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RETHINK INNOVATION FOR SCHOOLS

Think Cube Innovation For Schools V3

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How to use ThinkCube to teach Innovation in schools. This includes how to play an innovation game with the ThinkCube

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Page 1: Think Cube Innovation For Schools V3

RETHINK

INNOVATION FOR SCHOOLS

Page 2: Think Cube Innovation For Schools V3

SUMMARY

1.  Introduce ThinkCube – What is ThinkCube

2.  Innovation Training For Schools – Description of the Innovation Training Program for schools

3. How to Play – Rules/Steps of how to play ThinkCube as a game

Page 3: Think Cube Innovation For Schools V3

INTRODUCE THINKCUBE

Page 4: Think Cube Innovation For Schools V3

COMPLETE INNOVATION SYSTEM

Page 5: Think Cube Innovation For Schools V3

10 YEAR RESEARCH PROJECT

SCIENTIFIC RESEARCH FROM 100 YEARS AGO:

•  BASED ON EINSTEIN’S METHODOLOGY FOR INVENTION – “COMBINATORIAL PLAY”

•  JACQUES HADAMARD’S AND HENRI POINCARE’S INVENTION METHDOLOGY

LATEST NEUROSCIENCE AND COGNITIVE RESEARCH:

•  LEVERAGES MIHALY CSIKSZENTMIHALYI’S CREATIVITY RESEARCH

•  NEUROPLASTCITY AND FLUID INTELLIGENCE RESEARCH

Page 6: Think Cube Innovation For Schools V3

PROPRIETARY INNOVATION METHODOLOGY

Page 7: Think Cube Innovation For Schools V3

INNOVATION FUNDAMENTALS

BRAINSTORMING AS A SKILL

INCUBATION

COMBINATORY PLAY

INTERSECTIONS OF DOMAINS

Page 8: Think Cube Innovation For Schools V3

Idea Library with 200 Ideas, Words and Mutation Cards

ThinkCube Packaging designed to be an Innovation WorkStation

Idea Notepads to collect your own ideas to add to the Idea Library

Idea Handbook and Quickstart guide that explains the ThinkCubation Process

INNOVATION WORKSTATION

Page 9: Think Cube Innovation For Schools V3

THINKCUBE IDEA LIBRARY

THINKCUBE IDEA LIBRARY CONSISTS OF 200

STIMULATING IDEAS, WORDS AND CREATIVITY

TECHNIQUES

Page 10: Think Cube Innovation For Schools V3

WHAT PEOPLE ARE SAYING… CHUCK FREY – INNOVATION

EXPERT – OWNER OF INNOVATION TOOLS

ThinkCube comes packaged in an eye-catching orange box that is certain to be a conversation starter. It literally screams, "Wow!"

… Kes Sampanthar has succeeded in designing an innovation tool that combines a wealth of right-brain stimuli to whack your synapses with a simple left-brained process that will help users to get the best results

from it.

… combining random ideas and concepts to come up with new insights to problems… Kes Sampanthar has put that

process into a system that makes it much easier…

The packaging of the system is pretty cool … Definitely a great idea and a product well-executed.

THOMAS DUFF

TOP AMAZON REVIEWER

The game outlines a process of creative thinking meant to get people to "thinkcubate" more effectively on ideas and drive

innovation within their organization…

If finding more creativity in the new year was one of your big resolutions, picking up a ThinkCube might be a great place to

start.

ROHIT BHARGAVA

SVP OGILIVY

Page 11: Think Cube Innovation For Schools V3

INNOVATION TRAINING FOR SCHOOLS

Page 12: Think Cube Innovation For Schools V3

BRAIN TRAINING GAME

Page 13: Think Cube Innovation For Schools V3

Pre-Requisites of Flow 1.  A challenging Activity that

requires skills 2.  Clear Goals 3.  Clear Feedback 4.  Control

Results of Flow 1.  Autotelic – an activity that is

pleasurable in its self 2.  Concentration 3.  Loss of self consciousness 4.  Transformation of time

GAMES BASED ON FLOW

Page 14: Think Cube Innovation For Schools V3

The latest research in Neuroscience shows that the brain is plastic and can be trained to be ‘smarter’!

Through training games like BrainAge and some new games that develop ‘fluid intelligence’ you can develop your mental abilities.

BRAIN TRAINING

Page 15: Think Cube Innovation For Schools V3

MOST IMPORTANT MENTAL SKILL

“Combinatory play seems to be the essential feature in productive thought.” Albert

Einstein

THINKCUBE WILL TEACH CHILDREN THE “MOST IMPORTANT” MENTAL SKILL …

COMBINATORIAL PLAY

Page 16: Think Cube Innovation For Schools V3

TEACHER TRAINING OBJECTIVES

1.   Learn to teach the basics of creative thinking

2.   Learn to teach the Innovation fundamentals

3.   Use the ThinkCube; the award winning innovation tool and system; to teach the MOST IMPORTANT MENTAL SKILL

4.   Learn to set annual innovation challenges

Page 17: Think Cube Innovation For Schools V3

STUDENT TRAINING OBJECTIVES

THINK + FUN

“Thinking and Laughing is NOT mutually exclusive!”

Kes Sampanthar

Page 18: Think Cube Innovation For Schools V3

HOW TO PLAY

Page 19: Think Cube Innovation For Schools V3

GAME SETUP

IDEA LIBRARY 200 CARDS

10 15 20 5

VOTING CHIPS UP TO 5 PLAYERS

Page 20: Think Cube Innovation For Schools V3

STEP 1: SHUFFLE CARDS

STEP 2: DEAL 6 CARDS EACH

GAME STEPS

Page 21: Think Cube Innovation For Schools V3

STEP 3: PICK STARTING PLAYER

GAME STEPS (cont)

STEP 4: CHOSEN PLAYER CHOOSES 1 CARD TO

PLAY

Page 22: Think Cube Innovation For Schools V3

STEP 5: EACH PLAYER PICKS A

CARD TO “COMBINE” WITH THE STARTING

PLAYER’S CARD

GAME STEPS (cont)

Page 23: Think Cube Innovation For Schools V3

GAME STEPS (cont) STEP 6: THE CHOSEN

PLAYER CHOOSES THE CARD HE LIKES FROM THE OTHER PLAYERS

Page 24: Think Cube Innovation For Schools V3

GAME STEPS (cont) STEP 7: THE CHOSEN PLAYERS “STORM” BY

COMBINING THE 2 CARDS

+ = GENERATE NEW IDEAS & CHOOSE THE BEST

IDEA

2 MINUTE TIMER

2:00

Page 25: Think Cube Innovation For Schools V3

STEP 8: CHOSEN PLAYER KEEPS 2 CHOSEN CARDS

GAME STEPS (cont)

STEP 9: ALL OTHER PLAYED CARDS ARE

DISCARDED DISCARD PILE

IDEA 1

Page 26: Think Cube Innovation For Schools V3

STEP 10: MOVE TO NEXT PLAYER CLOCKWISE

GAME STEPS (cont)

DISCARD PILE

Page 27: Think Cube Innovation For Schools V3

GAME STEPS (cont)

DISCARD PILE

DRAW PILE

STEP 11: DEAL 1 CARD TO EACH

PLAYER

GO TO STEP 4

Page 28: Think Cube Innovation For Schools V3

STEP 12: REPEAT UNTIL EVERY PLAYER HAS

PLAYED TWICE i.e. 2 IDEAS EACH

GAME STEPS (cont)

IDEA 1

IDEA 2

IDEA 1

IDEA 2

IDEA 1

IDEA 2

IDEA 1

IDEA 2

IDEA 1 IDEA 2

Page 29: Think Cube Innovation For Schools V3

STEP 13: EVERY PLAYER CHOOSES 1 IDEA TO PUT UP FOR

VOTE

GAME STEPS (cont)

Page 30: Think Cube Innovation For Schools V3

GAME STEPS (cont) STEP 14: EACH

PLAYER VOTES ON THE OTHER

PLAYER’S IDEAS

10

15 20

5

Page 31: Think Cube Innovation For Schools V3

GAME STEPS (cont)

10

15 20

5

10

15

20 5 10

15

20

5

10

15

20

5

10

15

20

5

STEP 15: COUNT VOTES FOR EACH

IDEA

Page 32: Think Cube Innovation For Schools V3

GAME STEPS (cont) STEP 16: THE

WINNING IDEA IS THE ONE WITH THE

MOST VOTES

5 20 20

20

WINNING IDEA: 65

Page 33: Think Cube Innovation For Schools V3

RETHINK

INNOVATION

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