ASK/ LEARN
LOOK/ PLAY
THINK/ FUSE
CHOOSE/ MAKE
100

What was the core problem I wanted to solve?

Creating a positive, respectful, and intrinsically motivated 5th grade classroom.

100

How did I look at classroom culture differently?

As a design problem instead of a discipline problem.

100

What did deeper reflection reveal about motivation?

Students are more motivated when they feel ownership.

100

What tool did I use to evaluate ideas?

Impact vs. Feasibility grid.

200

How did I reframe the problem using a “How Might We” question?

How might we co-design a classroom built on kindness, respect, and deep motivation to learn?

200

What alternative lens did I apply?

Viewing students as co-designers rather than rule-followers.

200

How did I analyze the connection between respect and engagement?

Respect fosters psychological safety, which increases participation.

200

Why was the Design Sprint the strongest option?

 It balanced high impact with realistic implementation.

300

What did I examine before designing a solution?

Past classroom management struggles and student engagement challenges.

300

Name one playful idea I considered.

Kindness economy, student leadership pods, class anthem, prototype week.

300

What realization shifted my thinking the most?

Culture cannot be enforced — it must be co-created!!

300

What is Prototype Week in my classroom model?

Students test selected culture-building ideas for one week.

400

Why is gathering insight important before generating ideas?

It prevents surface-level solutions and grounds creativity in real experience.

400

How does shifting perspective impact innovation?

It opens new pathways that weren’t visible under the original framing.

400

What ideas did I combine to form my final concept?

Student voice + structured evaluation + prototype testing.

400

What specifically happens during Prototype Week in the classroom?

Students implement 2–3 selected culture ideas (such as weekly kindness circles, peer encouragement cards, or student-led transitions), observe how they impact behavior and motivation, and collect feedback at the end of the week.

500

What did I learn about traditional rule-setting?

It can feel compliance-based instead of community-driven.

500

Why is play often uncomfortable in professional settings?

Because it requires risk-taking and temporarily suspending control.

500

What was the fused outcome of this process?

The Classroom Culture Co-Design Lab (Design Sprint model).

500

How does Prototype Week demonstrate true creative practice rather than traditional classroom management?

It treats classroom culture as something experimental and iterative, allowing students to test, reflect, revise, and improve systems instead of simply following fixed rules.

M
e
n
u