In love, we fall. We're struck, we're crushed, we swoon. We burn with passion. Love makes us crazy and makes us sick. Our hearts ache, and then they break. Talking about love in this way fundamentally shapes how we experience it, says writer Mandy Len Catron. In this talk for anyone who's ever felt crazy in love, Catron highlights a different metaphor for love that may help us find more joy and less suffering in it.
Student groups are given captioned photographs of the Chernobyl Nuclear Power Plant facility and surrounding towns taken before and 28 years after the 1986 disaster. Based on the captions and clues in the images, they arrange them in sequential order. While viewing the completed sequence of images, students reflect on what it might have been like to be there, and ask themselves: what were people thinking, doing and saying at each point? This activity assists students in gaining an understanding of how devastating nuclear meltdowns can be, which underscores the importance of responsible engineering. It is recommended that this activity be conducted before the associated lesson, Nuclear Energy through a Virtual Field Trip.
The City X Project is an international educational workshop for 8-12 year-old students that teaches creative problem solving using 3D printing technologies and the design process. This 6-10 hour workshop is designed for 3rd-6th grade classrooms but can be adapted to fit a variety of environments. Read a full overview of the experience here: http://www.cityxproject.com/workshop/
When we put ourselves in another person’s shoes, we are often more sensitive to what that person is experiencing and are less likely to tease or bully them. By explicitly teaching students to be more conscious of other people’s feelings, we can create a more accepting and respectful school community.
" This course is an examination of philosophical theories of action and motivation in the light of empirical findings from social psychology, sociology, and neuroscience. Topics include belief, desire, and moral motivation; sympathy and empathy; intentions and other committing states; strength of will and weakness of will; free will; addiction and compulsion; guilt, shame and regret; evil; self-knowledge and self-deception; and, virtues and character traits. This course is a CI-M course."
This course explores the social relevance of neuroscience, considering how emerging areas of brain research at once reflect and reshape social attitudes and agendas. Topics include brain imaging and popular media; neuroscience of empathy, trust, and moral reasoning; new fields of neuroeconomics and neuromarketing; ethical implications of neurotechnologies such as cognitive enhancement pharmaceuticals; neuroscience in the courtroom; and neuroscientific recasting of social problems such as addiction and violence. Guest lectures by neuroscientists, class discussion, and weekly readings in neuroscience, popular media, and science studies.
Psychology is designed to meet scope and sequence requirements for the single-semester introduction to psychology course. The book offers a comprehensive treatment of core concepts, grounded in both classic studies and current and emerging research. The text also includes coverage of the DSM-5 in examinations of psychological disorders. Psychology incorporates discussions that reflect the diversity within the discipline, as well as the diversity of cultures and communities across the globe.Senior Contributing AuthorsRose M. Spielman, Formerly of Quinnipiac UniversityContributing AuthorsKathryn Dumper, Bainbridge State CollegeWilliam Jenkins, Mercer UniversityArlene Lacombe, Saint Joseph's UniversityMarilyn Lovett, Livingstone CollegeMarion Perlmutter, University of Michigan
By the end of this section, you will be able to:Describe altruismDescribe conditions that influence the formation of relationshipsIdentify what attracts people to each otherDescribe the triangular theory of loveExplain social exchange theory in relationships
Students practice human-centered design by imagining, designing and prototyping a product to improve classroom accessibility for the visually impaired. To begin, they wear low-vision simulation goggles (or blindfolds) and walk with canes to navigate through a classroom in order to experience what it feels like to be visually impaired. Student teams follow the steps of the engineering design process to formulate their ideas, draw them by hand and using free, online Tinkercad software, and then 3D-print (or construct with foam core board and hot glue) a 1:20-scale model of the classroom that includes the product idea and selected furniture items. Teams use a morphological chart and an evaluation matrix to quantitatively compare and evaluate possible design solutions, narrowing their ideas into one final solution to pursue. To conclude, teams make posters that summarize their projects.
Interviewing kids is different than interviewing adults. It might take longer for them to warm-up to sharing with you, and when they do start talking, it can be hard to direct the conversation in a linear way, as is the norm with adults. Further, kids have trouble thinking abstractly, so the questions you ask will need to be more straightforward and tangible.
Portkey is a storytelling activity that gets participants to share personal anecdotes from their life. This game serves many purposes, but perhaps its strongest asset is that it connects participants to one another. It is also great to use when teaching empathy in the design research phase. Portkey is an activity that gets learners into an empathetic, story-based mindset. It illustrates how even the simplest of stories can reveal someone's authentic self.
In this activity, one partner makes three small changes to their neutral stance and their partner has to guess what three changes were made, based on their observations beforehand. Focus, attention, and observation is the name of the game.
The story spine is a simple formula for structuring a story. Almost every movie, book, or play you see will follow the story spine in some capacity. Pixar uses and teaches the Story Spine method, as do Disney and Lucas Films. It is the basic framework for a well-constructed story. In design thinking, stories are utilized to communicate complex ideas in a compelling way. Practicing storytelling is a vital design skill.
The things people say and what they actually do are often not the same thing. Observing users/customers in action can give you authentic information about how they behave. This activity helps learners practice the skill of observation.
U-Lab: Leading Profound Innovation for a More Sustainable World is an interactive and experiential class about leading profound innovation for pioneering a more sustainable economy and society. The class is organized around personal reflection practices, relational practices, and societal practices. It focuses on the intertwined relationship between the evolution of capitalism, multi-stakeholder innovation, and presencing.