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YES! KIDS CAN School Outreach will be held in two different times this year—May to July for P5 and P6 students, and September to November for P3 and P4 students. PMQ is partnering with a cross-disciplinary creative team that includes architects, designers, makers and artists. Together we will organize and conduct 20 to 24 hours’ worth of creative activities. 

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Yes! Kids Can

YES! KIDS CAN School Outreach will be held in two different times this year—May to July for P5 and P6 students, and September to November for P3 and P4 students. PMQ is partnering with a cross-disciplinary creative team that includes architects, designers, makers and artists. Together we will organize and conduct 20 to 24 hours’ worth of creative activities. 

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We believe that creativity is inborn and children are innately and infinitely creative. In what ways could we help them to boost their confidence and put creativity into action in their daily lives?

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If we allow children to cultivate creativity from a young age it will surely become their life-long asset. In the foreseeable future, our society will not only yearn for tech-savvy professionals, but also those who are creative and human-centric minded.

 

Creativity is therefore crucial to make the world a better place to live in.

Creativity is never an exclusive trait of creative talents.

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Partnered up with multidisciplinary designers and creative teams from architecture, art and STEM sectors to stimulate kids’ creative instincts, we hope to unleash their creativity and confidence.

 

By adapting the five-stage practice system of Design Thinking – a methodology of creative problem-solving that includes the steps to ‘Empathize’, ‘Define’, ‘Ideate’, ‘Prototype’, and ‘Test’ – kids will learn to spot problems, generate solutions and finally actualise a design through empathetic and multi-perspective  thinking. The process of trial and error to problem-solving will be enriched through teamwork and interpersonal communication.

Contextualising  concepts on prototype model

Conducting research for designing their ‘Rolling School’ by interviewing end-users and on-campus observations

Building their 1:1 design model for their ‘Rolling School’

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