User Generated Education

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Posts Tagged ‘experiential learning

Creating a New Makerspace at Our School

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I am beyond elated – our PreK-6 elementary school received monies, through our district’s Computer Science Resolution 2025, to create a STEAM (science, technology, arts, math) makerspace. I never thought our Title 1 school would get the opportunity to create such a space. I never thought I would get the opportunity to help create a fully equipped makerspace. A few of use spent the past few weeks rearranging our library so that one side contains our books and the other our STEAM materials.

We received the following items. Some were put out in the STEAM makerspace and some items the teachers will check out for use in their classrooms:

  • Dremel Laser Cutter (in makerspace)
  • Makedo Kits (in makerspace)
  • Strawbees (in makerspace)
  • Dash and Dot (in makerspace and can be checked out)
  • OSMO Coding (in makerspace)
  • Makerspace Kit (in makerspace)
  • BeeBot Robots (in makerspace)
  • Squishy Circuits (in makerspace)
  • Makey-Makeys (can be checked out)
  • littleBits Base Invent Kit (in makerspace)
  • micro:bits (3rd-6th grade teachers received their own sets)
  • Circuit Playground (can be checked out)
  • SAM Lab (can be checked out)
  • Green Screen (in makerspace)

Integrating Maker Education Activities Into the Curriculum

As we (the steering committee) envisioned adding a STEAM – Makerspace at our school, we realized that its success will be dependent on the teachers integrating these activities into their curriculum rather than an extra “recreational” activity.

Maker education needs to be intentional. It follows, then, for maker education to be brought into more formal and traditional classrooms as well as more informal ones such as with afterschool and community programs, it needs to be integrated into the curriculum using lesson plans to assist with this integration (Learning in the Making).


To assist our teachers with integrating maker education activities into the curriculum, I created the following Pearltrees aggregate of possible classroom lessons and activities for each of the materials – products we purchased for our school:

https://www.pearltrees.com/jackiegerstein/curriculum-integration/id27094864

In this post, I am also including the following lesson plan template from my book, Learning in the Making that can help with integrating maker education activities into the curriculum :

Written by Jackie Gerstein, Ed.D.

October 5, 2019 at 10:25 pm

Learning in the Making: The Role of the Educator as a Maker Educator

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I have been working with ASCD for the past few years to publish my book, Learning in the Making: How to Plan, Execute, and Assess Powerful Makerspace Lessons. It has finally been released for sale! Below is an except – Chapter 5: The Role of the Educator as a Maker Educator.


The process of bringing maker education into formal and informal educational settings involves different approaches and strategies than in a more traditional educational setting. As such, the roles of the educator as a maker educator are also different.

  • Lead Learner
  • Process Facilitator
  • Safe Environment Manager
  • Normalizer of Ambiguous Problem Finding and Solving •
  • Resource Provider
  • Technology Tutor
  • Relationship Enabler and Builder
  • Feedback Facilitator

Lead Learner 

The educator’s role has always been to model and demonstrate effective learning, but somewhere along the line, the educator’s major role became content and knowledge disseminator. Today, content is freely and abundantly available, and it is more important than ever to help learners in the process of how to learn.

In most traditional education settings, the emphasis is on what students “need” to learn, and little emphasis is given to teaching students how they should go about learning the content or what skills will promote robust and effective learning. John Dunlosky, a professor of psychology at Kent State University, stated that “teaching students how to learn is as important as teaching them content, because acquiring both the right learning strategies and background knowledge is important—if not essential—for promoting lifelong learning” (Dunlosky, 2013, p. 13 ). 

Because maker education is as much (or even more) about the processes of learning as it is about the products, it becomes important for educators to understand and model the processes— or the “how-to”—of maker education. This often requires teachers to express out loud the metacognitive strategies they use when 

In most traditional education settings, the emphasis is on what students “need” to learn, and little emphasis is given to teaching students how they should go about learning the content or what skills will promote robust and effective learning. John Dunlosky, a professor of psychology at Kent State University, stated that “teaching students how to learn is as important as teaching them content, because acquiring both the right learning strategies and background knowledge is important—if not essential—for promot- ing lifelong learning” (Dunlosky, 2013, p. 13 ).

Because maker education is as much (or even more) about the processes of learning as it is about the products, it becomes important for educators to understand and model the processes— or the “how-to”—of maker education. This often requires teachers to express out loud the metacognitive strategies they use when approaching and doing maker activities, including how they learn about the task at hand, find resources, develop an overall goal for the activity, organize and keep track of materials, develop and manage timeframes, and judge their success. Importantly, it also requires teachers to explain what they do when they struggle with a make. This will help learners emulate these learning processes when they work on their own maker projects. Figure 5.2 provides methods and strategies that can be used by the educator to model effective making processes that have the potential to benefit their learners.



If educators embrace the prospect of being a lead learner, then it naturally follows they should be lead innovators, too. Lead inno- vators model eight characteristics of the innovator’s mindset; they are empathetic, problem finders, risk takers, networked, creators, observant, resilient, and reflective (Couros, 2015). “Ultimately, what [innovation] really is about in education is creating new and better ways of learning, which is something educators should all get behind. If I can help more educators see themselves as innova- tors, and help them embrace this mindset, our students will have better opportunities in learning. . . . It is meant to not only help see change as something we embrace and model ourselves but help create the foundation where change is more likely to happen with others” (Larken, 2015, paras. 2, 3).

A common characteristic of making across settings, age levels, socioeconomic backgrounds, and genders is that it is taps into the innovation of the participating learners. When educators model innovation by trying new projects, new teaching procedures, and new technologies, they are not only showing and telling students that innovation is valued in their classrooms but also demonstrating a willingness to take risks often associated with innovation—especially in the sometimes noninnovative environment of traditional schools.

Process Facilitator

Another hallmark of maker education is that the making processes are equally important as the products created. The processes used to make something often carry over to future projects and products. To truly focus on the process—rather than on the products of learning—the educator needs to let go of expectations and preconceived notions about what the specific products students produce “should” look like.

This approach translates into several benefits for learners:

  • Learners are not limited by educators’ expectations or the expectations of a lesson or assessment developed by an out- side entity (e.g., textbook or testing company).
  • Learners’ engagement, motivation, curiosity, and excitement increase.
  • Learners learn to tolerate and embrace ambiguity.
  • Natural differentiation and individualization result.
  • Learners gain skills such as self-directed learning, taking ini- tiative, locating resources, and asking for help—all of which can be transferred to all learning endeavors.
  • It reflects and models how learning occurs outside of school.
  • Learners take an increased investment and pride in their work.
  • Learners develop both a sense of confidence and a sense of competence.

Safe Environment Manager

An educator’s role as safe environment manager is a two-pronged one. First, teachers must ensure that the learning environment is physically safe. Because a maker environment often contains lots of tools, ranging from scissors and knives to hot glue guns to power tools, the maker educator must establish an environment in which learners’ physical safety is of primary concern. Second, teachers must make sure that learners also feel safe emotionally— that they are willing to take risks and know that their ideas will be accepted and valued by everyone in the classroom. There are some general guidelines for creating a physically safe makerspace. Consider the following as you set up your own maker environment:

  • Research how the tools you plan to use in your maker pro- gram operate and the safety procedures associated with them.
  • Teach students how to safely use all of the tools in the maker area, including seemingly “simple” tools such as scissors and hot glue guns. Don’t make any assumptions.
  • Develop and review procedures about what to do if students notice an unsafe practice or if there is a medical emergency.
  • Establish behavioral expectations that students know and understand. These will be guided by the age of your students but can include rules such as no horseplay and keep your hands to yourself.
  • Establish, post, and teach clean-up procedures.

More information about creating a physically safe makerspace can be found at https://makezine.com/2013/09/02/safety-in-school-makerspaces/.

Because making often involves taking risks, dealing with failure, asking for help, getting and receiving feedback, and sharing projects with peers, it is important that you also establish a work-learning environment that is emotionally safe for all students. This should be thought out and factored into your maker program from the beginning to develop a healthy sense of community. This can be accomplished through team-building activities with a STEM or maker education focus. Activities such as these help students learn to work collaboratively, communicate, and problem solve with one another. Students also learn to support one another.

As a safe environment manager, teachers should teach and model what emotional safety looks, sounds, and feels like in the learning environment. It then becomes the students’ responsibility to maintain and reinforce that emotional safety. Comments that reflect an emotionally safe and supportive environment include

  • “Your effort shows and is admirable.”
  • “I like the way you are helping and supporting one another.”
  • “Failure is OK; just give it another attempt.”

Students should be acknowledged when they are heard using such comments.

Normalizer of Ambiguous Problem Finding and Solving

Another difference between traditional education and maker education is that the former too often presents problems that have a single, correct answer, whereas maker education embraces ill-de- fined problems that don’t often have obvious or “correct” answers. Iteration and related failure often accompany maker projects that are based on ill-defined problems and solutions. Failure often has a negative connotation in education, but within the maker mindset, failure is celebrated. Adam Savage, former host of the popular TV show Mythbusters, often wears a shirt that says, “Failure is always an option.” Maker educators should normalize iteration and
failure by emphasizing and reemphasizing the idea that ill-defined and ambiguous problems and solutions are part of the making process—and real life.

Resource Provider

Because there is so much free information available online, the 21st century educator needs to be a curator of content. As a curator, the maker educator locates and vets resources, especially those that will be used by younger students. These resources can include YouTube videos; tutorials from companies such as Spark- fun, Make: Magazine, Instructables, and Adafruit; relevant books and magazines; social media accounts and hashtags (e.g., #mak- ered, #stem); and online communities, such as Facebook groups. Since the goal is to have learners use self-directed or heutagogical practices, the educator—as a maker educator—should offer resources as suggestions based on individual learners’ projects.

Nevertheless, students should make the final decision about which resources to use and to what degree they want to use them. The educator as a resource provider means that he or she becomes a coach or a mentor to learners. Educators are the adult experts in the room, and learners will often go to the educator for assistance, especially when they get stuck on a problem or need feedback. “The best coaches encourage young people to work hard, keep going when it would be easier to stop, risk making potentially painful errors, try again when they stumble, and learn to love [their learning]” (Tomlinson, 2011, p. 92).

The educator as a resource provider also implies that he or she has multiple skill sets—expertise in the process of learning, exper- tise in how to navigate online environments, and the ability to mentor learners during their maker education experiences. They need to model how to vet the resources and determine their use- fulness and value. They scaffold resource curation and ultimately release responsibility to students as they become more skilled at finding and vetting their own resources.

Technology Tutor

For learner agency and self-directed learning to occur, educators need to keep abreast of current and emerging technologies. There is an assumption that young people are universally digitally savvy and know how to use every form of emerging technology. However, teachers “are increasingly finding that their students’ comfort zone is often limited to social media and internet apps that don’t do much in the way of productivity” (Proffitt, 2012, para. 2).

Technology can dramatically enhance maker experiences since it provides access to resources and tutorials. It also provides a means for learners to share their processes and products. With this in mind, the maker educator can help learners find resources (as previously discussed) and teach them how to use educational technology such as blogs, videos, video creation tools, e-books, podcasts, collages, sketches, and Google apps to document and share their learning.

Relationship Enabler and Builder

Another important hallmark of the maker movement is its strong focus on community. The maker education community, both the in-person and broader global one, is overwhelmingly based on sharing with and learning from one another. Though not every maker shares his or her knowledge or creations, the existence of large online communities shows that many do. People share for various reasons: to exchange information, educate others, get feed- back, and feel connected. This type of collaboration often comes naturally in a making environment, but educators can and should facilitate it through asking—sometimes coaxing—learners to share their ideas, opinions, resources, successes, and failures with other maker learners.

To help facilitate this process, maker educators can ask stu-dents to share what they’ve accomplished so far with their project, where they think things are going in the project, and what issues they have experienced or anticipate experiencing. Students can also document and share their processes and findings in a manner that allows both other students in the class and the larger maker community to review and comment.

Feedback Facilitator

Learners getting feedback on their work is always valuable and important—even more so in the maker environment. Indeed, the maker environment should be rich in feedback. As a feedback facilitator, maker educators not only provide learners with feedback about their maker projects but also teach and facilitate a process for learners to give and receive feedback to one another. Too many educational environments don’t actively teach learners methods and strategies for giving and receiving feedback. Since one of the characteristics of the maker environment is that is it community based, facilitating a feedback process supports and reinforces this sense of community. Because making is often an iterative process, feedback from other community members often facilitates and accelerates that process.

Promises to My Learners as a Maker Educator

Because maker education is so different from traditional education, and because the maker educator’s roles are also so different, I developed the following promises to my learners as a facilitator of their learning as makers:

  1. I promise to make the making environment positive, joyful, and physically and emotionally safe so you feel safe enough to take risks, ask questions, make mistakes, and test things out.
  2. I promise to provide you with resources and materials that help you create, make, and innovate.
  3. I promise to respect and support your unique ways of think- ing, learning, creating, and interacting with others.
  4. I promise to work with you to create learning experiences that are personally relevant to you.
  5. I promise to support and help you understand and navigate the ups and downs, the mistakes and failures, and the trials and errors associated with making.
  6. I promise to give you time and opportunities to collaborate and share with other makers (of all ages).
  7. I promise to provide you with positive feedback on things you can control—such as effort, strategies, and behaviors.
  8. I promise to encourage you to critically think, formulate questions of your own, and come up with your own conclusions.
  9. I promise not to intervene with your learning process unless you ask me to do so.
  10. I promise to support you as you embrace the joy of creating, playing, innovating, and making.

Written by Jackie Gerstein, Ed.D.

September 15, 2019 at 5:55 pm

Expert Mentors: A Professional Development Model for STEM and Maker Education Implementation

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Implementing Maker, STEM, STEAM Education

In order to prevent STEM and maker education from becoming a flavor of the month, there needs to be specific strategies provided to educators on how to embed STEM and maker activities into their curriculum. A good number of educators have not received training on how to integrate activities into their classroom practices which entail resource heavy, hands-on learning.

One of the elementary schools where I work is going to implement maker education this coming school year. In a discussion with the principal and a small number of teachers, we realized that some of the teachers will be resistant due to their lack of experience with the activities, resources, and tools related to maker education, and frankly, their fear of doing something as foreign as maker education.

A key to increase their comfort with and chances for implementing these activities is to provide them with professional development opportunities, but the PD needs to be designed based on research.

Professional Development

Teacher professional learning is of increasing interest as a critical way to support the increasingly complex skills students need to learn in order to succeed in the 21st century. Sophisticated forms of teaching are needed to develop student competencies such as deep mastery of challenging content, critical thinking, complex problem solving, effective communication and collaboration, and self-direction. In turn, effective professional development (PD) is needed to help teachers learn and refine the instructional strategies required to teach these skills. (Effective Teacher Professional Development).

The Learning Policy institute examined rigorous studies that have demonstrated a positive link between teacher professional development, teaching practices, and student outcomes. They discovered that not all professional development experiences are equal and that effective PD has specific characteristics. Their findings included:

Active learning provides teachers with opportunities to get hands-on experience designing and practicing new teaching strategies. In PD models featuring active learning, teachers often participate in the same style of learning they are designing for their students, using real examples of curriculum, student work, and instruction. 

Curricular models and modeling of instruction provide teachers with a clear vision of what best practices look like. Teachers may view models that include lesson plans, unit plans, sample student work, observations of peer teachers, and video or written cases of accomplished teaching.

Effective professional development provides teachers with adequate time to learn, practice, implement, and reflect upon new strategies that facilitate changes in their practice. As a result, strong PD initiatives typically engage teachers in learning over weeks, months, or even academic years, rather than in short, one-off workshops (Effective Teacher Professional Development).

After attending the New Mexico Computer Science week whereby engineering college students acted as mentors for the participating teachers, I realized that having experts in the classroom working directly with educator can be a great form of professional development. In this case, it was the engineering college undergraduates but it could also be trainers from STEM-related organizations or other educators who have developed their STEM instructional practices. This model has the potential to discuss the properties of effective professional development discussed above. Mainly, educators would be able to see STEM and maker instructional practices being modeled.

Benefits

  • Directly observing how the expert interacts with their content and with the learners.
  • Experiencing the benefits of team teaching – pairing a content expert with an education.
  • Learning how to troubleshoot when the activities don’t work as planned.
  • Assisting both the educator and their learners to see failure as iteration and growth opportunities.
  • Getting to see how learners respond to the hands-on experiences . . . often with excitement and engagement.

Implementation Suggestions

Some suggestions for implementing this form of professional development follow. It obviously is just a beginning.

  • Train expert mentors in interacting with learners using hands-on activities.
  • Train and plan meetings between educators and mentor experts making sure that they include collaborative and active learning strategies.
  • Needs to occur over time through multiple sessions – not a single time experience.
  • Include educator reflection and follow-up as an integral component of the professional development.

An Example

An example of a mentoring program is my local area is the New Mexico STEM Mentor Collective.

The Northern New Mexico STEM Mentor Collective, funded by NSF INCLUDES (Inclusion across the Nation of Communities of Learners of Underrepresented Discoverers in Engineering and Science) seeks to raise aspirations and expectations in Middle & High School STEM (Science, Technology, Engineering and Mathematics) topics by training and planting (in local schools and libraries) a paid STEM Mentor Corps comprised of caring, exemplary NNMC (Northern New Mexico College) undergraduates

Even though it is designed to bring Engineering undergraduates into the classroom to provide young people with mentors, I contend it could also be used to help educators learn how to implement STEM and maker education activities. I am planning to work with my principal this coming school year to help develop this as a model of professional development.

Written by Jackie Gerstein, Ed.D.

June 9, 2019 at 10:04 pm

Pi Day: An Example of an Interdisciplinary, Engaging Lesson

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I have the privilege of teaching my gifted elementary students for multiple years. At my one school, I have them in class for a full day each week, and each year I have special thematic days for which the students get very excited, e.g., Halloween and Day of the Dead “Wars,” Valentines Day, Book Celebrations, and Pi Day. I love planning a variety of interdisciplinary activities for these days and I love watching how 100% are fully engaged for the entire time.

I’ve blogged about the value of interdisciplinary units before – All Lessons Should Be Interdisciplinary https://usergeneratededucation.wordpress.com/2019/01/13/all-lessons-should-be-interdisciplinary/

benefits-of-interdisciplinary-learning

Pi Day Activities

The day consisted of the following activities:

  • Digital Breakout
  • Making and Decorating Pies
  • Book: Sir Cumference
  • Measuring for Pi
  • Kahoot Pi Games

Standards Addressed

Common Core Math Standards:

  • CCSS.MATH.CONTENT.7.G.B.4
    Know the formulas for the area and circumference of a circle and use them to solve problems; give an informal derivation of the relationship between the circumference and area of a circle.
  • CCSS.MATH.CONTENT.5.MD.A.1
    Convert among different-sized standard measurement units within a given measurement system, and use these conversions in solving multi-step, real world problems.

Common Core English Language Arts Standards:

  • CCSS.ELA-LITERACY.RI.6.7
    Integrate information presented in different media or formats (e.g., visually, quantitatively) as well as in words to develop a coherent understanding of a topic or issue.
  • CCSS.ELA-LITERACY.RI.5.10
    By the end of the year, read and comprehend informational texts, including history/social studies, science, and technical texts, at the high end of the grades 4-5 text complexity band independently and proficiently.

ISTE Standards for Students:

  • Students plan and employ effective research strategies to locate information and other resources for their intellectual or creative pursuits.
  • Students collect data or identify relevant data sets, use digital tools to analyze them, and represent data in various ways to facilitate problem-solving and decision-making.

21st Partnership for 21st Century Skills:

  • Collaborate with others
  • Demonstrate ability to work effectively and respectfully with diverse teams
  • Exercise flexibility and willingness to be helpful in making necessary compromises to accomplish a common goal
  • Assume shared responsibility for collaborative work, and value the individual contributions made by each team member

Digital Breakout EDU – Pi Day

So what is this about Digital Breakout EDU games?  Simply put, it’s taking the same concept, but turning it all digital.  Participants are given a one-page site that includes text, images and links to clues, some of which may be misleading.  There is a Google Form embedded on the page where you submit your answers to a series of “lock” questions and each lock will immediately tell you if you’re successful (http://wordpress.barrow.k12.ga.us/21stcenturytips/?p=6989).

To start off our Pi day activities, students did a Pi Day Digital Breakout EDU game.

2019-03-31_0947

Can be accessed at https://platform.breakoutedu.com/game/play/pi-day-digital-breakout-4th-6th-grades-90608 .

Making and Decorating Pies

IMG_3614IMG_3652

One of the activities students enjoy the most during Pi day is making pies. They were given ingredients and recipes for:

They needed to follow the recipe which included figuring out the directions and using measurements. After the pies were made, they decorated them with Pi symbols.

Sir Cumference

The students then were shown a reading of Sir Cumference and the First Round Table (A Math Adventure) by Cindy Neuschwander:

Join Sir Cumference, Lady Di of Ameter, and their son Radius for wordplay, puns, and problem solving in this geometry-packed math adventure. King Arthur was a good ruler, but now he needs a good ruler. What would you do if the neighboring kingdom were threatening war? Naturally, you’d call your strongest and bravest knights together to come up with a solution. But when your conference table causes more problems than the threat of your enemy, you need expert help. Enter Sir Cumference, his wife Lady Di of Ameter, and their son Radius. With the help of the carpenter, Geo of Metry, this sharp-minded team designs the perfect table conducive to discussing the perfect plan for peace (https://www.amazon.com/Cumference-First-Round-Table-Adventure/dp/1570911525).

Measuring for Pi

IMG_3630IMG_3627

With tape measures in hand, groups of students carefully measure the circumferences and diameters of various round objects.  The class makes a table of measured values and calculates the quotients.  When they see time and time again the same answer result from division, whether it be from big circular objects or small ones—eureka!—they will have unwittingly discovered π for themselves (http://ccssimath.blogspot.com/2013/03/the-life-of-pi.html).

Pi Kahoots

Using Kahoot wasn’t planned for the day but the students asked for it. I love that they ask for learning tasks. The Kahoot quizzes made and submitted by other teachers make it so easy to use them spontaneously. Here are the two Pi Kahoots I did with the students:

2019-03-31_1032.png

Accessed at: https://create.kahoot.it/details/pi-day/877d64ee-3003-4a30-9d82-f1cd81721749

2019-03-31_1035.png

Accessed at: https://create.kahoot.it/details/pi-day-trivia/a7605cd3-4c93-4c13-bc23-eec96da2a627

Written by Jackie Gerstein, Ed.D.

March 31, 2019 at 4:39 pm

Authentic Learning Experiences

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Providing authentic learning experiences to all learners should be the highest prior for all administrators, curriculum developers, and teachers.

Authentic learning is learning designed to connect what students are taught in school to real-world issues, problems, and applications; learning experiences should mirror the complexities and ambiguities of real life. Students work towards production of discourse, products, and performances that have value or meaning beyond success in school; this is learning by doing approach (Authentic learning: what, why and how?).

In education, the term authentic learning refers to a wide variety of educational and instructional techniques focused on connecting what students are taught in school to real-world issues, problems, and applications. The basic idea is that students are more likely to be interested in what they are learning, more motivated to learn new concepts and skills, and better prepared to succeed in college, careers, and adulthood if what they are learning mirrors real-life contexts, equips them with practical and useful skills, and addresses topics that are relevant and applicable to their lives outside of school. For related discussions, see 21st century skills, relevance, and rigor (Authentic Learning).

The bottom line, in my perspective, is that learners view their experiences as having relevancy to their own lives, that they address their interests and needs.

Qualities of Authentic Learning

I believe authentic learning experiences have the following qualities (which, by the way, are way too, often are not the qualities of many classroom activities):

authentic learning

Some Recent Examples of Authentic Learning

Here are some recent examples I have done with my learners – one class did a social entrepreneurship unit while  another class made Makey Makey Marble Mazes. I posted videos so their engagement can be seen.

Social Entrepreneurship

My students are finishing a unit on social entrepreneurship where they started a business to raise monies for a local nonprofit. They created a market survey using a Google Form, which asked about products, price points, potential nonprofit organization recipients of the profits; analyzed survey results, decided on and tested products; developed an expense sheet, using Google Sheets, for expenses and income; created a business plan that included the name of company, cost analysis, promotional plan; made a promotional flyer; created a sales and record sheet; delivered products; and managed monies.

For more information about this unit, see Elementary Social Entrepreneurship: A Perfect STEAM Lesson https://usergeneratededucation.wordpress.com/2018/05/13/elementary-social-entrepreneurship-a-perfect-steam-lesson/.

Makey-Makey Marble Mazes

Another group of earners made a Makey-Makey Marble Mazes as described by @Colleen Graves, see https://colleengraves.org/2018/05/04/makey-makey-marble-maze-and-5th-grade/

Reflection

I absolutely love planning authentic learning experiences. I get to use my creativity to plan and implement them. It does take lots of pre-planning – finding resources, usually videos, and purchasing, gathering, and organizing the resources used.

I also love watching how excited learners get doing them. There is 100% engagement. I’ve said before that being an experiential educator, there is lots of pre-planning but the learners work harder than me during class time – as it should be.

Written by Jackie Gerstein, Ed.D.

January 20, 2019 at 9:31 pm

A STEM Camp for Young Learners

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I just finished a week long – half day STEM camp for learners, ages 7 through 12, half girls and half boys. The energy in the room throughout the week was pretty incredible. There was close to 100% engagement the entire time which is always my goal in teaching. I love turning kids onto STEM, and there is evidence that exposure at a younger age increases the chances of later interest.

Some Evidence of the Importance of STEM in the Early Years

Research tells us that children’s early experience builds brain architecture and lays the foundation for one’s lifelong thinking skills and approach to learning, both critical roots of STEM success. After all, the STEM disciplines require not only content knowledge but also robust thinking dispositions—such as curiosity and inquiry, questioning and skepticism, assessment and analysis—as well as a strong learning mindset and confidence when encountering new information or challenges. These need to be developed in a child’s early education, beginning in infancy and continuing through third grade to lay the roots for STEM success. (McClure et al., 2017) (The Roots of STEM Success: Changing Early Learning Experiences to Build Lifelong Thinking Skills)

According to a new research project, children who engage in scientific activities at an early age (between birth and age 8) develop positive attitudes toward science, build up their STEM “vocabularies” and do better at problem solving, meeting challenges and acquiring new skills. “STEM starts early: Grounding science, technology, engineering and math education in early childhood,” published by the Joan Ganz Cooney Center at Sesame Workshop and New America and supported by a National Science Foundation grant, has asserted that “the seeds of STEM must be planted early,” right alongside the “seeds of literacy.” Together, the report said, “these mutually enhancing, interwoven strands of learning will grow well informed, critical citizens prepared for a digital tomorrow.”  (Research: Let’s Move STEM Learning Earlier)

The Camp

Due to the experiential nature of most of my instruction, I use an experiential cycle of learning:

CycleofLearning2.jpg

What follows is how I applied it during the STEM camp.

Framing the Activities

The STEM activities were introduced through (1) the use of Brainpop videos and their accompanying quizzes, and (2) tutorial videos and/or webpages with directions. Brainpop videos, due to their animation and humor, have a high interest value for kids, and their follow-up quizzes help to create more active learning. After the Brainpop video introduction, the campers were given an overview of the specific activities through the tutorials. I then would show them the tutorial step-by-step. For some campers, seeing the tutorial in its entirety was enough for them to do the project. Others needed me to go over the project step-by-step using the tutorials as guides. I prefer using online tutorials rather than doing them myself as demonstrations because the tutorials can be projected for a larger image and better viewing by all of the learners.

These specific resources can be found in the slide deck below:

The Doing

The camp consisted mostly of campers DOING the STEM activities. See below for a photographic journey of their engagement in the activities.

Reflection

Activity reflections occurred after the completion of the day’s activities using science journals:

hh258

https://www.lakeshorelearning.com/products/el/s/HH258

Journals such as these not only benefit the learners but the educator, too. They provide such good activity evaluation information. For example, the last day of camp, students selected two photos from the week from all of the week’s photos that represented their favorite activities. These were printed for them and they then glued the images into their journals and wrote about them. They then did a verbal check-in to tell the rest of us which ones they selected and why.

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When they were sharing these with the rest of the group, one of the girls mentioned that the DIY crystals was her favorite. I was totally surprised. I thought this activity was a dude as the kids didn’t seem that excited about them. I was thinking about dropping it as a STEM activity in the future but now I will, due to her comment, consider using it again.

Our Week in Images

Chemistry – Elephant Toothpaste

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Chemistry – Slime

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Chemistry – Orbeez Stress Balls

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Solar – Solar Cars

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Solar – Solar Ovens

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Art and Science – Geometric Structures

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Art and Science – DIY Crystals

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Kinetic Projects – Cranky Contraptions

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Kinetic Projects – Helium Balloon Blimp

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Kinetic Projects – Motor Boats

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Written by Jackie Gerstein, Ed.D.

July 14, 2018 at 5:27 pm

Elementary Social Entrepreneurship: A Perfect STEAM Lesson

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I have done a social entrepreneurship unit with two groups of gifted students, grades 2nd through 5th. It was one of my favorite units . . . ever, and from their reactions, I believe it was one of theirs, too. I call it a perfect STEAM (science, technology, engineering, arts, and math) unit. The first part of this post explains some of the rationale for this project, and the second part describes the unit, itself.

Why a Unit on Social Entrepreneurship

First, I wanted my learners, who are from lower income families, to develop both an entrepreneur mindset and entrepreneur skills along with the creativity and innovation that comes with these skills.

Entrepreneurship education benefits students from all socioeconomic backgrounds because it teaches kids to think outside the box and nurtures unconventional talents and skills. Furthermore, it creates opportunity, ensures social justice, instills confidence and stimulates the economy. Because entrepreneurship can, and should, promote economic opportunity, it can serve as an agent of social justice. Furthermore, entrepreneurship has historically spurred minorities, women and immigrants to create better lives for themselves and their families.  (Why Schools Should Teach Entrepreneurship)

Second, not only did I want my learners to gain entrepreneur skills, I wanted them to experience the benefits of starting a company in order to raise money to give to a “cause” also known as a form of social entrepreneurship.

Not every child is temperamentally suited to be a social entrepreneur. Not every child is suited to be a scientist, mathematician, or artist. But elementary school-age kids do have the natural curiosity, imagination, drive, and ability to come up with innovative ways to change the world for the better. By exposing our kids to a variety of disciplines, including social entrepreneurship, we are teaching them they have what it takes to “be the change.” One well-known expert on social entrepreneurship, David Bornstein, puts it this way: Once an individual has experienced the power of social entrepreneurship, he or she will “never go back to being a passive actor in society.” (Young Kids Need to Learn About Social Entrepreneurship)

Third, this unit met my own criteria for an effective and powerful unit:

  • Instructional challenges are hands-on, experiential, and naturally engaging for learners.
  • Learning tasks are authentic, relevant, and promote life skills outside of the formal classroom.
  • The challenges are designed to be novel, and create excitement and joy for learners.
  • Learner choice and voice are valued.
  • Lessons address cross curricular standards. They are interdisciplinary (like life) where multiple, cross-curricular content areas are integrated into the instructional activities.
  • Learning activities get learners interested in and excited about a broad array of topics especially in the areas of science, engineering, math, language arts, and the arts.
  • Communication, collaboration, and problem solving are built into the learning process.
  • Reading and writing are integrated into the learning activities in the form of fun, interesting books and stories, and writing stories, narratives, journalistic reports.
  • Educational technology is incorporated with a focus on assisting with the learning activities not to learn technology just for the sake of learning it.
  • There is a natural building of social emotional skills – tolerance for frustration, expression of needs, working as a team.

Schedule of Learning Activities

Here was the schedule of learning activities I used for this unit:

  •  Introduction
    • Video
    • Online Games
    • Kidpreneurs
  • Market Survey – Google Form
  • Analyzing Results, Deciding of Products, Testing Products
  • Expense Sheet – Expenses and Assets
  • Business Plan
  • Promotional Flyer
  • Sales and Record Sheet

Introduction

Video. Learners were introduced to entrepreneurship with the following video:

Kidpreneur Readings and Workbook. We began reading the Kidpreneurs’ book (free book can be ordered at https://kidpreneursbook.com/free-book) and doing exercises from the accompanying  workbook – these readings and exercises continued throughout the unit. Here is an infographic from the authors of these books:

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Online Games. They were then given the opportunity to play some online games that focus on entrepreneurship:

Market Survey 

Based on their own interests and hobbies (and with the help of the Kidpreneur workbook), my learners decided on possible products they could sell, and with my help, added possible organizations where profits would go. They developed a market survey from this information:


Analyzing Results, Deciding of Products, Testing Products

Learners requested that their respective classes and family members take their survey. It was quite a treat watching them continually examine the graphs found on the Google form response page. Here is an example from one student:

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From the results, they decided to sell Orbeez Stress Balls and glitter slime donating the profits to our school. They tested out making these products – different sizes and slime recipes – to discover which would be best for production.

Expense Form

I acted as the bank and purchased the materials for the learners to make Orbeez Stress Balls and Slime. I saved the receipts, made copies of them, and had each learner create her or his Google sheet to record expenses.

(Still making sales – students will update income this coming week.)

Business Plan

From all of this information, the learners developed a business plan using the following Kids-Business-Plan simplified for kids. It included:

  • Their business name – Gifted Community Craft Story
  • Startup costs
  • Cost per item
  • Marketing strategies

Promotional Flyer

The learners created the following promotional flyer using Google Docs. Luckily, our school has a color printer so I was able to print them out in color for the learners to post throughout the school.


Sales and Record Sheet

Another document created by the learners was the order form:

Highlights – Selling, Making, Packaging, and Delivering the Products

Students Delivering Raised Monies to the Selected Nonprofit – The Interfaith Community Shelter

 

Additional Resources

Written by Jackie Gerstein, Ed.D.

May 13, 2018 at 11:29 pm

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