Applied & Innovative Learning in the Classroom
Abstract
Design thinking is a human-centered creative strategy that can be used in a variety of problem solving environments and can transform a classroom into active learning and participation. This session will cover a basic structure and understanding of creativity and innovation in the classroom. You will also participate in a guided experience that will allow you to apply these methods during the session, addressing such things as classroom collaboration in a solution-oriented environment.
Biography
Bill Wolfer teaches computer science for Andrews University and from 2003–2009 served as chairman for the newly formed engineering and computer science program. Bill's research interest is in the human aspect of software development, team dynamics and communication over large geographical, cultural and language barriers.
Liz Muhlenbeck has served as a consultant and senior executive conducting strategic planning and business development for health systems and venture projects. Muhlenbeck’s experience has led her to the forefront of innovation in health systems design. For over 10 years Muhlenbeck has taught organizational behavior and healthcare administration at the graduate and undergraduate levels.
Kimberly Pichot, an accomplished business professional and consultant, brings over 20 years of strategic planning, visioning, coaching and organizational training experience to teaching marketing at Andrews University. Her passion is to impart knowledge by facilitating learning and professional growth in the classroom and in the “real world” through community empowerment projects.
Garth Woodruff grew up on the Chesapeake Bay. Taking horticulture classes at a local community college helped spark his interest in landscaping and encouraged him to go to the University of Maryland to join the landscape architecture program. In 1996, he completed his BT in horticulture/landscape design at Andrews University. While pursuing his degree at Andrews, he started his own landscape design/build firm called Second Nature. He moved the company back to Northern Virginia to be closer to family and to raise a family of his own. After running Second Nature for 17 years, he decided to take a break and pursue new interests back at Andrews University. At Andrews, Garth teaches courses for the horticulture and landscape design degrees, bringing his years of practical experience to the classroom. Outside of his career, Garth is a husband to his high school sweetheart, and together they raise two boys. They are an active, outdoor family, avid sailors, tri-athletes and altogether adventurers.
Wayne Buckhanan, associate professor of engineering, holds a PhD in electrical engineering from the University of Notre Dame. His research interests include technology platforms for teaching and learning; embedded, mobile and wearable computing; massively parallel computing systems; cultivating autotelic learning modeling human communication; and adult developmental models.
Mark Moreno serves as associate professor of architecture. His teaching methodologies emphasize hands-on experiences. Moreno served on the Board of Directors and long-range planning committee at Curious Kids Museum, Saint Joseph, Michigan, and was instrumental in helping to facilitate development of Silver Beach Center which includes Curious Kids Discovery Zone, Shadowland Ballroom, the Carousel and Whirlpool Field splash pad.
Jay Brand, professor of leadership and higher education, has previously served as chair of the Department of Psychology and Social Work at La Sierra University. As associate professor of psychology, he helped develop PhD and PsyD programs at Loma Linda University. Brand also served as corporate ergonomist, organizational behavior specialist, and cognitive psychologist for Haworth, an international supplier of office work environments.
Location
BUL208
Start Date
8-16-2018 2:00 PM
End Date
8-16-2018 4:20 PM
Applied & Innovative Learning in the Classroom
BUL208
Design thinking is a human-centered creative strategy that can be used in a variety of problem solving environments and can transform a classroom into active learning and participation. This session will cover a basic structure and understanding of creativity and innovation in the classroom. You will also participate in a guided experience that will allow you to apply these methods during the session, addressing such things as classroom collaboration in a solution-oriented environment.