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Dee Lanier

Created by Dee Lanier

WHAT Is Solve in Time™?

Solve in Time (formerly Smashboard Edu) is a gamified problem-based learning activity that uses the design-thinking process to solve real-world problems. 🔗 Sign up here to receive your free 🖨️ print and ▶️ play cards.

WHY The Name Change?

In short, because I wanted to change the name to something that reflected the goal of the activity. I started Smashboard Edu as part of my Google Innovator Project in 2016 with the vision of showcasing student creativity in solving real-world problems. Not only was it based on the design-thinking process, it was built using the design-thinking process as well. After launching in 2017, much feedback has been given on the steps, goal, design, etc. The latest release aims to address two major design flaws: instruction ambiguity and overall fun-factor. The confusion over the name was the final problem to solve, hence, Solve in Time™.

WHEN Can We Purchase Cards Again?

I would like to “perfect” the game this go-round, so please simply offer as much feedback as possible and stay tuned!🤗

WHO Is It Designed For?

Educators, program leaders, facilitators, and learners ages 5 and up can all utilize design-thinking and problem-based learning to come up with creative solutions to real-world problems and express their solutions in a variety of ways- both analog and digital.

WHY Should You Use It?

Facilitate critical conversations about system-wide problems and collaborative brainstorm innovative solutions.

For Educators

Promote the 4Cs of Education– Collaboration, Communication, Critical Thinking, and Creativity.

ISTE Standards

Facilitator: Create learning opportunities that challenge students to use a design process and computational thinking to innovate and solve problems.

 

Students: Innovative Designer

  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
  • Students exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems.

Use-cases:

Here are a few ideas brainstormed with Dr. Joyce Valenza

💡setting goals with parent or faculty groups 
💡generating Genius Hour projects 
💡inspiring problem-based learning 
💡connecting passion projects to community needs 
💡addressing conflict resolution and restorative justice 
💡supporting social and emotional learning
💡generating app-smashing recipes for addressing challenges with technology
💡polling groups for community challenges
💡planning in faculty meetings and professional development
💡identifying meaning projects for makerspaces and maker pantries (#makerkitchen).
💡encouraging strategic planning in your school or library
💡creating a culture that welcomes identifying challenges for group problem solving 
 🤯 and many more!

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