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New: Innovation Through Design Course

Innovation Through Design

Explore how to use design thinking to help students solve complex problems in and out of the art classroom.

Multiple industries and businesses use design thinking to solve complex problems in a user-focused way. The art room is the perfect place for students to practice design thinking as schools gear toward career readiness and 21st-century skills. In this course, participants will infuse the five stages of design thinking in art curriculum and instructional practices. Participants will expand their current practices to include human-centered, creative, and playful experiences for collaborative learning. Case studies from art teachers experienced in STEAM, makerspaces, and project-based learning (PBL) at all levels provide models for practical application.

See the course syllabus and Graduate Catalog for additional details.

Required Materials

No text required for this course.

Additional Materials

  • Computer with basic audio and video output equipment
  • Internet access (broadband recommended)
  • Basic computing skills (see AOEU’s Technology Requirements)
  • Access to AOEU’s online learning platform, Brightspace, to view course content, submit assignments, and engage in discussion (provided)
  • A Google Drive account (not provided by AOEU)
  • Word-processing platform (Microsoft Office, Pages, Google Docs)
Graduate Credits
All courses will now close at 11 PM Central time on the 27th of each month. Graduate Credits 3 Graduate Credits
Price Graduate Credit $1197.00
Mon 8 Sun
May 1 Weeks Jun 25
Upcoming Course Run Dates
May 1 Jun 25
AOEU Course Code
Morningside Course Code
EDUC500 AOE041

Course Objectives

  • Apply the five stages of design thinking to achieve an innovative art curriculum.
  • Design creative problem-solving strategies and processes for art students.
  • Analyze design thinking in practice through real art teacher case studies using makerspaces and PBL.
  • Translate the design thinking methodology to infuse innovation beyond the art room.
  • Build a culture of problem-solving in the art classroom through the application of a growth mindset.

Course Breakdown

Week 1
Harnessing the Power of Creativity and Innovation
  1. Discern the differences between creativity and innovation as well as their applications in teaching art education.
  2. Explore design thinking, including the historical context, its utility in the art classroom, and problems/controversies.
Week 2
Integrating Design Thinking in the Art Classroom, Part 1
  1. Understand design thinking on a deep level to mobilize the skills of curiosity, discovery, exploration, experimentation, communicating, and socializing in the art classroom.
  2. Solve problems in the field of art education using design thinking.
Week 3
Transforming Failures Into Success Through Growth Mindset
  1. Evaluate the differences in fixed versus growth mindset and practice personal mindset shifts.
  2. Develop an instructional tool to help develop a growth mindset in students.
Week 4
Making Design Challenges for Innovative Learning
  1. Gain fluency in making personalized design challenges for K-12 students.
  2. Using the design thinking framework, solve a design challenge, document the process, and develop actionable insights for classroom teaching.
Week 5
Defending the “A” in STEAM
  1. Deconstruct the future of design thinking and STEAM in the art classroom.
  2. Evaluate edtech tools to determine the educational value, cost-effectiveness, arts integration, and applicability for distance learning.
  3. Construct a lesson plan or tool that brings STEAM competencies to the art classroom.
Week 6
Integrating Design Thinking in the Art Classroom, Part II
  1. Explore how design thinking can help art students solve complex challenges.
  2. Develop innovative learning experiences for the art classroom, including STEAM instructional tools and design thinking lessons.
Week 7
Devising Makerspaces for Collaboration, Cooperation, and Creation
  1. Learn how to build low-cost makerspaces to teach STEAM techniques.
  2. Create a virtual makerspace to teach STEAM concepts during remote learning.
Week 8
  1. Reflect on your innovative thinking journey from the beginning to the end.

Design a Virtual Makerspace

A sample assignment the Innovation Through Design.

1. Research

Because makerspaces rely on the participants’ interests, you will need to choose topics for your virtual space.

2. Discussion

Here are some topics to consider: science, technology, engineering, art, math, nature, sports, etc. Keep in mind design thinking, design challenges, and a growth mindset as you create.

3. Practical, Hands-On Application

Consider what activities will generate innovative learning experiences.
"I absolutely loved the content and the assignments that we completed. This was a challenging course, but so valuable! The instructor provided extremely prompt and valuable feedback that keeps participants motivated. I am so impressed with her and the course content presented."
Diane G., CO

Let's Get Started

If you know what you need, then go ahead and register.

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