Think Cube Innovation For Schools V3
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Transcript of Think Cube Innovation For Schools V3
RETHINK
INNOVATION FOR SCHOOLS
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
INTRODUCE THINKCUBE
COMPLETE INNOVATION SYSTEM
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
PROPRIETARY INNOVATION METHODOLOGY
INNOVATION FUNDAMENTALS
BRAINSTORMING AS A SKILL
INCUBATION
COMBINATORY PLAY
INTERSECTIONS OF DOMAINS
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
THINKCUBE IDEA LIBRARY
THINKCUBE IDEA LIBRARY CONSISTS OF 200
STIMULATING IDEAS, WORDS AND CREATIVITY
TECHNIQUES
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
INNOVATION TRAINING FOR SCHOOLS
BRAIN TRAINING GAME
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
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
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
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
STUDENT TRAINING OBJECTIVES
THINK + FUN
“Thinking and Laughing is NOT mutually exclusive!”
Kes Sampanthar
HOW TO PLAY
GAME SETUP
IDEA LIBRARY 200 CARDS
10 15 20 5
VOTING CHIPS UP TO 5 PLAYERS
STEP 1: SHUFFLE CARDS
STEP 2: DEAL 6 CARDS EACH
GAME STEPS
STEP 3: PICK STARTING PLAYER
GAME STEPS (cont)
STEP 4: CHOSEN PLAYER CHOOSES 1 CARD TO
PLAY
STEP 5: EACH PLAYER PICKS A
CARD TO “COMBINE” WITH THE STARTING
PLAYER’S CARD
GAME STEPS (cont)
GAME STEPS (cont) STEP 6: THE CHOSEN
PLAYER CHOOSES THE CARD HE LIKES FROM THE OTHER PLAYERS
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
STEP 8: CHOSEN PLAYER KEEPS 2 CHOSEN CARDS
GAME STEPS (cont)
STEP 9: ALL OTHER PLAYED CARDS ARE
DISCARDED DISCARD PILE
IDEA 1
STEP 10: MOVE TO NEXT PLAYER CLOCKWISE
GAME STEPS (cont)
DISCARD PILE
GAME STEPS (cont)
DISCARD PILE
DRAW PILE
STEP 11: DEAL 1 CARD TO EACH
PLAYER
GO TO STEP 4
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
STEP 13: EVERY PLAYER CHOOSES 1 IDEA TO PUT UP FOR
VOTE
GAME STEPS (cont)
GAME STEPS (cont) STEP 14: EACH
PLAYER VOTES ON THE OTHER
PLAYER’S IDEAS
10
15 20
5
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
GAME STEPS (cont) STEP 16: THE
WINNING IDEA IS THE ONE WITH THE
MOST VOTES
5 20 20
20
WINNING IDEA: 65
RETHINK
INNOVATION
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