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Design and Innovation

The Matatag Curriculum for Grades 11/12 focuses on Design and Innovation, allowing students to explore the design thinking process while developing skills in collaboration, critical thinking, and problem-solving. The course includes creating prototypes to address real-world problems relevant to students' fields of interest and emphasizes testing, analyzing feedback, and publishing projects. Key learning competencies involve developing empathy maps, generating solutions, and effectively communicating the final project to an audience.

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0% found this document useful (0 votes)
896 views5 pages

Design and Innovation

The Matatag Curriculum for Grades 11/12 focuses on Design and Innovation, allowing students to explore the design thinking process while developing skills in collaboration, critical thinking, and problem-solving. The course includes creating prototypes to address real-world problems relevant to students' fields of interest and emphasizes testing, analyzing feedback, and publishing projects. Key learning competencies involve developing empathy maps, generating solutions, and effectively communicating the final project to an audience.

Uploaded by

ChiNGavin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Republic of the Philippines

Department of Education
DepEd Complex, Meralco Avenue, Pasig City

MATATAG CURRICULUM
DESIGN AND INNOVATION
GRADE 11/12
DESIGN AND INNOVATION

This course allows learners to explore the design thinking process while enhancing skills in collaboration, critical thinking, creative problem-
solving and communication. The project may be based on the recommendations from the published output in Research to address real-world
problems and communicate solutions to the community.

GRADE 11/12
QUARTER 1

CONTENT The learners demonstrate understanding of the design thinking process to develop a prototype addressing real-world problems relevant
STANDARDS to their field of interest/s.
PERFORMANCE
STANDARDS The learners develop a prototype as a proposed solution to the identified problem relevant to their field of interest/s.

LEARNING COMPETENCIES

Developing a prototype representing the key features of the selected solution to a problem
relevant to the field of interest/s
Explain the design thinking process to identify a solution to a problem relevant to the field of interest:
a principles
stages
1 empathize
2 define
b 3 ideate
4 prototype
5 test
6 communicate
Develop empathy maps that represent experiences and insights to identify a problem experienced by
potential end users.
Analyze data to identify core challenges faced by end users.
State a clear and concise problem statement that serves as the foundation for ideation and prototyping.
Generate possible solutions using ideation tools and techniques.
Examples:
• Brainstorming (SCAMPER: Substitute, Combine, Adapt, Modify, Put to Another Use, Eliminate,
Reverse)
• Lateral Thinking
• Attribute Listing
• Matrix Analysis
• Brain Mapping
• Forced Relationship
Evaluate possible solutions based on appropriate prioritization criteria (e.g., feasibility, innovation, user
impact, etc.).
Develop a prototype plan to represent the key features of the selected solution.
Refine the prototype plan based on feedback from panel of reactors.
Develop a prototype based on the feedback from the panel of reactors.
QUARTER 2

CONTENT The learners demonstrate understanding of the processes of testing, analyzing feedback, and publishing a completed project relevant to
STANDARDS their field of interest/s to communicate a solution addressing real-world problems.
PERFORMANCE The learners publish a project relevant to their field of interest/s to address real-world problems using different forms of delivery and
STANDARDS platforms.

LEARNING COMPETENCIES

Publishing a completed project relevant to the field of interest/s


Test the prototype to gather feedback using appropriate standards.
Analyze feedback from panel of reactors to identify areas for improvement.
Use different forms of delivery and platforms (media) to present the project to an audience.
DEFINITION OF TERMS:

Project the final output of a learner in a particular field of interest


Design Thinking Process a non-linear and iterative process of problem solving and innovation used by learners to create a project
Empathy Map a visualization tool that can be used to gather users’ experiences and insights useful in understanding the problem
End Users the target beneficiaries of the proposed product or output
Panel of Reactors a group of individuals who are tasked to evaluate, critique, and provide feedback on a product or output
an early sample or model of a product or output to test a concept or process for potential improvement (e.g.
Prototype
mockup, model, programs, etc.)
Prototype Plan a blueprint or an outline of the process and steps for creating a prototype of a product or system

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