal for teachers, instructional designers, application developers and administrators who are conducting educational technology projects with multiple stakeholders and various interests. The workshop offers hands-on examples for using design thinking and serious play to collaboratively find solutions for wicked problems. It provides participants with participatory development techniques and tools for orchestrating conflicting ideas, identifying singular needs and common goals, making productive use of diverse backgrounds and developing a shared vision.


• Participants will explore creative needs assessment and participatory design techniques that can be applied in a wide variety of educational contexts. • Participants will be able to recognize and communicate the nature of wicked problems. • Participants will develop an understanding of design thinking, serious play and participatory design concepts. • Participants will work with a variety of materials and have the opportunity to plan their own activities. • Participants will be able to repurpose techniques, tools and concepts with the help of detailed handouts.

Topical Outline

1. ‘What’s on your plate?’ Activity-based Participant Introduction (15-30 min) Participants introduce their background and describe a current project 2. ‘Why is it tricky?’ Recognizing Wicked Problems (20 min) Brief theoretical overview, participant activity 3. ‘What’s the idea?’ Introduction to Design Thinking, Serious Play and Participatory Design (20 min) Brief theoretical overview 4. ‘Can it be fun?’ Creative Design Techniques – Examples and Demonstrations (60 min) Examples and brief, interactive demonstrations of various techniques a. Interface b. Audience c. Content d. Priorities & Values e. Categories f. Navigation g. Networks 5. ‘Make it your own!’ Workshop Planning - Participant Activity (30 min) 6. ‘Will it work?’ Challenges, Problems and Pitfalls (10 min) 7. ‘What’s next?’ Stoplight Evaluation (15-30 min)


Intended audience • Teachers, instructional designers, application developers and administrators interested in creative needs assessment and participatory development strategies. • Instructors who want to apply design thinking or creative assessment in their teaching. • People who are leading educational technology projects or facilitating organization innovation efforts.

Experience Level



Since 2012, Dr. Stefanie Panke works as instructional analyst at the University of North Carolina at Chapel Hill where she provides instructional design consultation and guidance for faculty and teaching professionals as well as project management for educational technology initiatives at the School of Government. In addition, she serves as editor for social software at the Educational Technology and Change Journal (ETC) and social media coordinator for AACE. Prior to her work at UNC, Stefanie was Director of E-Learning at the Institute of Psychology and Education at Ulm University. In this role she implemented university-wide e-learning projects, and taught courses on instructional design, computer mediated communication and webnography. In 2009, she received a PhD in Applied Linguistics from the University of Bielefeld with a thesis on the information design of educational websites. From 2003 to 2008 she worked at the Knowledge Media Research Center in Tuebingen, an interdisciplinary institute for research educational technology. During this time, her team developed the award-winning portal on e-learning in higher education (e-teaching.org).


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