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Design Thinking in BIOSHIELD Curriculum

Educational technology improves how knowledge reaches students. Design thinking determines what they then do with it. BIOSHIELD defines it as a problem-solving approach that teams use to understand and redefine problems, challenge assumptions and create innovative solutions to prototype and test, and it requires the curriculum to follow the five stages of empathise, define, ideate, prototype and test. The stated goal is to give students the foresight to apply their knowledge and skills in their future professional settings before they formally begin their careers.

Design thinking is important for this curriculum for five reasons.

4.1 The five stages in the curriculum

Stage What students do Proposed examples for the curriculum modules
Empathise Understand the problem and the people or systems it affects Module 3: teams interview farmers, scientists or land managers about soil microbiomes.

Module 2: role-play of food-system stakeholders facing a disruption.
Define Reduce what they learned to one clear, workable problem Module 1: each group selects one key scientific problem in cultured meat production, such as reducing reliance on fetal bovine serum.
Ideate Generate many ideas, then select and plan the strongest Module 2: sticky-note sessions on alternative protein sources, followed by a project proposal with objectives, methods and impact.
Prototype Build a first working version in the laboratory or on screen Module 1: pilot-scale starter culture production on food and agro-waste.

Module 3: a pot experiment with microbial inoculants, or an interactive GIS map.
Test Present, collect feedback and refine Module 3: another team tests the map for clarity and each team gives a two-minute investor-style pitch; final presentation to an invited expert.

On smaller screens, scroll horizontally to view all three columns.

The two approaches depend on each other. The empathise stage is also the first step of flipped learning, because students meet the industrial problem through the video tutorials before class. The technology supplies the knowledge at the right moment; design thinking gives that knowledge a use.