(Because students don’t sign off on Purchase Orders.)
With ImaginGO, students learn to think differently about solving problems and overcoming challenges. This influences the decisions and ideas that students make in their school work and daily lives. So, students will apply a new level of creativity to all subjects be it science, math or physical education.
Educators can immediately practice Imaginative Thinking since ImaginGO is ready “right out of the box”. It requires nothing but an internet connection and a web browser (well, a large monitor, interactive board, or projector helps too but is not essential).
The content within ImaginGO is managed by us, so just press play and watch your classroom come alive with Imaginative Thinking!!
In the 1960s, researcher, George Land, was contracted by NASA to determine which of their engineers were the most creative. The space agency sought to assign their most creative engineers to difficult projects that required a greater degree of “unconventional” thinking. Land developed his Creativity Study at NASA as a result.
Later, Land and researcher Beth Jarman applied the same test to children. They determined that most children at age 5 were creative geniuses but, unfortunately, creative intelligence drops significantly as people age due to rote learning and a distinct lack of Divergent Thinking in schools.
Divergent Thinking (what we call Imaginative Thinking) is the process of thinking of as many possible outcomes to a stimulus, prompt, or problem.
Divergent Thinking needs to be reintroduced into classrooms to balance out its more prominent counterpart Convergent Thinking.
The addition of Imaginative Thinking into classroom curriculum will result in a new generation of effective thinkers and innovators who will have the skills and confidence to solve the future problems of our world.
ImaginGO is all about getting children to think more about:
- Multiple outcomes to challenges
- Understanding and interpreting problems
In other words, ImaginGO is about THINKING.
ImaginGO allows children to take their current knowledge and apply it in a fun and engaging way while learning to explore possibilities to solve problems to various challenges – challenges prompted by ImaginGO’s various GOGOs.
ImaginGO can work as a timed activity using the built-in timer or teachers can elect to not use it for longer brainstorming and Imaginative Thinking sessions. Going through all of the steps of a typical GOGO can last from 20-60 minutes depending on the amount of time given for:
- Understanding the problem
- Completing the challenge(s)
GOGOs can be done individually or they also work well as a collaboration activity teaching children how to work together to solve problems. Some teachers use both individual activities together with group collaboration to practice the best of both worlds.