open only this page or (why?) put it into left-frame
 
Education for Problem Solving
 
This is the Home Page for a website of Craig Rusbult, an enthusiastic educator with a PhD (in C & I ) who wants to share ideas with co-enthusiasts.  I'm optimistically excited when thinking about activities & strategies that we — using your ideas (for your schools) and my ideas, cooperatively working togethercan develop and use, to help students improve their problem-solving skills in all areas of life, by helping them get more problem-solving experiences and learn more from their experiences.   I want to show you how Design Process (it's my model for Problem-Solving Process) might be very useful in education, so its possibilities are worth exploring and developing, because (although not proved with certainty) this seems like “a good way to bet.”
 
What is problem solving?   When we use a broad definition of problem – it's an opportunity to make something better, in any area of life – problem solving includes most things we do in life.  You are problem solving (verb) whenever you are trying to make something better by designing a solution for a problem, and you are a problem solver (noun) whenever you do make something better.

 

two kinds of Essential Actions: Design Cycles to Generate-and-Evaluate, plus 3 Evaluative ComparisonsOriginally this Home Page had two parts, but now the parts are in separate pages.

what?   Part 1 is about my model for Design Process (for Problem-Solving Process) that can help us achieve the worthy educational goals in Part 2.   /   How?  In this page a brief Part 1 will guide your discovery learning to help you construct a “big picture” overview of Design Process.  Then to develop deeper understandings you can use a Models Page (if it isn't in the right frame, put it there) that adds important details to the overview of my model-for-process and helps you explore its educational interactions with other models-for-process.

so what?   Part 2 describes educational goals that are generally accepted, that you (as an experienced educator) already know and probably accept, so while reading you'll be thinking “yes”.  But I also explain how using Design Process can help us achieve our goals, and for these claims you might think “yes” or “yes and” or “yes but” or “maybe” or “no because”, and all of these responses can be useful when we're working to co-create better education.

 

everything is free, but is copyrighted:  All ideas in this website are being freely shared – and I want you to freely use everything – because I want to improve our education for problem solving.  I don't want any payment for anything.  But I do want to keep the rights for everything i.e. in this website (about "Education for Problem Solving") I claim all rights — Copyright ©1978-2026 by Craig Rusbult, all rights reserved — for everything that can be copyrighted, especially for the diagrams that include my verbal-and-visual definitions (using spatially-logical relationships to show how we use 3 Elements in 3 Comparisons) of Quality Checks & Reality Checks.

 

Students doing Design Thinking

 

about me:   I'm an enthusiastic educator who wants to find co-enthusiasts.  During life on a road less traveled my PhD project at U of Wisconsin was constructing a model for “scientific method” — to describe what it IS & ISN'T, and how science uses logical Reality Checks plus other factorsand using this model to help us analyze instruction (by finding Opportunities to Learn) and improve our education.  Since then I've generalized this model (for Scientific Method, i.e. for Science Process) to construct a model for a broader Design Process (for Problem-Solving Process).

 
contact-email :   craigru57-att-yahoo-daut-caum

 


 

my philosophy of writing:  As you know, education is complex;  in order to understand it more thoroughly-and-accurately, we must combine many ideas.  Therefore, in my website I don't want to “keep things simple” if this makes it oversimplistic by ignoring useful ideas.  Instead I'm trying to help you learn more time-efficiently (so you learn a lot in a little time, with a high ratio of “your learning / your time”) because your time is valuable,* and I want to help you use your time more effectively.     { * In the wise words of Benjamin Franklin, "Do not squander time, for it's the stuff life is made of." }    /    In this HomePage the ideas are simplified so they are intentionally incomplete because I want to make each section shorter, to help you get a “big-picture overview” more quickly & easily.  Therefore you often will find links for “more” when you want to learn more.

 

three kinds of improvising:  During a process of improvised problem solving — when students are making action-decisions about “what to do next” — they are improving the valuable thinking skill of coordinating their problem-solving process.  We also can help students improve the important social skill of improvising conversation (in ways that promote understanding & respect) and the enjoyable artistic skill of improvising music (by playing a keyboard with chord-notes that are colorized – with red, blue, green – to guide their creative inventing of semi-harmonious melodies).    /    All of these improvising experiences beneficially stimulate the brain in ways that are valuable for developing (in young people) and maintaining (in older people) healthy brains.

 


a viewing tip:  If possible, view this page on a computer monitor so when you put page into left frame (if it isn't there already) the links will work better because linked-to sections appear in the right frame, and you still can see this section in the left frame;  you can easily “return to a previous time” (for all content, in both frames) because your browser's Back-Button will work as it should, for both frames.   /   But if you have a small screen, you can open only this page and then links will open in a new tab, so in that way it's less convenient.

 

two other tips:  Many sections begin with a suggestion (on far-right side) to put section into left frame so it will remain open when its links open on the right side.  And some sections end with an option to use Table of Contents so you can see options for “what to do next.”

 

and others:  As you probably know, you don't need a special link to "open only this page" because you can right-click any link and choose to Open in New Tab.  And you can enlarge a small diagram (like those in the next section) by right-clicking it and then Open in New Tab (or New Window that can be relocated and resized), or by “squeezing outward” on a touch screen or trackpad.


 
 

My goals for Parts 1 & 2 are different yet related, with overlaps.  I want to work with other educators, and I'm hoping you will see our “common ground” in Part 2, so you will be thinking “Craig understands education, is with us and for us, wants what we want, is similar to us.”  And in Part 1 “he is a little different, with an innovative model — to describe (verbally & visually) human problem-solving actions, to help students understand these actions and improve their own actions — that will contribute useful ‘added value’ to education, so working with him will help us improve education.”

teachers doing DEEPdt Design ThinkingPart 2 is based on generally accepted principles, so you probably will be thinking “yes”.  But I also make bold claims for the benefits of Design Process and explain how using Design Process can help us achieve our goals, and for these claims you might be thinking “yes” and/or “yes and...” (yes plus adding your own ideas), “yes but...” (with questions), “maybe” or “no because...” (with reasons to reject some ideas), and all of these responses can be useful when we're working together.  I'm hoping the overall result of your thinking will be “yes, I want to share ideas, compare experiences & perspectives, explore possibilities,” and maybe (or maybe not, and of course that would be fine) do actions for...

 

co-creating better education:

I'm an enthusiastic educator who enjoys talking with other educators informally, just to share ideas and learn from each other.  Maybe we also will want to collaborate on projects of mutual interest – and doing this unofficially as a free volunteer would be fine with me – with us working cooperatively to develop our ideas for helping students improve their creative-and-critical thinking skills and their effective use of problem-solving process in all areas of life.  Why?  Because we think strategies for improving our problem-solving education are worth developing and (by converting our ideas into actions) actualizing.  Hopefully we can design curriculum & instruction that is a better match for how students like to learn (and are able to learn), and how teachers like to teach.  I want to see my ideas actualized in practical ways, by combining them with your ideas, working together to achieve your goals.

While doing this developing and actualizing, I think it will be productive (and fun) to creatively combine your understandings-and-skills with mine.  I need help from educators who more accurately-and-thoroughly understand the thinking & feeling of students (their motivations & confidences, attitudes & behaviors) and the perspectives of classroom teachers;  who know the educational culture created by people (students, teachers, administrators, parents, community) who feel & think & do, individually and together, to produce the systems ecology and learning atmosphere in their schools;  who are skilled activity developers, and have other kinds of useful experience & expertise;  who are in positions where they can decide to actualize ideas and make things happen.  Therefore I'm looking forward to learning from teachers & administrators who – in a variety of important ways – know more than me.  Their knowledge is important, and my experience is limited, so I have reasons for appropriate humility with appropriate confidence that is not too little and not too much.*

So if in this web-page you read “what I think” and you don't agree, I'll want to learn from you, to improve my knowledge.  If my theories about “how the world works and what will happen” fail in Reality Checks because my Predictions don't match your Observations, I can revise my personal theories, or my level of confidence in the theories.  Then, in a paraphrasing of Maya Angelou, “when I know better, I'll do better” by adjusting my claims to make them more realistic, more likely to be achievable because they're based on a better understanding of realities in K-12.

 

* Despite my limitations with K-12, I have plenty of experience with teaching concepts in math and chemistry & physics to college students (mostly freshmen) but not much K-12 experience, just a few "Fun with Chemistry" day camps (with a week of fun lab activities) for middle schoolers.  I also have experience with teaching mental-and-physical skills for tennis (mostly middle-school age) and juggling (mostly adults, plus a few middle schoolers).  Also, I've gained knowledge about K-12 education with second-hand experience by learning from web-pages & videos, and by observing an expert high school teacher as a key part of my PhD work.  But my overall understandings are at a lower level than those of experienced K-12 teachers & administrators.

 

 

education for all ages:  While writing this page (and the rest of my website) I'm thinking mostly about K-12 schools.  But the ideas – about our goals & my model, in Parts 1 & 2 – also can be useful for younger children in pre-school, and older students in college, and all ages in everyday life, because everyone can do lifelong learning.

 

 



 
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Part 1

 

Understanding My Model for Problem-Solving Process

What?  This section will help you use Discovery Learning (and use Recognition Learning) to understand my model for Problem-Solving Process.

How?  Your learning will be more effective if you first study this section to learn from Your Discoveries, and then study another section to learn from My Explanations, and to be confident (with Recognition Learning) that Design Process is Your Process).

 

How?  You will discover three kinds of Essential Actions in my model for creative-and-critical Design Process ( i.e. for Problem-Solving Process) when you...

two kinds of Essential Actions: Design Cycles to Generate-and-Evaluate, plus 3 Evaluative Comparisons  ⊡ use a process of discovering:  In this diagram, observe (and think about) the words & colors and spatial relationships, always asking “what does this mean?  what action is being described?”  Below are some ideas that might help you explore-and-discover.

an option:  You may enjoy first using part of a Short-PowerPoint — with 7 slides (23-29) helping you learn from Your Discoveries & My Explanations — and then returning to this section.

a Mystery Question:  Why does the Cycle have a right-side arrow, pointing from Evaluate to Generate?    tip:  To enjoy your process more, try to Solve the Mystery before seeing (below) two Mystery-Clues.

In the Top Part of the diagram, what are the two Essential Actions?  and what is produced when they're alternated?  –  These are Essential Actions #1.

  ⊡ use a process of recognizing:  While you're studying the diagrams, think about the actions you use (naturally & intuitively) while you are solving problems, and you will recognize that your Problem-Solving Actions in Your Everyday Life are the Problem-Solving Actions in Design Process.  In this way, your Discovery Learning will become Recognition Learning when you see that Design Process is Your Process.

Mystery-Clue #1:  What is an Essential Action in the Top Part and also the Bottom Part?

In the Bottom Part, what are the three essential Problem-Solving Actions?  what is the purpose of each Action?  (i.e. what information does it give you?  how does it help you achieve what you want?)  – These are Essential Actions #2.

Mystery-Clue #2:  First, the Answer for Clue #1 is "Evaluate this Option" because it's an Essential Action in the Top Part (in a Design Cycle of Generate-and-Evaluate) and it's The Purpose for Essential Actions in the Bottom Part.  /   Clue #2 is stronger:  If you Compare Predictions with Goals (in the Quality Check on left side) and you decide that the quality-of-matching isn't fully satisfactory, what is a useful Next Action?  Is this Action represented by the right-side arrow?  –  The Mystery Answer is Essential Action #3.

spoiler alert :  You can see The Mystery Answer (it's Essential Action #3) on the left & right sides of Diagram 3 that's followed by a brief explanation of Guided Generating (#3);  later there is a detailed explanation;  and it's semi-brief in Slide 26.

 

spoiler alert :  A section about Recognition Learning has explanations for these Essential Actions — Cycles of Design, Quality Checks & Reality Check, Guided Generating — and for helping you...

     recognize that Design Process is Your Process.  When you study Design Process you will see familiar Actions that form the intuitive Problem-Solving Process you have been using to Solve Problems (to Make Things Better) in many areas of your life.  But for one part of Design Process, you might need to...

overcome an obstacle:  Many people will see "Experiments" and think “I rarely do experiments.”  If you're thinking this, consider using a broad definition;  in the context of Design Process, an Experiment is any situation that produces Experiences and provides an opportunity to generate Experimental Information when you make Predictions (by imagining in a Mental Experiment that's a Mental Simulation) or you make Observations (during the actualizing in a Physical Experiment ),  so any Prediction-Situation is a Mental Experiment , and any Observation-Situation is a Physical Experiment .   With this perspective – by thinking “Experiments produce Experiences” – you can recognize that many of your everyday Experiences are Mental Experiments (when you're imagining “what will happen”) or involve Physical Experiments (when your Experiencing occurs due to actions by yourself or others, or just because of a situation-in-life).

 

You can see other Essential Actions in the Top-Text and Bottom-Text of Diagram 1:  you begin a Problem-Solving Project (a Design Project) when you Learn about a Situation, and Define Your Problem-Solving Goal (for what you want to make better) & Define Your Goal-Criteria (for the characteristics of a satisfactory Problem-Solution);  then you try to Solve This Problem by doing Essential Actions (that include Design Cycles, Quality Checks & Reality Checks, Guided Generating);  later, if your Problem-Solving Process goes well you will Choose an Option to be your Problem-Solution and Actualize this Option;  or you might decide to delay work on This Project, or abandon The Project.

 


 

Part 2

Design Process has Wide Scopes that

increase two Transfers of Learning and

help build motivational Transfer Bridges:

 

These three claims are logically supported and causally connected, because we have logical reasons to expect...

A – Wide Scopes:  My model for Design Process has Wide Scopes for Problem-Solving Activities (for doing most of our life-Activities) and for Problem-Solving Process because most people use a General PS-Process that is similar (but not identical) for most of their PS-Activities, AND this General Process is accurately described by Design Process;

B – Transfers of Learning:  We should expect that these Wide Scopes (for PS-Activities & PS-Process) will promote Transfers of Learning (Across Areas, Through Time) because the Wide Scopes let us teach in ways that are recommended (in How People Learn, NRC 2000) for increasing Transfers;

C – Transfer Bridges:  These Transfers (Across Areas, Thru Time) help us build stronger Transfer Bridges for a student — from School into Their Life and into Their Future — so they believe that “ if I improve my School-Learning, it will improve my Life-Living in ways I want, it will help me achieve my whole-person goals for Life,” and these beliefs give them Personal Motivations to learn in school, so they are motivated to proactively pursue their own Personal Education.

 


The next 3 sections (ABC) explain the causal connections:   

Wide Scopes of Design Process  (for Activities & Process)   

➞  Transfers of Learning(Across Areas, Through Time)   

➞  Transfer Bridges to Motivate for Personal Education   


  put this section into left-side frame 
 
A – Design Process has Wide Scopes
 

There are logical reasons to support my claim that...

     most people use a similar General Process of Problem Solving for most things we do in life, for our Problem-Solving Activities,

     and this General Process is described accurately-and-usefully in my model for Design Process (i.e. for Problem-Solving Process),

         so this model has a Wide Scope for Activities-and-Process.

 

This overall claim — that my model of Design Process (DP) has a Wide Scope for Activities-and-Process — is the result of combining three sub-claims:  I think that...

     it's educationally useful to choose a broad definition of problem — it's any opportunity to make something better, in any area of life — so Problem-Solving Activities include most things people do in life;  you are problem solving (verb) whenever you are trying to make something better, and you are a problem solver (noun) whenever you do make something better.

     most people use a similar (but not identical) General Process of Problem Solving (PS) for the PS-Activities that include most things we do.

     this General PS-Process is described by Design Process in ways that are accurate and educationally beneficial.

 

Although technically there is One Wide Scope (for Activities-and-Process) it's often pragmatically useful for teaching – when we are designing & implementing instruction – to view this as being Two Wide Scopes, for Activities and for Process.

The rest of this long section summarizes the logical support for three claims about Design Process:  this model has Wide Scopes for Problem-Solving Process and for Problem-Solving Activities, and is educationally beneficial.

 

A Wide Scope for Problem-Solving Process

recognizing the wide scope:  You can “see why there is a wide scope” by doing Recognition Learning in Part 1 (with questions to stimulate your discoveries) and (with answers to help you deeply understand) a complementary section in the Models-Page.  When you study these sections, you will see (in the Action-Diagrams of Design Process) the familiar Actions that form your intuitive Personal Process when you Solve Problems (to Make Things Better) in many areas of your life.  You will recognize that Design Process is Your Process.  Why?  This will happen due to the general similarity-of-process among people AND because this General Process is accurately described by Design Process.

experiments produce experiences:  One obstacle for I'll summarize this section in order to translate "experiments" into language that explains how these are just easy-to-recognize "everyday experiences".]

some limitations of my model:  Design Process accurately describes our basic process of problem solving, but sometimes it isn't sufficient (by itself) for optimally-effective problem solving.  Due to this inherent limitation, sometimes it's educationally useful to supplement the principles & strategies of Design Process with the principles & strategies of other Models-for-Process, as explained in Combining My Model with Other Models.  When this is done effectively, it's educationally beneficial because Design Process forms a solid foundation for the combining, and it “plays well” with other models, allowing interactions that are synergistically supportive, that make the combination of models better than any single model by itself.

 

Design Process has modular flexibility:  This is a major reason for the wide scope of Design Process;  the modularity occurs due to its structural framework, because it's constructed from short-term Actions.  When you study the complete diagram — but (spoiler alert) I recommend doing this only after you have Solved the Mystery in Part 1 — you will see these basic Actions in its action-verbs — Learn, Define & Define;  Generate, Evaluate, Choose;  Do (imagine-to-Predict), Use (actualize-and-Observe), Compare;  use & Revise;  Choose, Actualize.  This structure (with basic Action-verbs) let us accurately describe the wide range of Activities-and-Process that people use for Problem Solving (PS), for most things we do.   /   How?  An easy way to understand is to think about these analogies:   with modular flexibility, a few simple Lego bricks can be combined to form many kinds of complex Lego Structures;   • with modular flexibility, a few simple atoms can be combined to form many kinds of complex molecules.  Design Process also has modular flexibility, so its simple PS-Actions can be combined (in its PS-Process) to form many kinds of complex PS-Activities. 

similar but not identical:  For most of our PS-Activities, Design Process accurately describes a PS-Process that is similar, but is not identical because during our PS-Process we have Options-for-Actions and we must make choices, so our PS-Actions (that together form the PS-Process) can be combined in MANY different ways when the Actions are done by different people to solve different problems.

also, an important iou:  This weekend, March 21-22, I will write a coherent summary for the ideas in this section — it's an introductory overview of our whole-brain system that combines conscious thinking with subconscious processing — and how this affects my claims about a Wide Scope for PS-Process.

 

 

A Wide Scope for Problem-Solving Activities

defining a Problem (and Activity):  In the context of building motivational Transfer-Bridges it's useful to think of many “things we do in life” as Problem-Solving Activities. But in some contexts it's useful to think about Problem-Solving Projects.  In this website you'll see both terms, with similar basic meanings.

defining a Problem-Solving Goal:  To begin a Problem-Solving Activity (a Problem-Solving Project) you ask “What do I want to achieve?  i.e. What do I want to make better?  what problem do I want to solve?”   When you make this decision, you Define your Problem-Solving Goal;  it's your Goal for what you want to achieve, is your Goal-Purpose (i.e. your Purpose)* for doing Your Process of Problem-Solving (for doing Your Process of Solution-Designing), and it determines your

     * These terms are approximate synonyms ( ≈ );  your Problem-Solving Goal (for a Problem-Solving Activity, a Problem-Solving Project) is your Goalyour Goal-Purposeyour PurposeWhat You Want to Achieve What You Want to DesignWhat You Want to Make Better The Problem You Want to Solve.  Teachers & students can choose to use any of these terms.   /   Another pair of synonym-terms (in my definitions) is Solving Problems and Designing Solutions.

 

five categories for PS-Goals:  You Define your Problem-Solving Goal when you choose to design a better product, activity, relationship, and/or strategy (in General Design, aka Design) and/or (in Science-Design, aka Science) a better theory about “how things work in the world.”  These Problem-Solving Goals – extending far beyond traditional “design fields” – include most things we do in life.   /   The main reason I confidently claim "most things" is because we use strategies MANY times every day, every time we make a decision, most often when asking the important question “what is the best use of my time right now?  and later?” so you can wisely use your time, and – because “time is the stuff life is made of” (Ben Franklin) – you will wisely use your life.

other ways to categorize:  You may want to define another set of categories, customized by you so it's a better fit for the students in your educational situation.  You want the PS-Goals to closely match the life-experiences of your students, so they will recognize the personal relevance of school activities, and will be motivated by thinking that “my learning in School-Life will improve my Whole-Life (= School-Life + NonSchool-Life) and I want a better Whole-Life, so I want to proactively pursue my own Personal Education.”

 

Is a problem always a bad situation?  Yes, with a common definition and thus a common perception.  No, when we choose to use a broad definition of problem – it's "any opportunity to make something better" – because with this definition your feelings about the current now-situation could range from dismal thru lukewarm and wonderful to awesome.  If your actions produce a “move toward a better place” anywhere within the wide range — whether it's a change from dismal to lukewarm, or from wonderful to awesomely spectacular — it's problem solving because the situation has become better.  And in related concepts,

when we define the “how” of problem solving, you can "make something better" when ...

     ... with reactive Problem Solving you “make it betterby improving it (to fix it) after it already exists, or

     ... with proactive Problem Solving you “do it betterthe first time, so there is no need to "fix it" with reactive improving.    { This is the “measure twice, cut once” strategy of carpenters, to take advantage of the only opportunity to make a high-quality first cut. }   [also @ not necessarily bad situ, wonderful --> awesome]

If the “something to make better” is an ongoing situation (like a relationship) and you imagine the “possible futures” that could happen, these Predictions (if... then...) can help you make things better when

     ... with proactive Problem Solving you do positive Actions (producing beneficial effects) that either will increase quality (by making the future situation more-good than it would have been without your positive Actions) or maintain quality (by making the situation less-bad than it would have been without your positive Actions), or

     ... with protective Problem Solving you use “wise filtering” to avoid negative Actions (that would produce detrimental effects) and your proactive self-control makes things better (compared with doing the negative Actions) by either increasing quality or maintaining quality.     more about Problem Solving that is reactive, proactive, protective }

 

iou The rest of Section A “needs work” (as show by putting it into this "gray box") and I'll continue revising it – with lots of condensing – this afternoon, March 17.

 

Educational Benefits of Design Process

Design Process is Educationally Useful-Beneficial  --  topics:  claims(learning/performing),  @Transfers(Area+Time),  @Transfer-Bridges(skills-mo-conf)

     #trorg-chunking-internalizing-ERP

so what?  [ a wide scope for describing PS-Process in a way that is educationally useful in two ways, to improve Learning of PS-Skills by students, and to improve Performing of PS-Skills by students.

The two wide scopes (for PS-Activities & PS-Process) are educationally useful because they can help us increase Transfers of Learning and build Transfer Bridges between School and Life, to motivate students when they believe that improving their School-Learning will improve their Life-Living.

for helping students improve their Problem-Solving Abilities (in being able to Solve Problems, being able to make things better) and Problem-Solving Motivations (in wanting to Solve Problems, wanting to make things better) and Problem-Solving Confidences (in expecting to make things better, skillfully solve problems).

this General Process is described by Design Process in ways that are accurate, and are useful for helping students improve their Problem-Solving Abilities (in being able to Solve Problems) and Problem-Solving Motivations (in wanting to Solve Problems, wanting to make things better).

Why do I think these claims are justified?  This is explained later in the section.

 

This will happen for you (and for others, including your students) due

Design Process accurately describes Our Process:  A model for problem solving should accurately describe the basic process that people actually do use (intuitively & naturally, and also with conscious intention) while we are solving problems, and this Goal is achieved by Design Process.  But there are...

When students get Problem-Solving Experiences and then Reflect on their Experiences, they will observe themselves doing the Actions of Design Process, and this recognition helps them use a Process-of-Inquiry to discover Principles-of-Inquiry, with Experiences + Reflections ➞ Principles.  ///ok here?   This is one way to help students learn more from their problem-solving experiences by developing-and-using metacognitive Strategies for Thinking

 

so what?   The two wide scopes (for PS-Activities & PS-Process) are educationally useful because they can help us increase Transfers of Learning and build Transfer Bridges between School and Life, to motivate students when they believe that improving their School-Learning will improve their Life-Living.

some educational benefits of descriptive accuracy:

They will gain many kinds of benefits, because Design Process can be used for cognition-and-metacognition that will improve the problem solving & self-regulating they use in school and in other areas of life.

some educational benefits of descriptive accuracy:  When students get Problem-Solving Experiences and then Reflect on their Experiences, they will observe themselves doing the Actions of Design Process, and this recognition helps them use a Process-of-Inquiry to discover Principles-of-Inquiry, with Experiences + Reflections ➞ Principles.  This is one way to help students learn more from their problem-solving experiences by developing-and-using Strategies for Thinking.  They will gain many kinds of benefits, because Design Process can be used for cognition-and-metacognition that will improve the problem solving & self-regulating they use in school and in other areas of life.

 

some educational benefits of the two wide scopes:

The two wide scopes (for PS-Activities & PS-Process) are educationally useful because these — along with the logical organization of Design Process (including its logical integrating of General Design with Science-Design) — let us show students how Design Process promotes transfers-of-learning (across areas & through time), and this can motivate students so they will want to pursue their own personal education when they build bridges from school into life so they get direct benefits by improving their abilities (to learn & perform) plus indirect benefits by improving important attitudes, in their motivations (for wanting to learn) and their confidence (in being able to learn, with a growth mindset).  The wide scope of PS-Activities gives teachers the option of choosing to use Design Process (or not use it) for most of what they do in the classroom, with options ranging from improving basic skills-for-learning to creatively designing a wide variety of fun-and-useful activities.

 

The apparent “initial complexity” of Design Process becomes actual “eventual simplicity” when students understand how the actions combine to form a logically organized problem-solving process.  And when they recognize their own problem-solving process in Design Process.  Both of these factors – organization and familiarity – help their model-understanding and their model-using become psychologically intuitive for them.

 

FAMILY  --  maybe these ideas will be condensed for using in this section.

  --  [ my model for Design Process is a family of sub-models:  each sub-model selects different Actions to include (and exclude) in its Action-Diagram,* so each sub-model is accurate/COMPLETE in different ways, and is educationally useful (to improve PS-Learning and/or PS-Performing) in different ways, and the existence of different sub-models offers benefits for creatively Designing Instruction;*   all sub-models are similar because each describes the same overall Design Process, but each is different (so they are ≈ similar, are semi-similar, are not identical) because each model includes (and thus encourages a student to think about) different aspects of the overall process.   /   accurate-and-complete differences

e.g. in Diagram 1 the major PS-Strategy is using Design Cycles of Generate-and-Evaluate;   Diagram 2 adds important details about "how we Evaluate" in a second major PS-Strategy, when you Evaluate an Option by using 3 Elements (Predictions & Observations, Goals) in 3 Comparisons (in two Quality Checks and one Reality Check);   Diagram 3 adds the major PS-Strategy of using Guided Generation when you use Evaluation (done by Comparing two Elements) to motivate-and-guide your Generation, when you creatively Revise an Old Option so you Generate an Option that is Semi-New, instead of Inventing an Option so you Gnerate an Option that is More-New, or even (although maybe impossible?) is Totally-New.

[ * because DP has many "levels" with sub-models that range from simple to more-complex, teachers can design instruction-progressions that moves from simple (using only Diagram 1 with its Cycles of Generate-and-Evaluate) to medium-simple (using Diagram 1+2 with Diagram 2 that adds its Evaluation by using 3 Comparisons) to more complex (using Diagram 3 that adds Guided Generating with Evaluation motivating-and-guiding Generation.

[ also:  skaters, tool belts, etc -- connect to lego/Atoms

 

my TERMS -- goal-criterion is to be educationally beneficial -- e.g. not for use in a consulting that's offering problem-solving services for businesses -- e.g. theory vs model, I have rational reasons for choosing theory, and NGSS has rational reasons for choosing model.  Call attention to the difference, explain the rational reasons (for me & for NGSS) and use this as an opportunity to discuss the tradeoffs and ----.  /  other choices of terms:  Activities & Projects, GOALS (vs Goal-Criteria vs Objectives) for a relationship.  iou – for tradeoffs between

 

 


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B – Two Wide Scopes ➞ Transfers of Learning
 

Below, related sections — 1 and 2 with parallels, 1A-1B-1C and 2A-2B-2C — explain why we should expect that using my model for creative-and-critical Design Process (for Problem-Solving Process) will increase Transfers of Learning (Between Areas & Through Time) due to the logical evidence-based connections between...

two Wide Scopes (of Design Process) in 1 (in 1A & 1B) and

Scientific Knowledge (about Transfers) in 2 (2A & 2B);

the model also (1C & 2C) promotes deep understanding

     by logically organizing its Problem-Solving Actions

     in the verbal-and-visual framework of its diagrams.

 
an overview:  The two Wide Scopes of Design Process (for Activities and for Process) let us design instruction that — according to three evidence-based principles, summarized in NRC's book, How People Learnwill increase Transfers of Learning.

 

1 – Two Wide Scopes and The Logical Framework

The previous section explains why I confidently claim that "most people use a similar General Process of Problem Solving for most things we do in life, for our Problem-Solving Activities, AND this General Process is described accurately-and-usefully in my model for Design Process (i.e. for Problem-Solving Process), so this model has a Wide Scope for Activities-and-Process."   Although technically there is One Wide Scope (for Activities-and-Process) it's often pragmatically useful for teaching – when we are designing & implementing instruction – to view this as being Two Wide Scopes, for Activities and for Process.   Design Process has...

 
1A)  a wide scope for Problem-Solving Activities  (why?)

so a teacher can use Design Process for most things that students do,* to provide a wide variety of Problem-Solving Experiences during a wide range of Problem-Solving Activities, so students are able to use similar Problem-Solving Skills in multiple contexts.     { students will learn more when they get more experiences and they learn more from their experiences }     /    * A teacher can choose to use Design Process (or not use it) for most of the activities they want to do in their classroom.

 
1B)  a wide scope for Problem-Solving Process  (why?)

so students are able to use a similar Process of Problem Solving for most things they do, in multiple contexts.  They will learn from their many experiences, especially when we encourage them to metacognitively reflect on how their Process is similar in many different situations, but is not identical because they (and others) can modify their process – so it's "variations on a theme" – to make it more effective for solving different kinds of problems.  And how they can supplement Design Process with other models, to customize it for different problems.

 
1C)  The Logical Framework of Design Process

the most-detailed diagramn for Design ProcessWhen students examine Design Process by observing (and thinking about) the words & colors and spatial relationships – Discovery Learning, guided by the questions in Part 1.  If not, you can do it now with this diagram.

Cycles --  parallels --> 3-in-3 to logically integrate General Design (qc's) and Science-Design (rc) -- guided Generation

https://www.google.com/search?q=what+are+the+effects+of+logically+organizing+procedural+knowledge%3F

is a guide for Discovery Learning, to help you explore Design Process so you'll understand the logical structure of its verbal-and-visual framework. 

, so you'll understand the logical structure of Design Process.  Researchers have discovered th logically organized:  Learning is better because, reinforcing our intuitive common sense, scientific research shows the benefits of organizing knowledge.

 

 

2 – Scientific Knowledge about Increasing Transfer

Why should we expect transfers-of-skills to increase when we use Design Process?  Some logical science-based reasons come from How People Learn: Brain, Mind, Experience, and School (a highly respected book, commissioned by the National Research Council, about using educational research to improve educational practice) when — after saying "the ultimate goal of learning" is transfer, so it's "a major goal of schooling" — the authors recommend that to increase transfer, we use teaching methods that include these three Strategies:

2A)  teach knowledge in multiple contexts, and...  1-A) this 2-A Strategy is allowed by the wide scope of Problem-Solving Activities (when using Design Process) that includes most things that students do, in multiple contexts in many areas of life;

2B)  teach knowledge in an easily-generalizable form, and...  1-B) this 2-B Strategy can be done by using Design Process to show students the wide scope of Problem-Solving Process that is similar for most things they do (i.e. it's already generalized), for their Problem-Solving Activities in all areas of their Whole-Life, inside & outside their School-Life.

 

2C)  teach knowledge in ways that promote deep understanding, and...  1-C) this 2-C Strategy is fulfilled by using Design Process how another main recommendation by HPL — to teach for the "deep understanding" that improves transfers — is promoted by the logically organized structure of Design Process that includes a combining of visual-and-verbal meanings, with productive interactions between these two representations of procedural knowledge.

 

 


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C – Transfers of Learning ➞ building Transfer-Bridges
 

iou This section “needs a little work” and I'll do this tonight, March 17.

 

My model for our Process of Problem Solving (PS) has two Wide Scopes (for PS-Activities & PS-Process) and it shows the logical organization of our creative-and-critical thinking so – based on what we know about How People Learn, as explained above in 1 & 2we should expect Design Process to help increase transfers Across Areas (between subjects in School and areas in Life) and Through Time (from Past to Present into Future).  Because this is happening, ...

 

A student will get direct benefits when these transfers improve their problem-solving abilities (and other abilities) in a wide variety of situations, in their School-Life and NonSchool-Life, with School-Life + NonSchool-Life = Whole-Life.  These direct benefits produce changes in their external results, in their abilities to Learn and Perform.

 

A student also gets indirect benefits when they improve their internal attitudes, their motivations (for wanting to learn) and their confidences (in being able to learn).

Confidences in Abilities to Learn:  These will improve when students recognize that their external results are improving — when they see reasons for confidence with better problem-solving abilities (and other abilities) in a wider variety of situations, in their School-Life and NonSchool-Life — and this helps them develop a growth mindset.     { An optimistic growth mindset is part of the foundational Habit 1 – Be Proactive – in The 7 Habits of Highly Effective People.}    /    Design Process can help students improve their confidences, because the Wide Scopes of Design Process produce two-way transfers.  Although I've been emphasizing the present-to-future transfers from school into life that increase motivation, students also get past-to-present transfers from life into school to increase confidence when they think “I already have done this before (during design-in-life) so I can do it again (for design-in-school).”

Motivations for Personal Education:  These will increase IF you help students persuade themselves – by using Design Process and in other ways – to believe that their Problem-Solving Activities in School will be personally useful in Life.  Students will be motivating themselves because they are thinking “when I improve in School NOW, this will help me improve in Life LATER.”   { timings:  In their Now-and-Later, the "Later" can happen after school today, and next year, and when they're an adult, a little later and a lot later, spanning a wide range of time. }    During this process of attitude change, we are helping students develop personal motivations to pursue their personal goals by using personal education that is problem solving (because it makes things better) when they decide “I want to make my education better because this will make my life better, will help me achieve my goals for life.”

iou – This weekend, March 21-22, I'll revise these ideas and will integrate them into this section:

teaching for motivation: we want to show students how School Activities will help them get what they personally want in their Whole Life as a Whole Person.  /  motivations come from a complex blend of multiple factors that include intrinsic fun (enjoying activities), intrinsic satisfactions (of many kinds), extrinsic (getting extra rewards), intrapersonal (for self-actualization) + interpersonal (for relationships). -- all "intrinsic" because are part of a person.  /  Educational Teamwork with Matching Goals occurs when teachers' goals match students' goals;  a teacher can achieve better matching by adjusting to students, and persuading students;   /   in effective Motivational Persuasion we consider all aspects of total motivation – intrinsic, personal, interpersonal, and extrinsic, all hopefully based on good values & priorities – that contribute to how a student thinks about their strategies-and-actions aimed at “getting what they want” in their whole life as a whole person;  then we use words and actions to persuade students that we have good intentions (we care for them and are trying to help them improve their lives) and we are competent (in defining worthy educational goals, and helping students achieve these goals), and with words-and-actions we share our enthusiasm for the joys of thinking & learning.    /    and these ideas probably will be moved to elsewhere in the page:  wide scopes: integrated system of whole-brain thinking -- fast-unconscious + slow-conscious fast-unconscious / old Observations (personal memories) – "thinking fast and slow" (book, Kanneman)

IF a student believes that their learning will transfer Between Areas (from School into Their Life) and Through Time (from School into Their Future) so their learning will be personally useful.  When this happens they are thinking “ if I improve my School-Learning, it will improve my Life-Living, it will help me achieve my goals for Life,” and these beliefs give them personal motivations to learn in school.  When they think “making my education better will make my life better,” they are motivated to improve their own personal education, to design their life.   /    How can we actualize this IF so it becomes a reality?  By creating a productive environment with “attitudes and activities” that make School Experiences more fun-and-useful for more students.  This includes showing students how – by using Design Process and in other ways – they can Build Bridges between School and Their Life & Their Future.     { more:  Motivations for Personal Education by Building Bridges from School into Life, and using motivational metaphors that encourage students to skillfully “drive your brain” and “be CEO of your brain” so “you will optimize your wonderful Whole-Brain System of Conscious Thinking and Subconscious Processing.” }    When we help students build bridges so they expect school-to-life transfers, this produces the indirect benefits of improving motivation & confidence.   /   { * Design Process isn't necessary for motivating students, but it can be very useful due to its two wide scopes (for Problem-Solving Activities & Problem-Solving Process) and the Transfers (Across Areas & Thru Time) this facilitates. }

iou – during late March, I'll describe a generalization of Personal Education when a student does a very important kind of problem-solving Design Project, when they decide to proactively-and-wisely design their life to make it better now and in their future.

 

Our strategies for motivating students can include these three ways to get students more excited about thinking:

 

motivating with bridges:  We can logically explain (as outlined in the previous section) why students should expect transfers-of-learning (Across Areas & Thru Time) that do produce direct benefits (with better results in their learning & performing) and can produce indirect benefits (with better attitudes in their motivations & confidences) IF – with a growth mindset – students confidently expect increases in their problem-solving abilities (and other abilities) in a wide range of situations, in school and in life.  Their intrinsic motivations will increase when they expect thinking to be a valuable part of their life, and they think their efforts in school will be rewarded in ways they want, when they expect their skills-in-school to “transfer” and become skills-in-life that will make their life better in ways they want.   /   Of course, teachers can motivate by “building bridges” whether or not they use Design Process and its distinctive benefits.   /   We can help this " IF " happen for students when we build bridges — in their expectations for what will occur, and the realities of what does occur — that show them the two-way Transfer Bridges Across Areas (from School into Life, and from Life into School)* and Transfers Thru Time (from their Present into their Future).  These bridges can improve their Transfers of Learning (Across Areas & Thru Time) and also their Transitions of Attitudes (by improving their motivations for wanting to learn, and their confidence in being able to learn).     {more about building bridges and encouraging transitions of attitudes}

 

motivating with metaphors:  We can enhance the natural motivations of students with motivational metaphors° by encouraging them to “drive your brain” — and “use your growth mindset to imagine how exciting it will be when you see increases in your brain-driving skills and your brain's performance” — and “be CEO of Your Thinking” by using executive control with metacognitive Thinking Strategies;  and “be CEO of Your Life” by Designing your Life.  Most students are excited by these metaphors and they will be fascinated when you ask them “in what ways can you drive your brain?  and how can you improve its performance (as with a car's horsepower & torque, and handling characteristics)?  and in what ways can you use executive control?” and “when you improve your driving & CEOing,* what will be the benefits for learning (to increase your capabilities) and (to use your capabilities) for performing?”

 

motivating with invitations to explore:  We can give students exciting “adventures with thinking” in many ways, by inviting them to explore the fascinating world of thinking.  They have opportunities to explore in this website and beyond it.  For example,    iou – the following paragraph will be revised soon, probably March 21-22, and the developing will include fixing the "Table of Contents" section that has been removed (because it needed to be fixed) until it's improved. ]

In one kind of exploration adventure, I think many students will be fascinated when they study the logic-and-art in diagrams for Design Process, especially when they already have been motivated by bridges & metaphors.*  To make their exploring easier, I've made a Discovery Page with four diagrams – my favorite and two others – that promote Discovery Learning when they "observe the words & colors, and spatial relationships."  While they're doing this, if they ask “are these Problem-Solving Actions the same Actions that I use while I'm solving problems?” most will say Yes (why?) and their Discovery Learning will become Recognition Learning.  They also can enjoy in-depth explorations of many topics.    /   * gifted students and homeschool students are more likely to be among “the many who will be fascinated” but this also will happen with some other students.

 

 see “what is available” in the Table of Contents  
 

 
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[ iou – Soon, during March 19-22, I'll revise this introduction because it was written before I changed the three sections above into the current structure of A➞B➞C. ]

Above the focus is WHY, with Reasons for Using Design Process because this can Increase Transfers (due to Two Wide Scopes) and Build Bridges that improve Confidences & Motivations).

Below the focus shifts to WHAT-and-HOW, beginning with four related ways to use metacognitive Thinking Strategies by using a Growth Mindset and with Learning that Improves Performing and Learning More From Experiences and using Design ProcessOne useful Strategy for Learning & Thinking is the productive attitude of...

 

developing-and-using a Growth Mindset

 

An excellent way to learn more effectively is by developing-and-using a better growth mindset so — when a student asks themself “how well am I doing in this area of life?”* and honestly answers “not well enough” — they are thinking “not yet” (instead of “not ever”) because they are confident that in this area they can “grow” by improving their skills, when they invest intelligent effort.  With this attitude they're supplementing current self-perception (based on what they've done in the past) with optimism (about what they can do now & in their future) to build a more useful self-perception.  This optimistic view-of-self will help students develop a justifiable confidence in their ability to improve now so they can “do things better” in their future, because they are improving their functional intelligence.  With two kinds of Objectives – connecting their present and future – they will try to improve their present-time Learning so they can improve their future-time Performing.  This long-term perspective will motivate them because they have a confident belief – with a growth mindset – that their efforts to self-improve (as in personal education for life) will be rewarded.    /    We also can develop-and-use strategies to motivate students with bridges (between school & life, present & future) and metaphors (to “drive your brain” and “be CEO of your thinking”) plus “adventures in thinking” with Design Process and invitations to explore.

* A reason to ask “how well am I doing?” is to learn from experience, for self-education.  When I make a mistake, I want to learn from the experience so I can “do it better” the next time.  Therefore I ask myself “why?” and often the answer is “my process wasn't effective,” so (in an effort to do better) I've found it beneficial to develop-and-use a Checklist for Problem-Solving Process.

[[ iou – during October, maybe I'll briefly describe the physical changing of neuronal connectivities that is allowed by neuroplasticity, and how this relates to having confidence in our possibilities for growth, and thus for confidently using a growth mindset. ]]

 

Are there two kinds transfer?  Although present-to-future learning typically isn't considered to be transfer, there are connections between “two kinds of transfer” because Transfers Through Time are necessary to produce Transfers Across Areas, and for inspiring self-motivated Personal Education.  Instead of trying to “challenge the definition” I'll just explain how it can be educationally useful to think about transfers-thru-time as being transfers-of-learning, e.g. when you are...

 
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trying to improve in your

Present and/or Future with

Personal Goals to improve

Performing and/or Learning:

 

When you want your best possible performing now, you have a Performance Goal.  When you want your best possible learning now, so you can improve your best possible performance later, you have a Learning Goal.   For example, compare the main objectives for a basketball team's early-season practice (with a Learning Goal, wanting to learn NOW so they can perform better LATER) and late-season tournament game (with a Performance Goal, wanting to play their best NOW).   /   The title is "and/or" because your highest priority can be to maximize your learning now, or your performing now, or some optimal combination of both, by placing different values on the present (wanting to perform better now) and future (wanting to perform better later, by learning better now).  And by adding an important aspect of life, it's Performing and/or Learning, plus Enjoying.

In your future, your better performing can happen in two ways.  First, you will know better because you have learned from experience, so your potential performing has improved, and you can do better.  Second, this potential must be actualized by converting “can do better” into “are doing better” with high-quality actual performing.   /   a summary:  After your past learning has improved your present potential performing, this potential (in principle, as a possibility) to “do it better” will be actualized (in reality) when you do present actual performing with high quality, so you're combining past learning (wanted in previous Learning Goals) with present performing (wanted in your current Performance Goal).     { more about performing better now in these two ways – by using your past-to-present Learning, and present Performing – as in the “know better, do better” of Angela Mayou. }    { Mahatma Gandhi, "Live as if you were to die tomorrow.  Learn as if you were to live forever." }    { how a friend became – by learning in his present times – a better-performing welder in his future times }     [ iou – in late-March, I'll add the concept of using past learning to improve present learning of procedural knowledge-skills, and also – as when connecting current learning to previous learning – for learning conceptual knowledge.  And some ideas from the "performing better now" section will be integrated into this section. ]

 
 
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design instruction that helps students

get more problem-solving experiences,

and learn more from their experiences

      when they use Design Process for

      metacognitive Thinking Strategies:

 

get more and learn more:  A useful definition of education is learning from experience.  Students will learn more when they get more experiences (of the kinds that are educationally valuable) and learn more from their experiences.  We can use Design Process to help students learn more from their problem-solving experiences.  How ?  By motivating & guiding them so they will effectively...

 

develop-and-use metacognitive Thinking Strategies: 

Why?  Usually the main goals of a Thinking Strategy is to help you become more skillful in your performing and learning, with better thinking and in other ways.

What?  During your metacognition, a minimal definition of metacognitive action is to “observe your thinking,” but observing can be expanded to include thinking about (reflecting on) plus the evaluating that you can use for regulating (adjusting) as in the Self-Regulating you do with Self-Regulated Learning.  In five levels of metacognition your metacognitive actions can be...

     0)  none.

     1)  observe,

     2)  observe  +  ( think about ),

     3)  observe  +  ( think about  &  evaluate ),

     4)  observe  +  ( think about  &  evaluate-and-regulate ).

 

When you regulate your thinking — to produce metacognitive regulation that is regulation by metacognition (i.e. regulation by using metacognition) — with the intention of achieving a purpose, this makes your metacognitive actions goal-oriented.  You want to regulate your thinking in ways that will be useful, that will help you achieve other goals (for better learning, problem solving,...), and usually (but not always)* this helps you improve your thinking-and-doing.

Many educators recommend “observing your thinking-and-feeling” to help you “regulate your thinking-and-feeling” because this can make your life better in many important ways by improving your academic skills AND social-emotional skills.

 

* During a process of Regulation by Metacognition, often it's useful to do Regulation of Metacognition.  Why?  Because you sometimes will decide to stimulate higher-quality Performing and/or Learning by using metacognition of a particular type, in a particular way (re: its amount, timing,...).  But at other times you will “go with the flow” by just thinking-and-doing (instead of thinking about thinking) to allow higher-quality Performing and/or Learning by avoiding metacognition (at Level 0) or by only observing (Level 1).     {more about Regulation of Metacogniton}

 

How?  Three ways of using Design Process for productive metacognition are by coordinating your Problem-Solving Process  and  developing-and-using a metacognitive checklist  and  doing Self-Regulated Learning.

 

metacognitively coordinating your process

iou – I'll revise this section in late March, but currently the Models-Page has the best explanation of Coordinating Your Process.

Design Process can help you (and your students) improve your strategies for coordinating your problem-solving process when you ask “what is the best way to make progress in my process?” and decide “what to do next” and do this Action.  How?  During skillful coordinating-of-process, to make effective Action-Decisions you combine cognitive-and-metacognitive awareness of your situation (of “where you are” and “where you want to go” in your process) with conditional knowledge of your Action-Options (by knowing what each Action can do, and the conditions when this Action can be useful).

iou – in late March, I will summarize ideas about these topics:   Cognition and Metacognition are closely related aspects of thinking that interact, so you can develop valuable strategies for using cognition-and-metacognition together in productive combinations, along with subconscious non-cognitive intuitions.  We also can recognize the special characteristics of cognition, and of metacognition, and think about how to use each by itself (and combined together) more effectively.

 

developing-and-using a metacognitive checklist

education is learning from experience:  In the past, when I've made a mistake and then asked “why?” so I could learn from the experience (it's my definition of education) my answer often included “ineffective process” because I had not done some Problem-Solving Action(s) effectively, or had not even done the Action(s).  Often I could have “done it better” and avoided a “did it worse-than-best” mistake, with better Problem-Solving Process.  Therefore – in an effort to grow by learning from experiencesI've found it beneficial to develop-and-use a Metacognitive Checklist for Problem-Solving Actions.  And others (you, students,...) also can benefit from developing-and-using a checklist to improve their process of problem solving.

two related goals – for proactivity and thus consistency:  When you use metacognition proactively (with a checklist and in other ways) by sometimes “paying attention” throughout your day, usually this will help you perform more consistently so you can “do things better {in your present moments}” instead of thinking “oops” and asking “why {during past moments} did I make the mistake?”

How?  Encourage your students to develop their own checklists, customized for themself and for different skills in many areas of life.  But it will be easier-and-better for them when you “model it” by showing your own checklist, and explaining how they can effectively use your list and their own variations.  And when you explain how they can modify their list – and their using of it – by reflecting on their list-using experiences.

How?  I've found that using a simple checklist often is useful.  I simply ask “was my Process inadequate because I wasn't effective in Generating Options, or Evaluating Options?

iou – During late-March, I'll make a short version of this checklist.

 

 

Design Process can be used

for cognition-and-metacognition

in problem solving & self-regulating:

Below, I'll quote the entire overview for this topic and will add my comments plus quotations from the AI Report.

iou – I'll revise this section during early April.

This is one of the most educationally-beneficial ways we can use Design Process.

why?  Based on abundant research, we know that metacognition is highly effective for helping students improve their academic skills (in many ways, including scores on standardized exams) and social-emotional skills.

what?  Two effective strategies are metacognitive self-questioning and (especially) metacognitive Self-Regulated Learning;  combining these is much more effective than either by itself.     { You can see an overview of research results° in a report from Perplexity AI. }

a version of Diagram 1 that is modified for teaching Cycles of Self-Regulated Learninghow?  Compared with the simplicity of basic self-questioning, it's more difficult to teach Cycles of Self-Regulated Learning (SRL), but...  it will be easier-and-better (for teachers & students) when we use Design Process, because a Cycle of SRL is very similar to a Cycle of DP, as you see in this version of Diagram 1 that is modified for teaching SRL-with-DP so the diagram is DP-for-SRL.

how?  The skills of metacognitive Self-Regulated Learning are usually taught as a Cycle of SRL with three parts, commonly called “Plan, Do, Reflect” or “Forethought, Performance, Evaluationor some variation.  This diagram is the top of Diagram 1 (thus also 3) with the Cycle modified by labeling its main partsPlan, Do (and Monitor), Evaluate” to match the common terms in SRL, with other parts labeled to match the terms in DP.  This diagram also adds details that are important for metacognition that is guided by SRL.

why:  When you teach SRL with DP, it's easier-and-better (for teachers & students) in three ways.   • First, it's easier because you almost “get two for the time-cost of one” due to the lowmarginal cost” – it isn't free, but is almost free – of the extra times required (for preparation and in the classroom) to teach-and-learn SRL, after the teaching-and-learning of DP.    • It's better because teaching SRL-with-DP is SRL Plus” – it's SRL plus “added value” – because DP can be used for “doing SRL” (it's SRL-with-DP) and also for doing a much wider range of “making things better” in all areas of life, because DP is a model for doing the cognition-and-metacognition that people use for Problem Solving and Self-Regulated Learning.    • It also is better because learning SRL-with-DP will help students develop a deeper understanding of metacognitive SR and better skills when using SRL, with increased transfers-of-skills because the two broad scopes of DP also will broaden the two scopes of SRL.

 

All of these ideas (and others) are examined more deeply in the HomePage.

Consistent with the “discovery learning” goals in this page, I'll ask some questions to guide your exploring so you can Learn by Discovery.   { Although you probably don't need it, these questions are “answered” with my explanations [in the section you're reading] along with other comments about SRL-with-DP. }    In the DP- for-SRL Diagram that's used to teach SRL with DP, think about the...

meanings & objectives for colors:  What are the symbolic meanings of the color-codings for blue and green?   i.e. What is the “mode of action” for all blue Actions, and for all green Actions?  And what is the purpose (the Objective) of the blue Actions, and the green Actions?   /   Also think about “what and why” for the other colors, for the purple, red, and brown.

experiments and cycles:  Why are there multiple Mental Experiments in the Mini-Cycle (to Generate-and-Evaluate by using Predictions-Based Quality Checks), but only a single Physical Experiment in the Overall Cycle (to Generate-and-Evaluate, using an Observations-Based Quality Check)?   And which two terms can occur due to Reality Checks during the Physical Experiment? 

 

 

 

iou – This important section is in a "brown box" to show that eveything is being revised, and this will continue in early-March 2026.  The topics are...

using Design Process to improve Cognition-and-Metacognition,

using Design Process to teach Cycles of Self-Regulated Learning.

 

 

 

regulating your metacognition to make it more effective:

How?  An essential Thinking Strategy is deciding when & how to use metacognition of various kinds for various purposes.*  Sometimes you will decide to stimulate higher-quality Performing and/or Learning by using metacognition of a particular type, in a particular way (re: its amount, timing,...).  But at other times you will “go with the flow” by just thinking-and-doing (instead of thinking about thinking) to allow higher-quality Performing and/or Learning by avoiding metacognition.   We can view this asstop-and-go metacognitionbecause in different situations your metacognition will stop (it's “turned off” so you just do thinking) or go (when you “turn it on” and think about thinking), by using Executive Control to regulate your using or not-using of metacognition.     {* and how to optimize your system of conscious thinking & subconscious processing for whole-brain problem solving }

What?  This is a regulation OF metacognition.  By contrast, regulation BY metacognition occurs during metacognitive regulation when you use metacognition to observe-and-regulate your cognition.

 

Why?  The ability to regulate your metacognition is useful because in some situations – especially when you have a Performance Objective – your quality will improve if you avoid “thinking about thinking,” if instead you just “let yourself do it” with fully focused attention.   /   One perspective is The Inner Game of Tennis and its concept of Performance = Potential – Interference.   How?  To decrease Interference (and thus increase Performance) a useful Thinking Strategy is to self-define your metacognition as simply “observing” or “being aware,” and when you sense that you're fully focused (with a “flow” of high current quality) you just continue what you're doing, without conscious metacognition.

How?  A valuable long-term Learning Objective is to improve your Metacognitive Knowledge so you can make better regulation decisions – about when & how to use metacognition, about the timings & types/amounts of cognition-plus-metacognition you want – by increasing your general Metacognitive Knowledge — about persons (how we think, learn, perform) and tasks (situations, requirements, outcomes) and strategies (for performing more effectively) — plus personal Metacognitive Knowledge by “knowing yourself” based on observations of yourself (as the person) in the context of various tasks using different strategies.  By combining these two kinds of Metacognitive Knowledge (general & personal) you can improve your developing-and-using of individually customized personal Conditional Knowledge about each Thinking Strategy by knowing its functional capabilities (WHAT it lets you do, and thus WHY it can be useful) and its conditions-of-application (for WHEN it will be useful for you).

 

also:  a Strategy for Teaching that is important – because it's useful – is deciding when & how you do (or don't) want to ask metacognitive reflection questions.

 

[[ iou – in late March I will continue this section (about Regulation of Metacognition) by writing a highly-condensed version of ideas from a section in the Long-HomePage) about strategies for optimizing your effective using of your wonderful whole-brain system that combines conscious cognition with subconscious processing.  Design Process is a useful foundation for doing this because whether a person's “thinking” is conscious and/or subconscious in a particular situation, we use a similar general process, whether we view this as "Observe-and-Learn (to understand a Situation) and then Generate Ideas & Evaluate Ideas" or "Observe & Learn, Generate Ideas, Predict-and-Evaluate, Decide & Do" or in other ways.  With a cognitive-and-metacognitive strategy, "you can use executive control to optimize your thinking system (so your conscious & subconscious each can do what it does best) if you develop-and-use a [thinking strategy] for effectively regulating your subconscious processing by deciding when-and-how to reduce it or increase it." -- with cognitive-and-metacognitive plus subconscious. }   The following "comments for myself" will be heavily edited later: {even though "turning metacognition on and off" oversimplifies the complex blending of cognition-and-metacognition (plus sub-conscious processing & feedback) you want, these binary concepts (“on and off”, “use it or avoid it”) can be useful if they're not interpreted literally. }   { for this section, I will link to pages - short & long - that I'll make with Perplexity.AI } ---- EG's for subconsc use of DP, sports QB/PGuard, even running back making simple decision to go L or R, speed up or slow down, etc ]]

whether a person's “thinking” is conscious and/or subconscious in a particular situation, we use a similar process of Observe & Learn, Generate, Predict & Evaluate, Decide & Do

[[ iou – in late March, somewhere in this section I'll describe how a Knowledge-and-Skills Curriculum includes the essential goal to improve learning and/or performing with productive thinking that combines relevant knowledge with creative-and-critical thinking.   /   and Whole-Person Education improves academic abilities AND social-emotional abilities -- so the monitoring in SRL includes observing-and-regulating thoughts and also emotions ---- maybe I'll summarize-and-cite The Metacognitive Student by Cohen et al. ]]

 
 to see options for “what you can do next” use the Table of Contents


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Goal-Directed Designing

of Curriculum & Instruction:

In this common strategy for designing, we...

• DEFINE GOALS for desired outcomes of our CURRICULUM, for ideas-and-skills we want students to learn,

• DESIGN INSTRUCTION with learning activities (and associated teaching activities) that will provide opportunities for experience with these ideas & skills, and will help students learn more from their experiences.

 

Below, I describe some principles & strategies for designing a Problem-Solving CURRICULUM and Problem-Solving INSTRUCTION,

and then for designing C & I that will improve problem-solving abilities in ways that are optimally beneficial for Whole-Person Education.

 

 

CURRICULUM skillfully design a

Coordinated Wide Spiral that has a

Wide Scope with Spiral Repetitions:

 

Later I describe reasons to “say yes” but also to “say no” when deciding whether to adopt Whole-Person Education for Knowledge-and-Skills (for knowledge and skills & skills-with-knowledge) that places a high priority on improving problem-solving skills and motivations.  I'm hoping your school decides “yes” for this Problem-Solving Curriculum.  If you do, one way to pursue your objective with enthusiasm – with a Big YES – Students doing Design Thinking is by designing a Wide Spiral Curriculum that spans many grades in K-12, that has Wide Scope (so related learning experiences are coordinated across different areas) and uses Spiral Repetitions (so learning experiences are coordinated over time, using instruction spirals that are short-term narrow, short-term wide, long-term wide) to help all students (of all ages) improve their problem-solving skills and their skills & knowledge. 

When we're designing C & I that is “wide” the wide scope of problem solving (it includes almost everything students do) is useful because this lets teachers use problem-solving activities in all subject areas, in sciences & engineering, business, humanities, and arts, in STEAM & STREAM and beyond.  This wide scope will promote transfers of learningMy model for Design Process also lets students see (in my favorite diagram) how they use a similar problem-solving process in every area, and the logical structure of Design Process helps them logically integrate their thinking when they are doing General Design and/or Science-Design (that have similarities & differences) so they can flexibly adapt their thinking for a wide variety of problem-solving Objectives.  These two wide scopes will promote transfers (between areas & through time) and help us build bridges (from school into life) that motivate students to pursue their own Personal Education.  These are some of the many reasons for thinking that using Design Process might be very useful in a Wide Spiral Curriculum, that (despite reasons for humility) it's “a good way to bet” for improving students' problem-solving education and their overall education.

 

 

Students doing Design ThinkingINSTRUCTIONskillfully design

Problem-Solving Activities that

are Fun and Personally Useful:

 

A holistically integrated strategy for designing effective Instruction – by trying to do everything that will help achieve the goals for effective Curriculum – will include Problem-Solving Activities that motivate students because what they're doing is FUN for them, and is personally USEFUL for them, is...

     FUN intrinsically when a student enjoys the experience because they think the problem-topic is interesting, and their own actions are interesting.  This will stimulate their curiosity, can inspire a love of learning.
   
 FUN due to personal satisfaction when a student anticipates success, and does succeed.  We want to help them develop confidence with a growth mindset.  One way is to design activities with a “just right” level of optimal challenge as in a good mystery story, so students won't be bored (if it's too easy) or discouraged (if too difficult), so they will be challenged but will succeed and will enjoy the satisfactions of success.
     USEFUL as perceived by a student who thinks it will be personally useful, will help them achieve their personal goals, short-term and long-term, including intrinsic fun and satisfaction.  We can try to understand students (with empathy), and then consider their goals when defining our goals, to guide our goal-directed designing of their activities.  We want them to think “this school-activity will be a useful part of my personal education, will help me achieve my personal goals for life.”

 

 
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What kind of Knowledge-and-Skills Curriculum

will produce optimal Whole-Person Education?

 

multiple goals and limited resources:  Above I describe a common strategy for Goal-Directed Designing of Curriculum & Instruction, as in designing a Coordinated Wide-Spiral Curriculum using Instruction with Activities that are Fun and Personally Useful.  When educators are doing their goal-directed designing, they want their overall Whole-Person Education to achieve multiple goals – by helping students improve in a variety of ways, in many areas of life – but they have limited educational resources (of time, people, money,...) so they must make tough choices about goals by asking “what resources should be invested in each kind of goal?”

 

knowledge and skills:  It can be useful to view education as a Knowledge-and-Skills Curriculum with the goal of helping students improve their knowledge and their skills that include skills-with-knowledge.

mutual support:  The beginning of my verbal-and-visual model for Design Process (i.e. for Problem-Solving Process) is to "Learn so you understand more accurately-and-thoroughly" because productive problem solving occurs when we effectively combine creative-and-critical thinking with relevant knowledge in the problem-solving area.  Thus, one benefit of better subject-area knowledge is better problem-solving skills.  We also see the reverse, with research showing that using metacognitive problem-solving skills – in metacognitive Self-Regulated Learning – does solve problems (i.e. it does make things better) by improving students' learning of knowledge and skills.

supplementing, not replacing:  Due to this mutual support, our instruction for skills-with-knowledge (including higher-level thinking skills) should supplement – not replace – basic skills (for reading, math, science,...)* and knowledge (in sciences, social studies, history, literature,...).     { * but “basic skills” can involve “higher-level skills” }

 

trying to optimize:  Educators generally agree that we should try to help students improve their skills (basic & higher-level) and knowledge;  and that we should aim for an optimal combination of knowledge and skills & skills-with-knowledge.  But when we ask “what is optimal?” there are disagreements.  Some educators, including me, think the balance should shift toward more emphasis on skills and skills-with-knowledge, by using a Curriculum for Problem Solving that improves the problem-solving skills of students and also their motivations to “make things better” – for themselves & for others – with problem solving.     { It can be useful to view this kind of curriculum as Whole-Person Education for Problem Solving;  or as Education for Whole-Person Problem Solving with the objective of Making Things Better for Whole Persons. }

But doing this effectively will depend on actualizing two IF-factors:  Instruction with stronger emphasis on problem-solving skills will produce large-scale improvements only IF the instruction is educationally effective and IF it is widely adopted by teachers and their schools & districts.  When making a decision (Yes or No) whether to use more resources for instruction in skills-with-knowledge, educators consider many factors, and these provide reasons to say Yes and to say No.  The reasons-for-No can make it difficult to convert potentially-beneficial instruction (that IF DONE would help students get more experiences & learn more from experiences) into actually-beneficial instruction (that IS DONE and is experienced by students, so it can improve the problem-solving abilities that include their skills and motivations).

 

perceptions and realities:  One “reason for No” is a belief that if more instruction time is invested to improve cognitive-and-metacognitive thinking skills, the change will cause a decrease in scores on standardized exams.  But this concern is not justified by the evidence, as described in a research report° – generated by Perplexity AI – about the effects of teaching metacognitive Self-Regulated Learning.  It begins with an...

Executive Summary:  When K-12 schools implement classroom instruction focused on metacognition through Cycles of Self-Regulated Learning (SRL), research demonstrates consistently positive effects on standardized test performance across all academic areas.  Meta-analyses reveal moderate to large effect sizes, with students showing improved academic achievement, enhanced learning strategies, and better self-regulation skills that translate to measurable gains on standardized assessments.

And when I asked “since metacognitive SRL is beneficial for improving exam scores (and in other ways), why isn't it used by all schools?” the response° begins,

Despite compelling research demonstrating that metacognitive Self-Regulated Learning (SRL) cycles significantly improve standardized test scores, many K-12 schools struggle to implement these practices effectively.  This comprehensive analysis examines the multifaceted barriers that prevent widespread SRL adoption, and explores the underlying motives behind institutional and teacher resistance.

 

two strategies for implementation:

This research report describes a mystery, due to a surprising combination, because research shows that SRL is educationally effective (for improving scores on standardized exams & improving other outcomes), but SRL has a low amount of adoption.  If “effectiveness” was the only factor being considered (but it isn't), and if all educators knew about the research (but some don't), then their decisions to avoid SRL would be illogical.  But instead they do have rational reasons to say No.  We should “ask why” and understand the reasons-for-No when we're designing strategies to increase the adoption of SRL.  This understanding will help us design effective ways to combine two strategies, by  A) explaining the value of SRL in producing instruction that will be educationally effective and  B) explaining why it will be easy to implement.  When doing this we can think about how to effectively use each strategy, and then how to combine them, beginning with...

Strategy A – by saying “let's go for it” and making a bold claim:   Many educators, including me, think one of our goals — helping students improve their Problem-Solving Skills (so they are able to solve problems more effectively) and Problem-Solving Motivations (so they want to solve problems, to make things better) — is currently under-emphasized in most schools, and we will increase the quality of our overall Whole-Person Education if we increase our emphasis on Problem-Solving Education in which metacognitive Self-Regulation (by using SRL) is one of the foundations.  I claim that this shift-of-emphasis “would make things better” by producing better Overall Education — because what we gain (in the shift) will be more valuable than what we lose, with the overall result bringing us closer to an optimal balance — so improving our Education for Problem Solving is a worthy Educational Goal.  Doing this would increase the instruction that will be educationally effective.   /   But making progress toward achieving this goal will be faster if we also explain why it will be easy to implement with...

 

Strategy B – by saying “it will be easier than you think”:   why?  I'll describe how a school might be able to overcome (at least partially) some of "the multifaceted barriers that prevent widespread SRL adoption" by using Design Process (maybe) and (probably) by starting with gifted students.

But first I'll describe...

two humilities:  In this section, many claims are only “maybe” for “what might happen” (e.g. how "a school might be able to overcome... multifaceted barriers") because the claims are based on “what I think” and there are reasons for me to have appropriate humility — with appropriate confidence that is not too little and not too much — in two ways:

As explained in co-creating better education, “I need help from other educators who more accurately-and-thoroughly understand the perspectives of teachers & students, and the educational culture created by people (students, teachers, administrators, parents, community) who feel & think & do, individually and together, to produce the systems ecology and learning atmosphere in schools.”  These understandings are important – especially for the sections in this blue box – but my experiential knowledge is limited, so I have justifiable reasons for personal humility.  So if you read “what I think” and you don't agree, I'll want to learn from you, to improve my knowledge.  If my theories about “how the world works and what will happen” fail in Reality Checks because my Predictions don't match your Observations, I will revise my personal theories.  Then, in a paraphrasing of Maya Angelou, “when I know better, I'll do better” by adjusting my claims to make them more realistic & plausible, more likely to be achievable because they're based on a better understanding of realities in K-12.   /   But despite these limitations with K-12, I have plenty of experience with teaching concepts in math and (especially) chemistry & physics to college students (mostly freshmen) but not much for K-12, only a few UW Chemistry Camps (with a week of fun all-day labs) for middle schoolers.  I also have experience with teaching mental-and-physical skills for tennis (mostly middle-school age) and juggling (mostly adults, plus a few middle schoolers).  Also, I've gained knowledge about K-12 education with second-hand experience by learning from web-pages & videos, and by observing an expert teacher as part of my PhD work.  But my overall understandings are at a fairly low level, compared with those of experienced K-12 teachers & administrators.

And although I'm confident that my model for Design Process (DP) could be useful for education that improves problem-solving skills & motivations, these claims have no research support because DP hasn't been used in classrooms, so there is no empirical evidence for the claims or against them.  But there are logical evidence-based reasons for some of my claims, e.g. for expecting that using DP will promote transfers Across Areas & Through Time.  And in claiming that we should logically expect a student's problem-solving education to improve when they get more problem-solving experiences and they learn more from their experiences;  and we should logically expect students to learn more from their experiences when DP (or SRL-with-DP) helps them develop & use cognitive-and-metacognitive thinking strategies.

   

Strategy B (continued from above) – Maybe implementation barriers could be reduced by...

 

using Design Process:

When we view a problem as “any opportunity to make things better,” we solve problems whenever we “make something better” in any area of life.  Students can use my model for problem-solving Design Process (DP) to help them improve almost everything they do in the classroom, and in life.  They want to learn more effectively, and metacognitive Self-Regulated Learning can help them develop-and-use Strategies for Learning that work better, and the Cycle of DP is an effective way to deeply understand and effectively use the Cycle of SRL.

In this way the benefits of SRL (to improve learning and performing) become benefits of DP.  Basically, Design Process is “SRL Plus” – it's SRL plus “added value” – because DP can be used for “doing SRL” (it's SRL-with-DP) and also for doing a much wider range of “making things better” in school-life and whole-life.  DP Activities include Design Inquiry (these have wide variety° and you can design others° by using DesignThinking-with-DP) and Science Inquiry (using POE - Predict, Observe, Explain), Argumentation (in all subject areas), and Strategizing (as with Strategies for Learning).  And in its other wide scope, DP accurately describes the process-of-thinking that people use for all problem solving, in General Design and Science-Design during all problem solving (in the wide variety of ways they make things better) when they're mainly using cognition and also for metacognition.     { transfers of learning Across Areas & Through Time are increased by using the two wide scopes of Design Process }

Design Process has two wide scopes –  for Problem-Solving Activities and Problem-Solving Process – so teachers can use DP for almost everything that happens in their classroom.  Or to often not use it.  Teachers have options.  They can blend DP into the typical activities that would happen anyway (e.g. by using SRL-with-DP to develop-and-use Strategies for Learning) and there won't be major changes.  But most of the time they can just ignore DP and let its ongoing beneficial effects operate “in the background” without conscious attention.  And they can sometimes get “added value” by consciously using DP for special activities, for Design-Inquiry & Science-Inquiry, for Argumentation and a wide range of applications for Strategizing.

 

starting with gifted students:

Although teachers (and their school & district) have reasons to USE activities that are especially valuable for promoting a knowledge-and-skills curriculum (to teach knowledge & skills, and skills-with-knowledge), they also have reasons to NOT USE these activities.  But some reasons to not-use will be weaker in programs for gifted students.

why & how?  Some reasons & strategies are outlined in AI-reports about implementation barriers despite research results° and in gifted programs°.

One finding is that "gifted education often emphasizes thinking processes alongside content knowledge, supporting integration of metacognitive strategies" and "explicitly aims to develop self-directed learning capabilities, creating natural alignment with SRL objectives."  Therefore,

in this section I'm not assuming...

     that your gifted program is “starting from zero” because "gifted education often emphasizes thinking processes," and probably you already are promoting metacognition in some ways.  Instead I'm proposing that adding another way – by using Design Process – might be useful for promoting effective metacognition.

     or that the ideas are “new knowledge” for you, because here (as in other parts of the page) you will be thinking “yes” or “yes and” or “yes but” or “maybe” or “no because”.

Also, despite my enthusiastic optimism about Design Process throughout the page, I realize that “claims for effectiveness” should be made cautiously due to my reasons for humility.

 

Although I'll focus on the benefits of "starting with gifted students," many principles are relevant for all students.

And eventually (maybe quickly) we should try to optimize our knowledge-and-skills instruction for all students.   /   Here is a personal context :  I want to co-create better education with others, and this seems more likely to happen with educators in gifted programs and homeschools.  Therefore these will be my focus during 2025.  So even though I want to improve education for all students, currently I'm more excited about gifted programs.  Another factor is my submission of a talk-proposal (in April) and its acceptance (in May) for the Annual Conference of OAGC (Ohio Association for Gifted Children) in October;  preparing for this talk is part of my recent motivations for enthusiastic learning-thinking-writing-networking.

 

Below I'll comment on only a few facets in "the multifaceted barriers that prevent widespread SRL adoption."

 

a perceived competition:  In K-12 education a common goal – for students & teachers, districts & schools, parents & community & politicians – is wanting to do well on standardized exams that emphasize “exam abilities” in subject-area knowledge plus basic skills (that usually are not higher-level thinking skills) in reading, math, and science.  Often there is a perception of “competition” with exam abilities decreasing when teachers increase their instruction to promote higher-level abilities, as in using SRL to improve metacognition.  Although a perception of competition isn't supported by research evidence — which instead shows cooperation because when metacognitive self-regulation increases, exam scores also increase — by itself the perception provides a reason to not increase instruction for metacognition.  These concerns are especially important when, as often occurs, the perceived “quality of teaching” for a teacher (and their school & district) is heavily influenced by students’ performance on standardized exams.

a reluctance to gamble:  A school may not want to “gamble” with instructional change that seems risky, because teachers & administrators are thinking that “although it might be beneficial (for Exam Scores and in other ways), it might be detrimental.”  It seems safer to continue using a direct approach (by “teaching to the exam”), instead of changing to a hybrid approach that combines their familiar direct approach and an unfamiliar indirect approach (with some instruction time invested in metacognitive self-regulation) that they don't fully believe or trust.  They are worried about the risk of a large-scale loss if they make a major change for the entire school or district.  But they might be more willing to gamble on a small scale with changes only in their program for gifted students.*  Then if this small-scale experiment works well with good results, they may be more willing to try it on a larger scale, with more students or all students.     { * In another reason to say Yes, they may think “the gifted students will do well anyway.” }

 
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teaching with metacognition and teaching for metacognition:

Most teachers are skilled in using metacognition, but some are not yet confident in teaching metacognition, by skillfully modeling it and explaining it and encouraging it.  In other words, most are skilled in teaching with metacognition (how?),* but some feel less confident about teaching for metacognition.  But this is "not yet" and with a growth mindset every teacher can work to improve both kinds of skill (for using & teaching) during professional development, plus their own independent learning, and learning-by-doing in the classroom.  One step-by-step framework° claims that basic “teaching for metacognition” can be done effectively in only 12 weeks, with just 20-45 minutes/week of extra preparation time, with students experiencing success in every step.  And this is for the first time through the progression.  Then in the future their teaching will be easier, and better.

One way it becomes better is by knowing strategies for skillfully regulating metacognition by deciding when to use it in a particular way (re: its type & amount) and when to avoid it and “go with the flow” by just thinking.  Because of this, optimal using of metacognition – so it's more effective for learning and/or performing – is more complicated than just “thinking about thinking” in all situations.

Recognizing this actual complexity is a reason for teachers (and their school & district) to “say no” for promoting metacognition, so it will be an implementation barrier that needs to be overcome.   Maybe we can do this with a two-stage process:  First explain why it's fairly easy to teach for basic metacognition, and this will help most students most of the time, so it's a worthy objective.  Then explain how teachers can – with reasonable effort & time – learn more about regulating metacognition and how to teach it, so they become better at helping their students.   /   Another challenge is the perceived complexity of Design Process, if a teacher first sees the complex Diagram 3.  But I think teachers will self-overcome this when they understand why learning will be easy, because it will happen in steps (by first understanding the simpler Diagrams 1 & 2, then how these combine to form 3) and because Design Process is logically organized.

 

* Teachers are motivated to use metacognition (internal & external) because this helps them teach more skillfully, and that's what they want.  They gain some pedagogical value by using internal metacognition (self-empathy, i.e. metacognition) to understand their own thoughts-and-feelings.  And they gain much more value by using external metacognition (other-empathy, i.e. empathy) to understand the thinking-and-feeling of their students.  With experience they develop skillful adaptive expertise for designing long-term modifications of planned instruction, and for improvising real-time adjustments in the classroom.

 

motivations of teachers and students:

Most teachers are overworked, and all teachers have limited time in two ways, with their classroom time, and in the personal preparation time they are willing to invest, and should be expected to invest.  When confronted with a request (or command) to do another activity that will require an investment of their time,  in the classroom and for preparation,  a natural response is to think “oh no, not another task to do.”  Teachers want to be wisely time-protective when asking “what are the best uses of my limited time?” so they can make wise decisions about effectively using their time and – because “time is the stuff life is made of” (Ben Franklin) – using their life.

By contrast, most gifted students will be excited about using more of their time-and-life for adventures of the mind,* for exploring the many exciting possibilities of learning and thinking.  With an adventurous attitude motivated by curiosity, they respond by thinking “oh yes, this will be fun” when they are invited to study their thinking and improve it.

* Although teachers also enjoy “mental adventures” their enthusiasm can be reduced by the pressures of “too much to do in too little time,” in the classroom and in life.  But students are thinking “while I'm in school, I would rather use the time for doing things that are fun, and will be productive in making my life better.”  It seems to me, although I could be wrong, that the general tendencies are for teachers to be in a time-protective filtering mode (asking “what can I not-do, to save time?”) and for students to be in a curiosity-driven exploring mode (asking “what can I do to have fun and be productive?”).     { motivations – of teachers and gifted students – for doing metacognition° }

 

Will gifted students be highly motivated – so they're thinking “this will be fun and productive” – when teachers ask them to use metacognitive self-regulation?

Generally I think “yes” because they enjoy thinking, and expect it to be a valuable part of their life so doing it well (helped by metacognition) will improve their life.  It's like asking “who is most motivated to watch films of offense-vs-defense in football (or basketball, soccer,...)?” and answering “players and coaches” because they are gifted in playing or coaching.  They are using their abilities, and are confident that their efforts will be rewarded.

3 Elements (Predictions, Observations, Goals) used in 3 Evaluative Comparisons, during General Design and Science-DesignSpecifically, I think many gifted students (and others)* will be fascinated when they study the logic-and-art in diagrams for Design Process.  To make their exploring easier, I've made a Discovery Page with three diagrams – my favorite and two others – that promotes Discovery Learning when they "observe the words & colors, and spatial relationships."  While doing this, if they ask “are these Problem-Solving Actions the same Actions that I use while I'm solving problems?” I think they will say Yes, and their Discovery Learning will become Recognition Learning.

levels of understanding:  Many students will be fascinated by exploring deeper into the many levels of understanding, for Design Process and for their own thinking.  They will begin seeing this when they compare the relative simplicity of Diagram 1 (Learn & Define-Define, Generate-and-Evaluate) with the more-complex Diagram 3 (that combines 1 & 2, so 1+2≈3).  Then their metacognitive knowledge – personal, task-related, strategic – will expand when they continue reading about "the flexibility of Design Process" and "skillfully coordinating their Process" and "three common Action-Sequences" (with choices at branch-points, and how they use Guided Generation, and ask the Design Question & Science Question) and how "they can use Design Process for Cognition & Metacognition, for Problem Solving & Self-Regulating."  And there is much more to explore, due to the many levels of knowledge – in this website and beyond.

 

But currently these claims are only that "I think... students will be fascinated" and "I think they will say Yes" because I don't know since I haven't yet observed how students actually do respond.  Therefore, during late-October I'm hoping for opportunities to observe, to “watch what happens” when Design Process is studied by students (plus parents & teachers) in K-12 homeschools & public schools.   /   At this time I don't know – I only think, with predictions – but it does seem probable (as “a good way to bet”) that many students will be fascinated by Design Process, and will be enthusiastic about metacognition.  And that the enthusiasm of students will make life better for their teachers, with students & teachers both having more fun, getting more satisfaction.

 

motivating all students:

Basically, all students (not just gifted students) will be motivated to invest metacognitive effort IF they think "their efforts will be rewarded" in ways they want, will make their life better in ways they want.  This is the basis for my claim that a student will be motivated to pursue their own personal education when they think their skills-in-school will “transfer” to become skills-in-life that "make their life better in ways they want."  And when they decide to wisely design their life to make it better now and in their future.

We can enhance the natural motivations of all students with motivational metaphors° by inviting them to “drive your brain” — and “use your growth mindset to imagine how exciting it will be when you see increases in your brain-driving skills and your brain's performance” — and “be CEO of your brain” by using executive control.  Most students are excited by these metaphors and they will be fascinated when you ask them “in what ways can you drive your brain?  and improve its performance (as with a car's horsepower & torque, and handling characteristics)?  and in what ways can you use executive control?” and “when you improve your driving & CEOing,* what will be the benefits for learning (to increase your capabilities) and (by using your capabilities) for performing?”     {* to be the noun, do the verb }

I think students "will be fascinated when they study the logic-and-art in diagrams for Design Process" but I don't know so I'm hoping for opportunities to get feedback about “what happens” when Design Process is studied by students (plus parents) in K-12 homeschools.

 

using time in the classroom:  In the classroom of a gifted program, teachers can offer a variety of fun-and-useful “enrichment” activities* – that can include studying Design Process – as a reward for mastering “the basic lesson” early, as bonus-options for extra learning so they don't become bored with school.  Similarly, in a regular classroom – with or without a cluster of gifted students – early finishers can do enrichment activities, including Design Process and metacognitive thinking strategies.    {* a variety of activities that include problem-solving activities – broadly defined, so they can be small or large – can be used as “extras” for students;  students could learn Design Process independently by just using the Discovery Page with the teacher saying “you observe-and think, and you'll figure it out.” }

two contexts for enrichment:

     If a teacher (or school) has decided that all students will learn Design Process, at the time when everyone begins learning it those who previously learned it during a "bonus activity" can function as tutors to help other students learn it.  And if they enjoyed learning it and think using it's personally productive, they can “tell the class what they think, and why” so others will be encouraged to believe they can learn Design Process, and will be motivated so they want to learn it and use it.  But...

     If a teacher has not made this decision, things could get complicated when some students know Design Process and some don't know it, because..... [to be continued]    [[ iou – I'm still thinking about the complex ideas in this section, and soon (during August 9-12) I'll revise all of it, especially this currently-incomplete ending. ]]

 

iou – during September 26-30 the topic in this "brown box" will be developed & revised, and then moved upward out of the box.

 evaluating Opportunities to Learn

Because accurate numerical assessment of higher-level thinking skills is difficult, we should supplement our quantitative assessments of knowledge with qualitative assessments of problem-solving skills by using Evaluation of Opportunities to Learn, OT L.  This kind of evaluation is given more credibility by evidence that supports a claim — made by David Perkins (a respected educator, a Professor at Harvard) in his 1992 book, Smart Schools: From Training Memories to Educating Minds — that "people learn much of what they have a reasonable opportunity and motivation to learn."  If we want students to improve their problem-solving skills, we must give them opportunities to improve these skills, and motivations to improve.

 

iou – The ideas below will be developed soon, during September 26-30.

When we examine the C & I of a school we can evaluate the quantity & quality of opportunities for experiences with problem solving & metacognition.  If students have plenty of opportunities to learn skills, and motivations to learn, it's highly probable (in “a good way to bet”) that there will be more learning-of-skills.   /   Conceptual Evaluation of Instruction will promote better education if it encourages teachers & administrators to ask “how can we design curriculum-guided instruction that will be more beneficial for more students?” instead of a focus on just “how can we get more points on the standardized exams?”  With a creative designing of C & I, we can get "more beneficial" and also "more points."     [ iou – this is useful of evaluation of C & I, but doesn't help with another level, where a school wants its teachers to evaluate the quality (and assign a grade) for the performance of individual students. ]

When we're doing conceptual evaluation, one useful tool is the integrative analysis of instruction — it's a systematic way to find opportunities for students to practice & improve their problem-solving skills — that helps us understand the structure of instruction more accurately & thoroughly, so we can improve the instruction to make it more effective in achieving our educational goals.

 

[[ yes, it's difficult to assess of MC skills -- but "who cares" if...   1) the goal is improving OTHER learning/skills, if metacognition improves things (scores on standardized exams, and in other ways) for students-teachers-school-district, but   2) it still is tough to give grade for individual students, if that is required (so why not just un-require it?).

[[ for both of these (1,2) we can use Conceptual Evaluation that is given more credibility if we accept a claim (made by a highly respected educator at Harvard) that "people learn much of what they have a reasonable opportunity and motivation to learn."  So if we give them opportunities plus motivation, they will learn, whether or not we're able to show it.

[[ to motivate students, tell them "even though your higher-level thinking skills (including metacognition) are not directly graded, these skills are indirectly graded because the skills will help you improve your learning-and-thinking, therefore you will get better grades on things that are directly graded. ]]

[[ there can be a "ceiling effect" when trying to quantify improvement for gifted students, therefore difficult to SHOW improving, but just assume it's happening due to research, plus the claim of Perkins about opportunities & motivation.

 

 


 improving education for all students:

We want to design C & I that will help more students succeed, so more will experience the benefits (in school and life) of success.

 

student diversity:  All students are similar in the most important ways, but each has a personal history that makes them unique.  Each has their own complex blend of abilities they inherit, plus attitudes (like motivations & confidences - with a growth mindset) and skills (using multiple “intelligences” in many areas of life) they develop, with personal growth (mental, emotional, social, physical) affected by characteristics (gender, race,...) and situations (produced by family, friends, community, school) in their whole-life experiences (in school and outside).

activity diversity:  There are logical reasons to conclude that "we should try to design eclectic instruction by creatively combining the best features of different approaches into a synergistic blend that produces an optimal overall result (a greater good for a greater number) in helping students achieve worthy educational goals."  One reason is that, due to many kinds of diversity, some students will experience more success in problem-solving activities than in other activities, and they will enjoy the emotional & motivational rewards of success.*  But some won't.  We want to minimize those who "won't" so we should be trying to...

 

try to design eclectic instruction that is optimally effective:  We can use our observations  —  that students differ,  and whole-person education has many kinds of goals,  and different goals are better taught with different teaching approaches,  and each approach has (as in 80-20) diminishing “marginal returns”  —  plus logic, to conclude that "we should try to design eclectic instruction by creatively combining the best features of different approaches into a synergistic blend that produces an optimal overall result (with greater good for a greater number) in helping students achieve worthy educational goals."   /   * Enjoying "more success" often co-occurs with “more intrinsic enjoying” when students have two kinds of fun.

Can we help more students build better lives?designing instruction for diversity, equity, and inclusion:  We want to design activities that provide opportunities for all students to succeed, and help more students succeed, so more will experience the benefits (in school & life) of success.  We want to design curriculum-and-instruction (including activities) that actually does help more students, with wider diversity, more fully actualize their whole-person potentials.  We should try to “open up the options” for all students, so each will say “yes, I can do this” for a wider variety of subject-options in school and career-options in life.  We want to help students choose wisely by asking “among my many options — with career choices (for “what I want to DO”) and life choices (for “who I want to BE”) — what are the goals I want to pursue (and the roads I want to travel, in school & outside, now and later) so I can build a better life?”     { more – an overview and 5-step progression }    { more about stories of students }

 

learning by young students:  iou – in mid-September, I'll revise these three paragraphs, beginning with my "all ages" claim for a Wide Spiral Curriculum, agreeing with the famous claim of Jerome Bruner (contradicting Jean Piaget) that "any subject can be taught effectively in some intellectually honest form to any child at any stage of development," plus his ideas – for spiral repetitions, scaffolding, social supports,... – about how to "teach effectively" for students of all ages, but especially those who are young.  And I'll briefly summarize ideas from two reports made by Perplexity AI (including the pro-Bruner views of Next Generation Science Standards),  and will link to a longer section in the Long-HomePage.

benefits for older and younger:  Because we want to “keep options open” for all students, we should try to improve education for older students (now in high school & college) so – before they leave school – they can improve valuable cognitive-and-metacognitive skills and then use these skills for lifelong learning-and-performing after the end of their formal schooling.  And we want to help younger students develop personally-useful skills (for problem solving & in other areas) and attitudes (motivations & confidence) at an early age, so they can continue improving their skills during more of their schooling – during an important stage-of-life when their neurological development is especially fast & effective – so they will be able to more fully develop their whole-person potentials.two options for timings:  To grow fruit, “the best time to plant a fruit tree is 20 years ago, the second best time is now.”  To grow whole-person abilities in students, the “now” can begin ASAP so each student is the youngest they ever will be.  When asking if we should focus our now-responses on secondary & college (to get benefits for more students) or on elementary & middle school (so these students will get benefits for a longer time, during a crucial developmental period of their lives)?   Each option has reasons (logical & ethical) to prefer it, with differing payoffs and time scales, so “do both” is the best response.

 to “see what is available” use the Table of Contents

 


 

 

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