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Explore how you can use design thinking to help your students solve complex problems in and out of the art classroom. In this innovative course, you will infuse the five stages of design thinking into your art curriculum and instructional practices, expanding your current practices to include human-centered, creative, and playful experiences for collaborative learning. After analyzing case studies from art teachers experienced in STEAM, makerspaces, and project-based learning, your toolkit will be bursting with new ideas for practical application at any level.
For the official course description, see the course syllabus or Graduate Catalog. Required Materials
No text required for this course.
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)
Word-processing platform (Microsoft Office, Pages, Google Docs)
All courses will now close at 11 PM Central time on the 27th of each month.
3 Graduate Credits
Graduate Credit $1197.00
Upcoming Course Run Dates
Only 9 days remaining to enroll in the next section of this course.
AOEU Course Code
Morningside Course Code
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.
Harnessing the Power of Creativity and Innovation
Discern the differences between creativity and innovation as well as their applications in teaching art education.
Explore design thinking, including the historical context, its utility in the art classroom, and problems/controversies.
Integrating Design Thinking in the Art Classroom, Part 1
Understand design thinking on a deep level to mobilize the skills of curiosity, discovery, exploration, experimentation, communicating, and socializing in the art classroom.
Solve problems in the field of art education using design thinking.
Transforming Failures Into Success Through Growth Mindset
Evaluate the differences in fixed versus growth mindset and practice personal mindset shifts.
Develop an instructional tool to help develop a growth mindset in students.
Making Design Challenges for Innovative Learning
Gain fluency in making personalized design challenges for K-12 students.
Using the design thinking framework, solve a design challenge, document the process, and develop actionable insights for classroom teaching.
Defending the “A” in STEAM
Deconstruct the future of design thinking and STEAM in the art classroom.
Evaluate edtech tools to determine the educational value, cost-effectiveness, arts integration, and applicability for distance learning.
Construct a lesson plan or tool that brings STEAM competencies to the art classroom.
Integrating Design Thinking in the Art Classroom, Part II
Explore how design thinking can help art students solve complex challenges.
Develop innovative learning experiences for the art classroom, including STEAM instructional tools and design thinking lessons.
Devising Makerspaces for Collaboration, Cooperation, and Creation
Learn how to build low-cost makerspaces to teach STEAM techniques.
Create a virtual makerspace to teach STEAM concepts during remote learning.
Reflect on your innovative thinking journey from the beginning to the end.
Design a Virtual Makerspace
A sample assignment the Innovation Through Design.
Because makerspaces rely on the participants’ interests, you will need to choose topics for your virtual space.
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.
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