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Mission : Innovation

Join Mission : Innovation, a transformative program fostering critical thinking, problem-solving, and essential skills for a thriving future.

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Students using recycled bottles to build an innovation project.

Project Description 

Grade range: 7 to 10 

Time considerations: 7 hours over 5 lessons + time to build student prototypes  

Materials provided: Digital/printable resources 

Materials needed: Will vary based on students' projects – and may be a physical product, a digital product, or a system or process.  

Computers/tablets with internet access for research  

Curriculum Connections - Case Study #1

Curriculum Connections - Case Study #2 

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  • Understand real-world problems through both research and hands-on exploration.
  • Sharpen critical thinking through empathy, information analysis, and informed decision-making.
  • Transform ideas into action using creative thinking skills.
  • Become changemakers through the use of innovative strategies, techniques, and perspectives.
  • Actively collaborate in teams, learning respectfully from, and with, others.
  • Develop an innovation mindset by cultivating skills and attitudes such as flexibility, perseverance, risk-taking, and learning from mistakes.
  • Hone their communication skills across different contexts and audiences through reading, writing, drawing, speaking, and listening.

What will students experience?

  • Understand real-world problems through both research and hands-on exploration.
  • Sharpen critical thinking through empathy, information analysis, and informed decision-making.
  • Transform ideas into action using creative thinking skills.
  • Become changemakers through the use of innovative strategies, techniques, and perspectives.
  • Actively collaborate in teams, learning respectfully from, and with, others.
  • Develop an innovation mindset by cultivating skills and attitudes such as flexibility, perseverance, risk-taking, and learning from mistakes.
  • Hone their communication skills across different contexts and audiences through reading, writing, drawing, speaking, and listening.
  • Curriculum-aligned environmental science unit and “Global Competencies” (i.e. Critical thinking & problem solving, creativity/innovation, learning to learn/ self-directed learning, collaboration, communication, global citizenship, and sustainability).
  • Free to participate.
  • Design Thinking process and Problem-Based Learning structured project.
  • Five ready-made lessons take approximately seven hours of in-class time. 

Why Participate? 

  • Curriculum-aligned environmental science unit and “Global Competencies” (i.e. Critical thinking & problem solving, creativity/innovation, learning to learn/ self-directed learning, collaboration, communication, global citizenship, and sustainability).
  • Free to participate.
  • Design Thinking process and Problem-Based Learning structured project.
  • Five ready-made lessons take approximately seven hours of in-class time. 
  • Be able to apply the design thinking process: empathizing, defining problems, ideating, prototyping, testing, and refining innovative solutions for a real user group.
  • Be able to develop and apply innovation mindsets and skills by reflecting on their strengths, conducting research, collaborating, and communicating their design decisions and improvements.

Learning Goals

  • Be able to apply the design thinking process: empathizing, defining problems, ideating, prototyping, testing, and refining innovative solutions for a real user group.
  • Be able to develop and apply innovation mindsets and skills by reflecting on their strengths, conducting research, collaborating, and communicating their design decisions and improvements.
  • Two case studies tackling real-world challenges linked to a UN Sustainability Goal. 

Resources

  • Two case studies tackling real-world challenges linked to a UN Sustainability Goal. 
  • Understand real-world problems through both research and hands-on exploration.
  • Sharpen critical thinking through empathy, information analysis, and informed decision-making.
  • Transform ideas into action using creative thinking skills.
  • Become changemakers through the use of innovative strategies, techniques, and perspectives.
  • Actively collaborate in teams, learning respectfully from, and with, others.
  • Develop an innovation mindset by cultivating skills and attitudes such as flexibility, perseverance, risk-taking, and learning from mistakes.
  • Hone their communication skills across different contexts and audiences through reading, writing, drawing, speaking, and listening.

What will students experience?

  • Understand real-world problems through both research and hands-on exploration.
  • Sharpen critical thinking through empathy, information analysis, and informed decision-making.
  • Transform ideas into action using creative thinking skills.
  • Become changemakers through the use of innovative strategies, techniques, and perspectives.
  • Actively collaborate in teams, learning respectfully from, and with, others.
  • Develop an innovation mindset by cultivating skills and attitudes such as flexibility, perseverance, risk-taking, and learning from mistakes.
  • Hone their communication skills across different contexts and audiences through reading, writing, drawing, speaking, and listening.
  • Curriculum-aligned environmental science unit and “Global Competencies” (i.e. Critical thinking & problem solving, creativity/innovation, learning to learn/ self-directed learning, collaboration, communication, global citizenship, and sustainability).
  • Free to participate.
  • Design Thinking process and Problem-Based Learning structured project.
  • Five ready-made lessons take approximately seven hours of in-class time. 

Why Participate? 

  • Curriculum-aligned environmental science unit and “Global Competencies” (i.e. Critical thinking & problem solving, creativity/innovation, learning to learn/ self-directed learning, collaboration, communication, global citizenship, and sustainability).
  • Free to participate.
  • Design Thinking process and Problem-Based Learning structured project.
  • Five ready-made lessons take approximately seven hours of in-class time. 
  • Be able to apply the design thinking process: empathizing, defining problems, ideating, prototyping, testing, and refining innovative solutions for a real user group.
  • Be able to develop and apply innovation mindsets and skills by reflecting on their strengths, conducting research, collaborating, and communicating their design decisions and improvements.

Learning Goals

  • Be able to apply the design thinking process: empathizing, defining problems, ideating, prototyping, testing, and refining innovative solutions for a real user group.
  • Be able to develop and apply innovation mindsets and skills by reflecting on their strengths, conducting research, collaborating, and communicating their design decisions and improvements.
  • Two case studies tackling real-world challenges linked to a UN Sustainability Goal. 

Resources

  • Two case studies tackling real-world challenges linked to a UN Sustainability Goal. 
  • Students will be introduced to the Mission : Innovation Project, learn about innovation and what it takes to be an innovator, and be introduced to the Design Thinking process.

Timing: 75 minutes 

Lesson 1 – Project Kickoff 

  • Students will be introduced to the Mission : Innovation Project, learn about innovation and what it takes to be an innovator, and be introduced to the Design Thinking process.

Timing: 75 minutes 

  • Students will learn about real-world problems and the people impacted by them. They will do research to learn more about the users and the problems and create an actionable question to pursue.

Timing: 115 minutes 

Lesson 2 – Empathize & Define 

  • Students will learn about real-world problems and the people impacted by them. They will do research to learn more about the users and the problems and create an actionable question to pursue.

Timing: 115 minutes 

  • Students will use creative thinking to generate many ideas in response to their Action Statement.

Timing: 55 minutes

Lesson 3 – Ideate 

  • Students will use creative thinking to generate many ideas in response to their Action Statement.

Timing: 55 minutes

  • Students will select, develop, and test a potential solution to the problem, known as a prototype. By the end of this phase, students could create shareable prototypes.

Timing: 100 minutes + Prototyping time

Lesson 4 – Prototype & Test 

  • Students will select, develop, and test a potential solution to the problem, known as a prototype. By the end of this phase, students could create shareable prototypes.

Timing: 100 minutes + Prototyping time

  • Students will analyze the data collected during usability testing and user testing to identify ways to improve their prototypes. Interested students could revise their prototypes further and/or share their projects with others.

Timing: 35 minutes + optional additional time 

Lesson 5 – Reflect & Share

  • Students will analyze the data collected during usability testing and user testing to identify ways to improve their prototypes. Interested students could revise their prototypes further and/or share their projects with others.

Timing: 35 minutes + optional additional time 

  • Students will be introduced to the Mission : Innovation Project, learn about innovation and what it takes to be an innovator, and be introduced to the Design Thinking process.

Timing: 75 minutes 

Lesson 1 – Project Kickoff 

  • Students will be introduced to the Mission : Innovation Project, learn about innovation and what it takes to be an innovator, and be introduced to the Design Thinking process.

Timing: 75 minutes 

  • Students will learn about real-world problems and the people impacted by them. They will do research to learn more about the users and the problems and create an actionable question to pursue.

Timing: 115 minutes 

Lesson 2 – Empathize & Define 

  • Students will learn about real-world problems and the people impacted by them. They will do research to learn more about the users and the problems and create an actionable question to pursue.

Timing: 115 minutes 

  • Students will use creative thinking to generate many ideas in response to their Action Statement.

Timing: 55 minutes

Lesson 3 – Ideate 

  • Students will use creative thinking to generate many ideas in response to their Action Statement.

Timing: 55 minutes

  • Students will select, develop, and test a potential solution to the problem, known as a prototype. By the end of this phase, students could create shareable prototypes.

Timing: 100 minutes + Prototyping time

Lesson 4 – Prototype & Test 

  • Students will select, develop, and test a potential solution to the problem, known as a prototype. By the end of this phase, students could create shareable prototypes.

Timing: 100 minutes + Prototyping time

  • Students will analyze the data collected during usability testing and user testing to identify ways to improve their prototypes. Interested students could revise their prototypes further and/or share their projects with others.

Timing: 35 minutes + optional additional time 

Lesson 5 – Reflect & Share

  • Students will analyze the data collected during usability testing and user testing to identify ways to improve their prototypes. Interested students could revise their prototypes further and/or share their projects with others.

Timing: 35 minutes + optional additional time 

Lesson Outlines

  • Students will be introduced to the Mission : Innovation Project, learn about innovation and what it takes to be an innovator, and be introduced to the Design Thinking process.

Timing: 75 minutes 

Lesson 1 – Project Kickoff 

  • Students will be introduced to the Mission : Innovation Project, learn about innovation and what it takes to be an innovator, and be introduced to the Design Thinking process.

Timing: 75 minutes 

  • Students will learn about real-world problems and the people impacted by them. They will do research to learn more about the users and the problems and create an actionable question to pursue.

Timing: 115 minutes 

Lesson 2 – Empathize & Define 

  • Students will learn about real-world problems and the people impacted by them. They will do research to learn more about the users and the problems and create an actionable question to pursue.

Timing: 115 minutes 

  • Students will use creative thinking to generate many ideas in response to their Action Statement.

Timing: 55 minutes

Lesson 3 – Ideate 

  • Students will use creative thinking to generate many ideas in response to their Action Statement.

Timing: 55 minutes

  • Students will select, develop, and test a potential solution to the problem, known as a prototype. By the end of this phase, students could create shareable prototypes.

Timing: 100 minutes + Prototyping time

Lesson 4 – Prototype & Test 

  • Students will select, develop, and test a potential solution to the problem, known as a prototype. By the end of this phase, students could create shareable prototypes.

Timing: 100 minutes + Prototyping time

  • Students will analyze the data collected during usability testing and user testing to identify ways to improve their prototypes. Interested students could revise their prototypes further and/or share their projects with others.

Timing: 35 minutes + optional additional time 

Lesson 5 – Reflect & Share

  • Students will analyze the data collected during usability testing and user testing to identify ways to improve their prototypes. Interested students could revise their prototypes further and/or share their projects with others.

Timing: 35 minutes + optional additional time 

  • Students will be introduced to the Mission : Innovation Project, learn about innovation and what it takes to be an innovator, and be introduced to the Design Thinking process.

Timing: 75 minutes 

Lesson 1 – Project Kickoff 

  • Students will be introduced to the Mission : Innovation Project, learn about innovation and what it takes to be an innovator, and be introduced to the Design Thinking process.

Timing: 75 minutes 

  • Students will learn about real-world problems and the people impacted by them. They will do research to learn more about the users and the problems and create an actionable question to pursue.

Timing: 115 minutes 

Lesson 2 – Empathize & Define 

  • Students will learn about real-world problems and the people impacted by them. They will do research to learn more about the users and the problems and create an actionable question to pursue.

Timing: 115 minutes 

  • Students will use creative thinking to generate many ideas in response to their Action Statement.

Timing: 55 minutes

Lesson 3 – Ideate 

  • Students will use creative thinking to generate many ideas in response to their Action Statement.

Timing: 55 minutes

  • Students will select, develop, and test a potential solution to the problem, known as a prototype. By the end of this phase, students could create shareable prototypes.

Timing: 100 minutes + Prototyping time

Lesson 4 – Prototype & Test 

  • Students will select, develop, and test a potential solution to the problem, known as a prototype. By the end of this phase, students could create shareable prototypes.

Timing: 100 minutes + Prototyping time

  • Students will analyze the data collected during usability testing and user testing to identify ways to improve their prototypes. Interested students could revise their prototypes further and/or share their projects with others.

Timing: 35 minutes + optional additional time 

Lesson 5 – Reflect & Share

  • Students will analyze the data collected during usability testing and user testing to identify ways to improve their prototypes. Interested students could revise their prototypes further and/or share their projects with others.

Timing: 35 minutes + optional additional time 

  • Students will be introduced to the Mission : Innovation Project, learn about innovation and what it takes to be an innovator, and be introduced to the Design Thinking process.

Timing: 75 minutes 

Lesson 1 – Project Kickoff 

  • Students will be introduced to the Mission : Innovation Project, learn about innovation and what it takes to be an innovator, and be introduced to the Design Thinking process.

Timing: 75 minutes 

  • Students will learn about real-world problems and the people impacted by them. They will do research to learn more about the users and the problems and create an actionable question to pursue.

Timing: 115 minutes 

Lesson 2 – Empathize & Define 

  • Students will learn about real-world problems and the people impacted by them. They will do research to learn more about the users and the problems and create an actionable question to pursue.

Timing: 115 minutes 

  • Students will use creative thinking to generate many ideas in response to their Action Statement.

Timing: 55 minutes

Lesson 3 – Ideate 

  • Students will use creative thinking to generate many ideas in response to their Action Statement.

Timing: 55 minutes

  • Students will select, develop, and test a potential solution to the problem, known as a prototype. By the end of this phase, students could create shareable prototypes.

Timing: 100 minutes + Prototyping time

Lesson 4 – Prototype & Test 

  • Students will select, develop, and test a potential solution to the problem, known as a prototype. By the end of this phase, students could create shareable prototypes.

Timing: 100 minutes + Prototyping time

  • Students will analyze the data collected during usability testing and user testing to identify ways to improve their prototypes. Interested students could revise their prototypes further and/or share their projects with others.

Timing: 35 minutes + optional additional time 

Lesson 5 – Reflect & Share

  • Students will analyze the data collected during usability testing and user testing to identify ways to improve their prototypes. Interested students could revise their prototypes further and/or share their projects with others.

Timing: 35 minutes + optional additional time 

  • Students will be introduced to the Mission : Innovation Project, learn about innovation and what it takes to be an innovator, and be introduced to the Design Thinking process.

Timing: 75 minutes 

Lesson 1 – Project Kickoff 

  • Students will be introduced to the Mission : Innovation Project, learn about innovation and what it takes to be an innovator, and be introduced to the Design Thinking process.

Timing: 75 minutes 

  • Students will learn about real-world problems and the people impacted by them. They will do research to learn more about the users and the problems and create an actionable question to pursue.

Timing: 115 minutes 

Lesson 2 – Empathize & Define 

  • Students will learn about real-world problems and the people impacted by them. They will do research to learn more about the users and the problems and create an actionable question to pursue.

Timing: 115 minutes 

  • Students will use creative thinking to generate many ideas in response to their Action Statement.

Timing: 55 minutes

Lesson 3 – Ideate 

  • Students will use creative thinking to generate many ideas in response to their Action Statement.

Timing: 55 minutes

  • Students will select, develop, and test a potential solution to the problem, known as a prototype. By the end of this phase, students could create shareable prototypes.

Timing: 100 minutes + Prototyping time

Lesson 4 – Prototype & Test 

  • Students will select, develop, and test a potential solution to the problem, known as a prototype. By the end of this phase, students could create shareable prototypes.

Timing: 100 minutes + Prototyping time

  • Students will analyze the data collected during usability testing and user testing to identify ways to improve their prototypes. Interested students could revise their prototypes further and/or share their projects with others.

Timing: 35 minutes + optional additional time 

Lesson 5 – Reflect & Share

  • Students will analyze the data collected during usability testing and user testing to identify ways to improve their prototypes. Interested students could revise their prototypes further and/or share their projects with others.

Timing: 35 minutes + optional additional time 

Lesson Outlines

  • Students will be introduced to the Mission : Innovation Project, learn about innovation and what it takes to be an innovator, and be introduced to the Design Thinking process.

Timing: 75 minutes 

Lesson 1 – Project Kickoff 

  • Students will be introduced to the Mission : Innovation Project, learn about innovation and what it takes to be an innovator, and be introduced to the Design Thinking process.

Timing: 75 minutes 

  • Students will learn about real-world problems and the people impacted by them. They will do research to learn more about the users and the problems and create an actionable question to pursue.

Timing: 115 minutes 

Lesson 2 – Empathize & Define 

  • Students will learn about real-world problems and the people impacted by them. They will do research to learn more about the users and the problems and create an actionable question to pursue.

Timing: 115 minutes 

  • Students will use creative thinking to generate many ideas in response to their Action Statement.

Timing: 55 minutes

Lesson 3 – Ideate 

  • Students will use creative thinking to generate many ideas in response to their Action Statement.

Timing: 55 minutes

  • Students will select, develop, and test a potential solution to the problem, known as a prototype. By the end of this phase, students could create shareable prototypes.

Timing: 100 minutes + Prototyping time

Lesson 4 – Prototype & Test 

  • Students will select, develop, and test a potential solution to the problem, known as a prototype. By the end of this phase, students could create shareable prototypes.

Timing: 100 minutes + Prototyping time

  • Students will analyze the data collected during usability testing and user testing to identify ways to improve their prototypes. Interested students could revise their prototypes further and/or share their projects with others.

Timing: 35 minutes + optional additional time 

Lesson 5 – Reflect & Share

  • Students will analyze the data collected during usability testing and user testing to identify ways to improve their prototypes. Interested students could revise their prototypes further and/or share their projects with others.

Timing: 35 minutes + optional additional time 

  • Students will be introduced to the Mission : Innovation Project, learn about innovation and what it takes to be an innovator, and be introduced to the Design Thinking process.

Timing: 75 minutes 

Lesson 1 – Project Kickoff 

  • Students will be introduced to the Mission : Innovation Project, learn about innovation and what it takes to be an innovator, and be introduced to the Design Thinking process.

Timing: 75 minutes 

  • Students will learn about real-world problems and the people impacted by them. They will do research to learn more about the users and the problems and create an actionable question to pursue.

Timing: 115 minutes 

Lesson 2 – Empathize & Define 

  • Students will learn about real-world problems and the people impacted by them. They will do research to learn more about the users and the problems and create an actionable question to pursue.

Timing: 115 minutes 

  • Students will use creative thinking to generate many ideas in response to their Action Statement.

Timing: 55 minutes

Lesson 3 – Ideate 

  • Students will use creative thinking to generate many ideas in response to their Action Statement.

Timing: 55 minutes

  • Students will select, develop, and test a potential solution to the problem, known as a prototype. By the end of this phase, students could create shareable prototypes.

Timing: 100 minutes + Prototyping time

Lesson 4 – Prototype & Test 

  • Students will select, develop, and test a potential solution to the problem, known as a prototype. By the end of this phase, students could create shareable prototypes.

Timing: 100 minutes + Prototyping time

  • Students will analyze the data collected during usability testing and user testing to identify ways to improve their prototypes. Interested students could revise their prototypes further and/or share their projects with others.

Timing: 35 minutes + optional additional time 

Lesson 5 – Reflect & Share

  • Students will analyze the data collected during usability testing and user testing to identify ways to improve their prototypes. Interested students could revise their prototypes further and/or share their projects with others.

Timing: 35 minutes + optional additional time