This new short-HomePage contains key ideas from the original long-HomePage of my large website about Education for Problem Solving.  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 is “a good way to bet.”

iou – In my philosophy of writing an essential goal is to explain clearly – and doing that usually is easier with more words – so this “short HomePage” has become longer than I originally intended.

 

This HomePage has two parts:

 

Part 1 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...” (yes plus adding your own ideas) or “yes but...” (with questions) or “maybe” or “no because...” (with reasons to reject), and all of these responses can be useful when we're working to co-create better education.

 

Part 2 is about my model for Design Process (for Problem-Solving Process) that is descriptively accurate and educationally beneficial, that – especially when it's effectively combined with other models – can help us achieve the worthy educational goals in Part 1.

How?  The best way to understand Design Process is to learn by discovery (and recognition) when you study – by observing the words & colors, and spatial relationships – three verbal-and-visual representations in a special Discovery PageThen you can explore useful details in that page & this page, and elsewhere.

 

 

my model for Design Process

(for Problem-Solving Process)

These sections supplement the Discovery Page that has four main parts:

    • an Introduction (explaining “how to learn by discovering”) plus the 3 main diagrams (with “ 1+ 2 = 3”),

    • flexible goal-directed improvising and three common Action Sequences (two Quality Checks and a Reality Check),

    • two wide scopes for a wide variety of Activities, and for similar (but not identical) Process

    • three shorter sections — about easier learning (with simple steps and logical organization) & three questions about a mystery & how my favorite diagram blends art with logic, integrates Design with Scienceplus a collection of short sections to explain important details: ====

 

iou – September 14-17, I'll revise the ideas in this "gray box" and will move them elsewhere.

 

The Discovery Page says very little about B2, so here is a little more information:

BOTTOM PART OF DIAGRAM 1

[[ just link to home.htm ? ]]   defining a New Problem:  Usually you will view B2 (Choosing-and-Actualizing a Solution as being a continuation of your original Old Problem.  But B2 might be different enough that you'll want to think of it as a New Problem that overlaps with the Old Problem yet is different, with its own distinctive new challenges.  If you do this, you again will do Stages A (Learn, Define & Define) and B1 (Generate Options & Evaluate Options) and B2 (Choose A New Solution & Actualize This New Solution).

 


basic DP (cut or incorporate into "three Action Sequences")

    Quality Checks (during Design) and Reality Checks (for Science):  This diagram shows how people typically Evaluate An Option by imagining The Option {in a Mental Experiment} or actualizing The Option {in a Physical Experiment} so you can make {PREDICTIONS} or {OBSERVATIONS} about The Actual Properties of This Option.  By contrast, your GOALS define the Desired Properties you want in a New Product that will be your Problem-Solution.  Why is each of these comparisons a QUALITY CHECK?     { You also can think about why a comparison of PREDICTIONS with OBSERVATIONS is a REALITY CHECK that helps you test the adequacy of an explanatory Theory. }


 

 

the wide scope of our Problem-Solving Process

and the descriptive accuracy of Design Process:

The introduction for Two Wide Scopes makes a bold claim:  "Most people use a Problem-Solving Process that is similar (but not identical) for almost everything we do, AND this intuitively-natural process is accurately described by my model for Design Process (for Problem-Solving Process)."

To see the similar process and descriptive accuracy, compare The Actions of Design Process — first in Diagrams 1-3 and then in three Action Sequences — with Your Actions in your memories of how you solve problems.  Probably you will think “These Problem-Solving Actions (in Design Process) are My Problem-Solving Actions (in My Life)” so your Discovery Learning becomes Recognition Learning.  This recognition will happen for you and for others, due to the similarity-of-process in general human problem solving, and because...

Design Process accurately describes Our Process:  A model for problem solving should accurately describe the process that people actually do use (intuitively & naturally, and also with conscious intention) while we are solving problems.  Design Process is basically (although not completely) an accurate description for...

 

conscious-and-subconscious problem solving:   Our amazing whole-brain system combines conscious cognition with subconscious processing.  I'll briefly summarize the basics here, and will add details elsewhere.  But AFAIK – based on what I now know – the typical operating of our whole-brain system (including our subconscious processing) is also (like our sub-system of conscious cognition) described accurately with Design Process.   /   I also will explain why "basically" isn't "completely" because it's simplistic (but in ways that are useful for education) compared with the actual super-complexity that occurs in our conscious or subconscious, and in their combination.

 

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.

 

put section into right fram
 

We can use Design Process to help students

develop-and-apply Thinking Strategies for

metacognitive Self-Regulated Learning:

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?  { iou – November 6-7, this section will be revised. }    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, Evaluation”.  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.     { plus ideas about developing-and-using mental maps }

Consistent with the “discovery learning” goals in this page, I'll ask some questions to guide your exploring so you can Learn by Discovery.  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?

Although you probably don't need it, these questions are “answered” with my explanations, along with other comments about SRL-with-DP.

a version of Diagram 1 that is modified for teaching Cycles of Self-Regulated Learning

 

 


 

combining models-for-process:   [[ iou – during late February, here I'll briefly describe how Design Process can be combined with other models-for-process, in direct applications (like using DP during POE) and indirect applications like supplementing the concepts of Design Process with the concepts of d.school (emphasizing the values of empathy and of developing & using "mindsets" that make your PS-Actions more effective). ]]  

 


 

iou – i'll fix these three paragraphs before tomorrow, January 27:

what?   With educationally-useful broad definitions, a problem is an opportunity to make things better in any area of life, and problem solving happens when we do make something better.   /   Yes, my broad definition of problem solving (as "whenever we make something better" differs from a common perception that a problem always begins with “a bad situation” because with my 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.     { This also leads to a broad definition for the designing that is problem solving – because I treat them as synonyms (in most ways) – e.g. when I say Design Process is Problem Solving Process, and describe the "what?" below, and throughout the website. }

why?   People solve problems because we want to make things better.  Or we want to avoid letting things get worse, because we can make things better by increasing quality or maintaining quality, by either promoting a helpful change or resisting a harmful change. 

using broad definitions:   [[ iou – during late February, I'll develop-and-revise this paragraph so it's a better description of the broad definitions that I use for Design Process.  Why?  Because the broad generality is beneficial by making the two scopes be wide, and in other ways.  But... this broad-ness (a benefit in some ways) differs from the narrow-ness of definitions that are more precise (a benefit in other ways), but... we can use this tension to promote productive student thinking about one aspect of empathy-based communication when we ask “what exactly do you mean? what are your definitions?” in an effort to understand more accurately & thoroughly, and respectful communication when students recognize that different views can offer different benefits, so although "being different" can be due to "being wrong" this usually isn't the reason for differences.   /   We'll look at the educational utility of choosing to use broad definitions for problem and problem solving & designing (as above) and for education – experiments – theory & model – science – and maybe more. ]]

 

 

open only this page or (why?) put section into right frame

 

The rest of this page is a collection of sections that can be read in any order.

iou  –  during December, I will continue developing-and-revising each section.  As sections become "ok for viewing" they will be moved upward out of this "gray box" that is only temporary.

 

Design Process is FLEXIBLE

timings are flexible:  This section supplements the flexibility of Design Process that says "this flexibility is always implicit, and it's occasionally explicit as when Diagram 1 begins with "Learn... before-during-after" and has opposing arrows (  ) between the stages of Define and Solve;  these two features communicate the principle that many timings* are not rigidly fixed."  The timing can be "before-during-after" because useful Learning can occur at any time.  And although Define usually precedes Solve (), occasionally () you will decide to modify your Defining (for Objective or Goals) while you are Solving.  Design Process describes the usual timing () but acknowledges (with ) the occasional timing, because what you usually do isn't what you always do.

* Although "many timings" are flexible, some are not.  Why?  Because in functionally-useful Action Sequences, "typically the sequence occurs when the result of one Action is used in the next Action" so the first Action must occur before its results are used in the next Action.

 

more – You can read a little more about the flexibility of our “similar but not identical” process, and much more with analogies about using a roadmap (for guided exploring) or a flowchart for actions;  or using music theory (for guided improvising of semi-harmonious melodies), plus the choosing-and-using of tools by a carpenter (or mechanic, electrician, plumber,...), and using simple Lego bricks (to build complex structures) or using simple atoms (to build complex molecules & materials), or using a flowchart to help you make

 

Design Process is flexible:  This flexibility is always implicit, and it's occasionally explicit as when Diagram 1 begins with "Learn... before-during-after" and has opposite-direction arrows (  ) between the stages of Define and Solve;  these two features communicate the principle that many timings are not rigidly fixed.  In this way and others, Design Process has flexibility;  but it also has a logical structure that gives it descriptive generality so it's able to accurately describe a Process that "is similar for almost everything we do."  These characteristics – flexibility, plus structure & generality – appear to be “in tension” yet they do coexist.  How?  You'll see this in the next section, when you see the logical flow-of-actions in three common Action Sequences.  And explaining why is because the best answer is “No and Yes” when we ask “is there a ‘method’ in Scientific Method?” or ask “is there a ‘process’ in Design Process?”   [[DP doesn't show a rigid directionality as with a one-way valve]]

 

overlaps-in-timing occur with a mixing of interactive modesThis is why Diagram 1 has two arrows, , between its top and bottom parts, between the long-term phases of Define a Problem (Learn, Define, Define) and Solve the Problem (Generate, Evaluate).  These two arrows show that although the actions in Define a Problem usually occur early in a process of design (symbolized by the down-arrow being larger), any of these actions — especially to Learn more, but also to re-Define Goals (if this seems useful while you're Solving the Problem, as when [in New] you “recognize what you want when you see it” or you imagine it -- or remember in Old) or to re-Define your Old Objective by revising it — also can be done later.  Or you may want to Define a New Objective (that is "New" because it's very different than your original Old Objective) so you have Defined a New Problem, either instead of the Old Problem or in addition to it.

learn always, in all ways (w broad defns of ALL) -- no, sometimes you'll want to just do the problem solving or make a decision, because "learning more" wouldn't be an effective using of your time.

 

LAKEIN -- • when you learn more before & during the time when you are Defining your Objective for Problem Solving (for PS):  You can "make things better" in many ways, so you have many competitive PS-Objectives to consider.  If you know more about a particular Problem-Situation (and competitive Problem-Situations), this will help you decide whether “the best use of your time” is to choose a particular Problem as your Objective (and to pursue this P-Solution) or to define another Problem as your Objective.

 

ALSO (elsewhere?) -- Your Actions of Making Decisions – for “what to do next” and for other things – is important in all stages, but especially in S2 when you choose An Option to be The Solution.  (or for some Problems, to be one of The Solutions)   This happens when you compare An Option's Actual Properties (Predicted or Observed) with Desired Properties (defined as your Goals) and you decide the match is “close enough to be satisfactory” even if it isn't a perfect match.     { more about Decision Making in Problem Solving }

 


 

< using Old and New:

Diagram 3 says "GENERATE Options (Old or New) for a Solution" because you can Invent a New Option, or maybe – instead of “reinventing the wheel” – you will Find an Old Option and “use a wheel” (as-is or modified) if this will be an effective Problem-Solution.  Both of these Actions, by Inventing or Finding, are ways to Generate an Option.

More generally, Old Knowledge (that already exists) can include Options (for a Solution or Theory) and also Problem-Situations & associated Solution-Goals;  plus Experimental Systems (Mental or Physical) & associated Predictions or Observations.

You get Knowledge from Experiences, and your Total Experiences — in your First-Hand Experiences (happening to you) and Second-Hand Experiences (happening to others, but known by you) — include Knowledge that is Old (it's remembered in your personal memory or is found in our collective memory that is “culturally remembered” with books, web-pages, audio & video, etc;  or it's learned directly from another person) and is New (is being experienced now in your sensory perceptions & your thinking-and-feeling, is both conscious and subconscious).     { finding-and-using Old Knowledge is Mode 2A in the 10 Modes of Action }

 

combining Old and New:  You want the best of both, for productive thinking that effectively combines relevant knowledge with creative thinking and critical thinking.  You want a solid foundation of knowledge about what has been & now is (the Old & Present) plus flexible thinking that lets you freely imagine what could be (the New & Future).  During your Process of Problem Solving when you're trying to Design a Satisfactory Solution, this combination lets you consider the full range of Old Options AND expand this range by creatively inventing New Options.   /   How?  By using five Thinking Strategies Thinking Strategies for creatively using cognition-and-metacognition to Generate New Options. Thinking Strategies to Generate New Ideas.

 


Predictions and Observations

 

< how people make Predictions:

inductive reasoning:  The most common way for a person to predict — it happens every time you “imagine what will happen” so Diagram 3 explains thatby imagining a Situation” you "make Predictions" — is by using logical experience-based inductionYou do this by assuming that “what happened before (in similar situations) will happen again.”  Asking “what is similar (in previous Situations & the current Situation) and what is different?” will help you do better Predicting, and have a level of confidence that is more appropriate.

deductive reasoning:  But in some Situations a person uses logical theory-based deduction.  How?  Based on a Personal Theory (that often agrees with a Scientific Theory, but not always)* you use if-then logic by thinking “if My Theory (about how the world works, and what will happen) accurately corresponds to reality and what I expect to occur does occur, then       will happen” and you fill the blank with your Prediction.    {more about deductions}

deductive-plus-inductive:  People usually combine these two kinds of logic (inductive & deductive) when we make Predictions, with the balance differing from one Prediction-Situation to another.  This also happens in computer simulations — in forecasts for weather or climate;  for football (in predictions about games, pre-game analysis of videos & data,...);  with GPS (in suggestions for routes, predictions of ETA's);  and in other simulations — that use a combination induction-and-deduction, with the balance differing from one kind of simulation to another.

 

things we predict :  Obviously people predict “what will happen” or (more accurately) “what probably will happen” and you use these Predictions in Reality Checks.  But in "what will happen" the "what" often predicts the characteristics of an Option that is being Evaluated (in a Quality Check) as a possible Problem-Solution.  And when your objective is to design a Strategy – especially when it's a Strategy to improve a Relationship – you may predict the behaviors of people, of yourself or others, or both.  Or during Experimental Design you can predict “what might happen” and “what could be learned” if you do an Experiment.  And there are other possibilities, like those described in a research report about these four paragraphs that I will format – by writing a Table of Contents and making links (in that page and in this section) – during September 23-25.

 

how you make Observations:

When you DO a Mental Experiment "by imagining" you always "make Predictions."  By contrast, a Physical Experiment just "lets you make Observations" because sometimes you USE the Experiment to make Observations, but you don't have to do this, so you don't always do it.

How and What?  In some Experimental Situations you can make Observations directly with your internal human senses (to see, hear, touch, taste, smell) and/or indirectly with external measuring-instruments (a ruler, weighing scale, watch, thermometer,...).  These two source-types let you get information that is qualitative or quantitative, can be represented verbally (with words,...) or visually (in graphs, photos or videos,...) or mathematically (with numbers, equations,...) or in other ways.

 

simultaneously Observing-and-Predicting:

This occurs continuously in your everyday life because your Actions can be mainly (but not only) Mental, or mainly (but not only) Physical, or plenty of both with Physical-plus-Mental.

It will be easier to understand the what-how-why by thinking about examples from “ball sports” like basketball, football, and soccer.  A basketball player who has the ball is making Observations (about where all players are now) AND is making Predictions (about where they will be soon) that are being compared with Goals (in Quality Checks) so they can make an Action-Decision about where to pass the ball, or to dribble it or shoot it.  A skilled player can do the Problem-Solving Actions in Diagram 3 very quickly (in their system of subconscious-plus-conscious) so they can make a quick Action-Decision that is likely to be productive.  At the same time, all other players (offensive & defensive) are Observing-Predicting-Comparing so they also can make productive Action-Decisions about where they will move and what they will do.

In your everyday Actions, you do similar “simultaneous Observing-and-Predicting” in a wide variety of different ways.

 

Defining Goals

Defining Goals is special kind of "Prediction" (actually it's "Predicting" because it isn't true Predicting but has many similarities along with a key difference), not Predn for probab of happening, but for imagining the desirability of future Goal-State state IF it happens. / true Predn --> WHAT might happen + PROBAB (HOW LIKELY)

 

into #eae

With a broad definition of Experiment most of your everyday Experiences involve Mental Experimenting and/or Physical Experimenting.  The "and/or" includes "and" because people often do both kinds of Experimenting simultaneously. / pure Mental (common) but pure Physical (uncommon, usually is Physical-plus-Mental, P-and-M, @ws#dpmo-Intro for Actions, M P M-and-P)

 


 

Experiments produce Experiences

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) or you make Observations (during the actualizing in a Physical Experiment);  i.e. any Prediction-Situation is a Mental Experiment, and any Observation-Situation is a Physical Experiment.  Therefore instead of seeing "Experiment" (in Diagrams 2 & 3) and thinking “I don't do experiments,” you can recognize that most of your daily Experiences do involve Mental Experimenting and/or Physical Experimenting.

 

Designing Experiments is a useful skill.  A general strategy for inventing new Experimental Systems (E-Systems) is to creatively Generate Options for many possible E-Systems and “run them” in quick-and-easy Mental Experiments — to imagine “what kinds of things might happen, and what could we learn that might be interesting or useful” to make Predictions — and maybe Choose an E-System to actualize in a Physical Experiment.  And you can learn about old E-Systems, and choose to actualize one of them, as-is or modified.  Or shift from this divergent search to a convergent search with focus, by asking “what do I want to know, and what Experiments will help me get this Information with useful Predictions or Observations?”

And for learning that is deeper and wider,  h.htm#levelsexp    ws.htm#dp4exp #dpmo2c    dp-xp.htm#i    my PhD work (in science.htm & details.htm-ToC)    in Mode 2A and Mode 2C.   ----   from ws#dpmo2cde, an also @ Action Sequences -- In any process of design, whether the problem-solving objective is to design a Solution (in General Design) or an explanatory Model (in Science-Design), experimenting (mentally & physically) is a focus for many modes of action, in 2C-2D-2E, 3A-3B, 2A-2B, because...

* It's also useful to choose broad definitions for Problem and Problem Solving, and to broadly define education as learning from life-experiences.     { more about Experiments-and-Experiences }

You do a wide variety of Experiments (for Science, Design, and in other areas of life.

You can do a wide variety of Experiments, with “Science Experiments” and “Engineering Experiments” + “Design Experiments” and Other Experiments.

 

EMPATHY -- People are somehow involved in most projects for General Design (when your objective is a product, activity, relationship, or strategy) so designing an E-System that lets you gather human feedback – by asking “what do you think?” or observing behaviors – provides valuable information that will help you think with empathy so you can more thoroughly-and-accurately understand other people.  And when you're designing metacognitive Thinking Strategies for yourself, you'll want to improve your understanding-of-yourself with self-empathy by using cognitive/metacognitive observations of the situation, your actions, and the results.   /   also:  When you are observing another person, trying to understand what they are thinking & feeling – as when a teacher wants to provide wise guidance – maybe it's useful to think of your actions as external empathetic metacognition.   {it's external and empathetic because your goal is to understand another person, and it's metacognition because you're thinking about their thinking}  {relationships between empathy & metacognition – can we have self-empathy & do other-metacognition?}

why the and/or?   player in most "ball sports" (eg QB or Point Guard, any soccer player) with real-time processing

 

iou – This section needs a LOT of developing, and I'll do it during October 2025.  Although I thought about the concept much earlier, I didn't think about the term "designing your life" until September 2025;  I immediately became excited about it and with web-searching discovered that it's been a course in d.school (of Stanford) since 2010, with many youtube videos by its two founders, so I'll be learning from them and designing ways to use Design Process for helping students...

DESIGN YOUR LIFE

designing Experiments and Experiences

designing your Experiences and Life (Experiences-and-Life ?)

designing your life-experiences ---- to broadly define education as learning from life-experiences, i.e. learning from the life-experiments you choose and that "happen to you" due to external causes. internal + external, choice and not, voluntary and forced // @Lakein's Question, use of time

causation internal & external, you cause or don't or partials

connect with old/new ---- more:  If you want to do optional explorations — of how your total experiences include your first-hand experiences (happening to you) and second-hand experiences (happening to others, but known by you), and include what is old (is being remembered in your personal memory or found in our collective memory, in what is “culturally remembered” with books, web-pages, audio & video, etc) and is new (is being experienced now in your sensory perceptions & your thinking-and-feeling), and the causal relationships between experiments & experiences;  plus logically designing Experiments (everyday or scientific) so they will provide usefully-relevant https://educationforproblemsolving.net/oagc/talk.pdf#page=43

education is learning from experience:  In the past, when I've made a mistake and then asked “why?” my answer often included “ineffective process” because I had not done some Problem-Solving Action(s) effectively.  Therefore – in an effort to grow by learning from experiences – I'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 “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?”

 

LAKEIN'S QUESTION - dpmo1a

choose to use:  Many times during every day, Your Defining-of-Objectives is an important part of Your Daily Living.  You can “make things better” in many ways, so you have many different Choices of An Objective (for The Problem To Solve, for What To Make Better) but your time is limited.  Therefore when you ask “what is the best use of my time now? and later?” you always want to choose well because as Ben Franklin wisely advised, "do not squander time, for it's the stuff life is made of."  One option is to “change directions” by deciding to...

delay or stop:  Instead of continuing until you Solve The Problem, you can decide to delay working on this problem-solving project for awhile, so you can use your valuable time in other ways, and maybe get the benefits of creativity-stimulating incubation.*  Or you can decide to stop working on the problem, to abandon it ;   or instead of an explicit decision to stop, “other things keep happening so life keeps you busy” and you never return to working on this problem.

 


 

 


 

BROAD DEFINITIONS

@home.htm#ps -- #ob -- #teaching

problem & problem solving -- education -- experiments (pred & obs) science/Science & eng/Eng -- theory (+ model) -- put into WHITE BOX

 

the educational benefits of using broad definitions

I use broad definitions because it's educationally beneficial.  How?  The main benefit is that with broad definitions for problem (it's any opportunity to make things better in any area of life) and problem solving (it happens whenever we do make something better), almost everything we do is a problem solving.  In this way, broad definitions (for Problem & Problem Solving) lead to a broad scope (for Problem-Solving Activities);  and this helps us produce many benefits for students by increasing transfers of learning (between areas & through time) and by building bridges (from school into their lives) that improve their motivations & confidences.

One way to actualize the wide scope, --> perceptn/internalizn by stus

 

broad defn of Theory (connects/communicates)

A broad definition of engineering (even wider than in the NGSS Standards) will help us integrate education for STEM & non-STEM in a wide-spiral curriculum that will encourage more students to broaden their perspectives so they become open to “careers in STEM” when they improve their self-image, reduce the self-limitations on their personal goals, and this will improve educational equity.

definitions that are broad in NGSS Science Standards  -- in order to "emphasize practices [used in engineering] that all citizens should learn – such as [a list of useful practices] defining problems in terms of criteria and constraints, generating and evaluating multiple solutions, building and testing prototypes, and optimizingwhich have not been explicitly included in science standards until now."

I agree -- and my definitions are even broader in Design Process -- [with parallel structure but shorter]

 

In a useful broad definition, an Experiment is any situation that produces Experiences and provides an opportunity to make Predictions and make Observations;  i.e., any Prediction-Situation is a Mental Experiment, and any Observation-Situation is a Physical Experiment.

With a broad definition of Experiment most of your everyday Experiences involve Mental Experimenting and/or Physical Experimenting. 

 

And it lets us build two-way educational bridges between school and life, to increase the motivations of students.  Because solving problems (by making things better) is useful in all areas of life, improved problem-solving skills are useful in all areas, producing (with widespread agreement) many benefits that improve our quality of life.

 


 

The remaining ideas are "cuts from earlier sections" that will be used elsewhere in the website:

MISCELLANEOUS SCRAPS-OF-IDEAS

why is there a "?" after revise in "revise?"

Why?  When you "revise Option" you will Generate a New Option that usually (but not always) is similar to the Old Option.  But instead you may want to

* When you're motivated to design a better Problem-Solution (with a better match between Actual Properties and Desired Properties) so you ask "revise Option?" you have reasons to say Yes (as explained above) but also to say No.  Why?  One reason is if you think that instead of Generating a similar New Option (by revising an Old Option) you want to try Generating a New Option that is "more different"

 

and (to show that the have two arrows, these are intended to show the model's flexibility, because (with "before-during-after") (showing that timings are not fixed with an "first do this, then do that" rigidity) to indicate that timings are not a fixed "first do this, then do that" that   and it's always implicit. 

dpgo, No-but-Yes ---- why I call it Science Process, not Scientific Method 

 

due to the relationship between my two goals for Design Process — I want it to be educationally useful, and to be useful it must be descriptively accurate

from ws.htm#dp -- my goals for Design Process:  My model of Design Process – which includes Science Process because science is a special type of design – is intended to be useful for description (to accurately describe the problem-solving process of design) and for education that will help people, in schools & outside, improve their understanding and (more important) their performing, so they can

understand, more accurately & thoroughly, the process of thinking-and-action they use in design and science;

perform, more effectively, when they are solving problems (in design) and answering questions (in science).

 

 

 



 

 

bio for Craig Rusbult, PhD – my life on a road less traveled

 

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