I'm an Imagineer. I am unstoppable.
I take charge and I will achieve!
I'm an Imagineer. I am unstoppable.
I-imagine, I-can, I-do... I believe!
What if you come across a STOP sign?
I will pick myself up, I will not whine!
What if it's too hard or you're scared? (Boo!)
I will take small steps, I will be prepared (Woo-hoo!).
Because
I'm an Imagineer. I am unstoppable.
I take charge and I will achieve!
I'm an Imagineer. I am unstoppable.
I-imagine, I-can, I-do... I believe!
What if someone puts you down?
I will not give up, I will not frown!
Whoops! What if you make a mistake?
I will learn from it, I will not break!
Because
I'm an Imagineer. I am unstoppable.
I take charge and I will achieve!
I'm an Imagineer. I am unstoppable.
I-imagine, I-can, I-do... I believe!
Lyrics of Imagineerz song:
I'm an Imagineer. I am unstoppable.
I take charge and I will achieve!
I'm an Imagineer. I am unstoppable.
I-imagine, I-can, I-do... I believe!
What if you come across a STOP sign?
I will pick myself up, I will not whine!
What if it's too hard or you're scared? (Boo!)
I will take small steps, I will be prepared (Woo-hoo!)
Because
I'm an Imagineer. I am unstoppable.
I take charge and I will achieve!
I'm an Imagineer. I am unstoppable.
I-imagine, I-can, I-do... I believe!
What if someone puts you down?
I will not give up, I will not frown!
Whoops! What if you make a mistake?
I will learn from it, I will not break!
Because
I'm an Imagineer. I am unstoppable.
I take charge and I will achieve!
I'm an Imagineer. I am unstoppable.
I-imagine, I-can, I-do... I believe!
Imagineerz Learning
Design Thinking
How We Teach Design Thinking
Understanding is the first step of the design thinking process. Children immerse themselves in understanding a problem and setting a goal.
Once they set their goal, children brainstorm solutions. They learn to suspend judgment at this stage -- no idea is too far-fetched and absolutely no ideas are rejected. They get silly, take risks, and think big in order to dream both the impossible and the possible.
Children create rough prototypes -- sketches, models, and cardboard creations -- to convey their ideas quickly.
Testing generates feedback -- what works and what doesn’t -- in order to make changes. They learn that failure leads to success.