“Creative Keywords” Brainstorming Kit

This activity is the first step towards unlocking a world of imaginative project ideas for fostering creative thinking and active participation among students. Meant to help “think different”, this kit is a collaborative brainstorming exercise to reimagine what’s possible in the classroom. A video explainer is also available here on YouTube!

Guide

  1. For each category (pages 3-5), roll two 10-sided dice (e.g. “2” “8” for 28) or use an online random number generator 1-100. Write the corresponding keywords under “Your Project”.

These two dice would reflect “48”. For example, under Actions this connects to “Uniting.”

  1. After all categories are filled in, consider ways in which these keywords combine together to create a project idea. Creative interpretation is allowed and encouraged (of the keywords and categories)! Projects could have a specific objective, guiding question, and/or elements that must be present or not present.

  1. Then, map out this project into five steps of the design thinking process, which typically translates to…
  • Empathize: Researching an idea, asking questions, and learning from the community.
  • Define: Honing in a particular idea, targeting certain objectives, deciding what to do next.
  • Ideate: Generating and brainstorming a list of ideas toward those objectives.
  • Prototype: Building and creating the literal project.
  • Test: Receiving feedback on these projects, improving overtime.

  1. Consider the use case of this project. Could it be aligned to standards? A particular class? Is it purely conceptual or something tangible?

Your Project

Write words below based on dice rolls in the reference tables (pages 3-5):

Inspiration

Action

Challenge

Kick-Off

Restriction*

Interpret the above keywords into a general project idea. What is it? What are students thinking about? What are students doing?:

Project Description (3-5 sentences)

Conceptualize this project into the design thinking process. How could you structure this project over multiple weeks?:

Empathize

Research, Ask, Learn

Define

Hone In, Target, Decide

Ideate

Generate, Brainstorm

Prototype

Build, Create

Test

Feedback, Iteration


Creative Keyword Tables

Inspiration

1    Forge

2    Chronicle

3    Memento

4    Journey

5    Wilderness

6    Seed

7    Envoy

8    Legacy

9    Timeless

10  Icon

11  Quest

12  Utopia

13  Mosaic

14  Performance

15  Fantasy

16  Atlas

17  Puzzle

18  Unlocked

19  Pulse

20  Futuristic

21  Lore

22  Vista

23  First Contact

24  Choreograph

25  Renaissance

26  Globe

27  Mythos

28  Canvas

29  Spectrum

30  Music

31  Remembrance

32  Unheard

33  Harvest

34  Fractal

35  Neon

36  Water

37  Dream

38  Simulated

39  Compass

40  Juxtapose

41  Nostalgia

42  Ink

43  Portals

44  Abstract

45  Local

46  Expanse

47  Hourglass

48  Chaos

49  Kindred

50  Dice

51  Echo

52  Cosmos

53  Recess

54  Comedy

55  Ecosystem

56  Depths

57  Prism

58  Enigma

59  Untold

60  Improvement

61  Beacon

62  Horizon

63  Bridges

64  Bookshelf

65  Mystery

66  Silhouette

67  Love

68  Kinetic

69  Cards

70  Unveil

71  Phantom

72  Archive

73  Yesteryear

74  Weave

75  Tapestry

76  Bloom

77  Luck

78  Frame

79  Reclaimed

80  Open-Ended

81  Lost

82  Key

83  Infinite

84  Rhapsody

85  Oracle

86  Dramatic

87  Artificial

88  Whisper

89  Scroll

90  Passport

91  Concrete

92  Mirage

93  Theater

94  Mold

95  Landscape

96  Arcane

97  Switch-Up

98  Thrive

99  Glyph

100  Wildcard: ______________


Action

1    Shifting

2    Questioning

3    Quantifying

4    Liberating

5    Uncovering

6    Zooming

7    Cultivating

8    Illuminating

9    Sustaining

10  Leveraging

11  Merging

12  Demonstrating

13  Visualizing

14  Dreaming

15  Elevating

16  Imprinting

17  Noticing

18  Shimmering

19  Venturing

20  Exclaiming

21  Befriending

22  Challenging

23  Optimizing

24  Intertwining

25  Juggling

26  Negotiating

27  Persisting

28  Uplifting

29  Painting

30  Building

31  Forecasting

32  Gazing

33  Analyzing

34  Decoding

35  Mapping

36  Adjusting

37  Modeling

38  Advocating

39  Highlighting

40  Arranging

41  Listening

42  Generating

43  Asking

44  Visiting

45  Exchanging

46  Dancing

47  Doodling

48  Uniting

49  Restoring

50  Networking

51  Moving

52  Waiting

53  Hoping

54  Quoting

55  Teaching

56  Resolving

57  Measuring

58  Entertaining

59  Witnessing

60  Speaking

61  Wishing

62  Plotting

63  Giving

64  Playing

65  Coding

66  Accelerating

67  Joking

68  Revising

69  Blending

70  Conversating

71  Experimenting

72  Capturing

73  Reading

74  Empathizing

75  Guiding

76  Unpacking

77  Constructing

78  Fixing

79  Revitalizing

80  Naming

81  Reviewing

82  Repairing

83  Joining

84  Filming

85  Hosting

86  Anchoring

87  Wondering

88  Calling

89  Disrupting

90  Developing

91  Conceptualizing

92  Upgrading

93  Designing

94  Cataloging

95  Navigating

96  Preserving

97  Unraveling

98  Donating

99  Reimagining

100  Wildcard: ______________


Challenge

1-5  Material Shortage

6-10  Language Barrier

11-15  Team Dynamics

16-20  Quality Assurance

21-25  Sustainability Goals

26-30  Information Overload

31-35  Feedback Loops

36-40  Historical Accuracy

41-45  Social Acceptance

46-50  Environmental Impact

51-55  Creative Blocks

56-60  Visual Display

61-65  Community Understanding

66-70  Going Digital

71-75  Unknown Ideas

76-80  Multimodal Literacies

81-85  Ethical Consideration

86-90  Zero Waste

91-95  Hyper Specific

96-100  Wildcard: ______________

Kick-Off

1-10    Video

11-20  Playlist

21-30  Game

31-40  Visit

41-50  Event

51-60  Service

61-70  Walk

71-80  Write

81-90  Digital

91-100  Wildcard: ______________

Restriction* (optional, adds difficulty)

1-5      Breakable

6-10    Hidden Meaning

11-15  Found Objects

16-20  Five Senses

21-25  Functioning Device

26-30  Wearable

31-35  Living Matter

36-40  Permanent Fixture

41-45  1 Mile Radius

46-50  International

51-55  Public Performance

56-60  One-Time Experience

61-65  Optical Illusion

66-70  Portable

71-75  Created by Audience

76-80  Primarily Sound

81-85  No Technology

86-90  Edible

91-95  Dual Purpose

96-100  360 Degrees


Example #1

Chris begins the brainstorming process by rolling four sets of 2 10-sided dice, recording the keyword for each category:

Inspiration

Action

Challenge

Kick-Off

Restriction*

5

Wilderness

37

Modeling

56

Visual Display

3

Video

(Optional)

This is conceptualized as the following project:

In small-groups, students will create a nature reserve in various areas around the school – each specializing in a particular “zone.” This zone could be man-made or natural, indoors or outdoors. For example, a group of students could establish a nature reserve in the school’s entrance landscaping, or at the bathroom sink. “Trail markers”, used to showcase local wildlife, fauna, bacteria, and/or other living organisms will be laminated, framed, and attached to each area. To kick things off, students will watch excerpts from The National Parks: America’s Best Idea.

And broken down into the design thinking stages:

Empathize

Research, Ask, Learn

Define

Hone In, Target, Decide

Ideate

Generate, Brainstorm

Prototype

Build, Create

Test

Feedback, Iteration

Students…

  • Identify areas around the school to act as “zones.”
  • Learn about the various organisms that live around or in the school.
  • Watch videos and/or visit parks; examining trail markers.

Students…

  • Identify what distinguishes each “zone” from each other, categorize as needed.
  • Form groups around each of the “zones.”

Students…

  • Research, ask, and make a list of various organisms found at that location.
  • Take images, make models, illustrate, photograph, etc. these organisms.
  • Are instructed to provide specific information for their trail marker.

Students…

  • Utilize Canva to create trail markers, adhering to proper design principles and potentially embedding QR codes to research/writing
  • Are asked if they want designs to be uniform (a similar look and feel) across the class, or if they should all be unique; designing accordingly

Students…

  • Submit work to a feedback-learning platform (e.g. Floop) and peer review
  • Iterate and improve upon their projects
  • Have designs printed, laminated, and posted

Example #2

Nick begins the brainstorming process by rolling four sets of 2 10-sided dice, recording the keyword for each category:

Inspiration

Action

Challenge

Kick-Off

Restriction*

31

Remembrance

39

Highlighting

78

Multimodal Literacies

26

Game

(Optional)

This is conceptualized as the following project:

And broken down into the design thinking stages:

Empathize

Research, Ask, Learn

Define

Hone In, Target, Decide

Ideate

Generate, Brainstorm

Prototype

Build, Create

Test

Feedback, Iteration

This resource was developed in part thanks to a grant from the U.S. Department of Education, Education Innovation and Research (EIR) Program. However, the contents do not necessarily represent the policy of the U.S. Department of Education, and you should not assume endorsement by the federal government.

Third Coast Learning Collaborative. March 2024. Code: 1.1.

Licensed under Human Restoration Project: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International &

This work is inspired by Ironsworn (www.ironswornrpg.com), created by Shawn Tomkin, and licensed for our use under the CC 4.0 International license.