User Generated Education

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Posts Tagged ‘maker movement

The Joy of Watching a Lesson Come Alive

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Number one on my love list of teaching is spending time with my fantastic students. High on my list is also my love of designing and creating learning activities for my students. I get such joy in seeing my designs come to life in the hands of my learners. Recently, I designed a pinball machine using a pizza box, Strawbees, Makedo screws, and an optional micro:bit scoreboard. The full directions can be found at: https://www.instructables.com/Cardboard-Pinball-Machine-Using-a-Pizza-Box-Strawb/.

I got to test my new learning activity with my summer campers during my Toy Making camp. As is usual, when kids get to jump in and try the activity out for themselves, they far exceeded my vision and expectations for it.



As I observed the campers making the pinball machine, I found such joy in witnessing:

  • 100% engagement. All students were actively and joyfully engaged. It reinforced my belief that there is a human need to create. I wrote about this in The Magic of Making: The Human Need to Create.
  • Their creativity. I was in awe about the directions they took with this; how much they added their selves to the base project.
  • Their ability to create the project without direct instruction. About half of them were able to just fly with it without my assistance; by just studying my prototype.
  • Their eyes light up when their projects worked as they envisioned them.
  • Their interest in their peers’ projects.
  • How valuable experiential learning is. I wrote about this in The Imperative of Experiential and Hands On Learning:

Written by Jackie Gerstein, Ed.D.

July 3, 2022 at 11:27 pm

The Role of Kits in Maker Education and STEM Learning

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There has been a fair amount of criticism leveraged against “paint-by-numbers” types of STEM and maker kits. This criticism revolves around the stifling of the creativity of learners. I contend that learners need foundational skills so that they can be freed up to be creative. Think about learning how to cook or play an instrument. The basic and foundational skills need to be there in order for the makers to go in directions that are new and creative for them. 

This past spring we returned to face-to-face teaching but students could stay remote if they and their parents chose that. Half of my student selected that option. I was able to purchase DEUXPER Science Experiments DIY Kits – one for each learner – through DonorsChoose. For the students at home, I delivered the kits to them.

The kids in both groups thoroughly enjoyed making the projects. There are several benefits for learners in making from a kit:

  • I discussed stages of being a maker learner in my book Learning in the Making: How to Plan, Execute, and Assess Powerful Makerspace Lessons. As described for the Copy Stage, doing prescribed, step-by-step, procedural projects helps with scaffolding. They help build foundational skills for learners to be able to make more complex, open-ended, and self-driven projects.
  • Following Directions or Step-by-Step Procedures – This is a life skill in that putting things together is a beneficial for later in life. Lots of things folks purchase come in parts that have to be put together.
  • Learning How Things Work – By seeing the individual parts of a project prior to them being combined into a whole, working project, learners get to see how things work.
  • Perseverance – For more complicated kits (which I use), the learners almost always have a challenge to face. I will not directly help them. I ask them to persevere. I also suggest they ask one of their peers for assistance. Learners really enjoy giving one another tips for constructing their projects.
  • Feelings of Accomplishment – in completing a difficult task. The looks of joy and pride in completing their projects were a beautiful site to see. It was also fun seeing the joy they had in playing with the projects they created.

Written by Jackie Gerstein, Ed.D.

May 16, 2021 at 8:28 pm

Increasing Engagement, Creativity, and Innovation with Minds-On/Hands-On Activities

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COVID has forced many teacher to do remote learning in a virtual environment. Some have struggled with student-centric and hands-on learning. I have always been an experiential educator. Translating that to a virtual environment has been a little challenging but definitely doable.

Experiential-based minds on/hands on learning . . .

The ultimate goal is to get students at any level of education to become as mentally and physically engaged as possible in the learning process, regardless of the subject they are studying. The basic idea is for students to break out of their usual passive mode of learning that primarily involves listening to a teacher, taking notes and answering the occasional question. Instead, they are asked to in fact DO something during the learning process that has them actively using ALL of their senses. Doing something also means involving a student’s brain in thinking about what is going on around them as he or she tries to learn. All this active involvement makes for a powerful combination that dramatically enhances learning (The Importance of Hands-on, Minds-on Learning in Science).

The characteristics and qualities of experiential-based minds-on/hands-on activities include:

  • Open Ended Tasks Presented – “Open-ended tasks have more than one right answer, solution or outcome and can be completed in more than one way. Different learners may use different types of thinking; and there are no predetermined correct outcomes. Open-ended learning activities are provocative and stimulate divergent thinking about a topic (Open-Endedness).
  • Focus is on Process Rather Than Product – To truly focus on the process rather than products of learning, the educator needs to let go of expectations about the specific products that should be produced by the learners. There are expectations regarding some of the processes in which learners should engage (e.g., divergent thinking, questioning, researching, creating, innovating) but the educator lets go of the pictures in her or his mind about what the products should look like. By doing so, learners get the overt message that the focus is on processes used during the learning activity.
  • Engagement of Mind, Body, and Heart Occurs – Too often students are asked to engage in academics with their brains leaving behind their bodies and hearts. This is especially true as students enter higher grades. Hands-on/minds-on activities obviously use learners’ brains and hands; and because of the engagement of these areas, learners emotions, their hearts, are also often engaged.
  • Productive Struggles and Persistence – Hands-on/minds-on activities often challenge the learner due to their open ended nature. There are no single “right” answers. As such, they often have productive struggles with the learning task. Learners enter into uncharted waters as they work to create artifacts that are new to them, their classmates, their teachers, and sometimes for society. Given this limited “history,” learners often experience and work through struggles. Since they persist through theses struggles, they become productive struggles.
  • Learner-Initiated and Directed – When presented as self-directed learning, educators, as mentioned above, give learners an open ended task, like develop a new type of transportation for use on another planet or design an assistive technology for someone with a disability. Learners, then, being self directed, take initiative and responsibility for their learning, set their own goals, select and manage their resources, and assess the degree of personal success.
  • State of Flow Results – A flow state, also known colloquially as being in the zone, is the mental state in which a person performing some activity is fully immersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity [Flow (psychology)]. I love it when I hear a student say at the end of class, “Is it time to go already?” This to me is evidence that a state of flow occurred from the learner.
  • Learning Comes from Natural Consequences, Mistakes, and Successes – Because this type of learning elicits new information for the learners during each step of their learning process, each step provides them with data. It gives them information about the degree of success or lack of success about the actions they took. They naturally gain insight about whether or not to keep going in the direction they have been, or whether they should change course due to lack of significant progress.
  • Increased Creativity and Innovation – Because of everything mentioned above, learners’ creativity and innovation flourishes.

Design Thinking: Sketching New Inventions for Clients

Consider the rapidly changing world we live in. To thrive in the future students will need to be adaptable and flexible. They will need to be prepared to face situations that they have never seen before. Design Thinking is one of the best tools we can give our students to ensure they:

  • Have creative confidence in their abilities to adapt and respond to new challenges.
  • Are able to identify and develop innovative, creative solutions to problems they and others encounter.
  • Develop as optimistic, empathetic and active members of society who can contribute to solving the complex challenges the world faces (What is Design Thinking? A Handy Guide for Teachers).

Probot

Protobot generates random product and service ideas

My students were each given this link. They were told that they could click on the link repeatedly to get a design they felt comfortable sketching.

Nope or Dope Cards

Nope or Dope cards is usually used as a party game. I used it to have students select a client or buyer and combine several products for that client. Since we were virtual, I would select cards from my deck for each student. They then sketched their prototypes for the type of client and a combination of selected product cards.

Extraordinaires Design Studio

The Extraordinaires® Design Studio is a powerful learning tool that introduces children to the world of design, teaching them the foundations of design in a fun and engaging way. Your clients are The Extraordinaires® – over the top characters with extraordinary needs – and it’s the job of your student or child to design the inventions they require to fit their worlds.”

Here are some student examples of this activity:

Flipgrid Reflections

For the above projects learners used Flipgrid to discuss the details of their projects. Then they commented on one another’s work. Here is an sampling of student Flipgrids:

Inventor’s Workshop

Inventing is a skill and every student can develop that skill. It may be cliche, but it’s true–kids are natural inventors. And once taught the skills of how to invent, there is no stopping them (Opinion: Every student can be an inventor).

I was able to get a DonorsChoose project funded whereby I bought each of my twenty students a box of the Inventor’s Boxes and had a great time delivering them to each of my student’s homes. It was great having all of these materials in one box but none of the materials was unique or unusual. This means teachers can create their own invention kits for their students that is relatively inexpensive materials – straws, pom poms, craft sticks, string, pipe cleaners, rubber bands, binder clips, googly eyes, dowels, and foam.

They spent many hours fully engaged during remote learning making inventions including musical instruments, board games, new tools, machines, and robots.

They then took images, posted them on their own individual Google Sites, and reflected on their attributes.

Making Board Games

My learners were given the simple directions to making a board game out of materials they found around the house. I thought this would be a fairly quick activity but they spent hour after hour creating them. They made game pieces, playing boards, playing cards, and tender. They then played their games remotely with the maker moving the game pieces, reading the playing cards, etc. They also spent hours playing one another’s games.

They were so many benefits of this activity: developing their creativity; communicating and relationship building with peers; and having authentic connections and fun during the difficult pandemic times.

Puppet Making and Green Screen Recording

Puppet-based learning teaches students design thinking, growth mindset, writing, how to work in sharable media, and how to approach learning without fear. Plus, it’s fun (6 Reasons Why Puppets Will Change Your Classroom Forever)!

This past week I visited my students’ homes yet again (love doing it) to deliver puppet making materials (felt puppet blanks, googly eyes, felt pieces, pom poms, Elmers glue) and green file folders for their green screen background. For the next several weeks, they will be making their puppets, writing scripts, recording their puppet shows in front of the green file folder, and then editing it with a background in https://clipchamp.com/. I will add some examples of their projects after their completion.

Written by Jackie Gerstein, Ed.D.

February 9, 2021 at 11:21 pm

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

Scratch and Makey Makey Across the Curriculum

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I love bringing physical computing into my classrooms:

Physical computing means building interactive physical systems by the use of software and hardware that can sense and respond to the analog world. Physical computing is a creative framework for understanding human beings’ relationship to the digital world. In practical use, the term most often describes handmade art, design or DIY hobby projects that use sensors and microcontrollers to translate analog input to a software system, and/or control electro-mechanical devices such as motors, servos, lighting or other hardware (https://en.wikipedia.org/wiki/Physical_computing).

. . . but as with all use of educational technologies, I believe that it should be used intentionally to assist learners in developing and expanding their content knowledge and life skills.

Best Practices for Physical Computing

benefits of physical computing

  • Hands-on/Minds-On: “When students are fully engaged in a task, they are actively doing and actively thinking. While hands are engaged, minds should be questioning, sorting through sensory input, and making connections” (Actively Engage Students Using Hands-on & Minds-on Instruction).
  • Development of Learning and Innovation as Well as Career and Life Skills: Physical computing activities should be designed to help learners develop skills as identified as by the Partnership for 21st Century Learning.

Learning and innovation skills are what separate students who are prepared for increasingly complex life and work environments in today’s world and those who are not. These skills include: Creativity and Innovation; and Critical Thinking and Problem Solving.

Today’s students need to develop thinking skills, content knowledge, and social and emotional competencies to navigate complex life and work environments. P21’s essential Life and Career Skills include: Flexibility and Adaptability; and Initiative and Self-Direction (Partnership for 21st Century Learning Framework and Resources).

  • Cross Curricular Connections: Physical computing, at its best, enbraces content standards across the curriculum.

Multidisciplinary or interdisciplinary learning is a “whole” or “comprehensive” method that covers an idea, topic, or text by integrating multiple knowledge domains. It is a very powerful method of teaching that crosses the boundaries of a discipline or curriculum in order to enhance the scope and depth of learning. Each discipline sheds light on the topic like the facets of a gem.  (A Cornucopia of Multidisciplinary Teaching).

  • Relevant and Authentic Learning: Physical computing is often perceived by learners of all ages are relevant to their lives especially with the current push towards learning STEM and coding.

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?)

  • Learner-Centric – More of Them; Less of Us:At its heart, maker education and physical computing is about centering around the learner. Children and youth are natural learners—imaginative, curious, exploratory testers of theories and creators of solutions. When children and youth have educational experiences that allow them to fully occupy the educational space and are supported by adults who trust their innate abilities and contributions  and are given the guidance, they grow confident in their abilities (At its heart, maker education is always about centering the learner).

Direct instruction is provided through structured and prescribed activities with the goal of learners then being able to eventually go into self-determined directions.  My contention is that learners often don’t know what they don’t know; and that giving them the basic skills frees them to then use their creativity and innovation to take these tools into self-determined directions

  • Open-Ended Challenge: As stated above, learning is scaffolded but even with more structure projects as described in this post, they are still open-ended enough for learners to integrate their own talents, interests, and skills into the projects.

Note about using Makey Makey and Scratch 3.0

All of the following projects utilized Scratch 3.0 along with their extensions: Makey Makey and for some, Text to Speech.

Screen_Shot_2019-01-02_at_2.44.22_PM_large2019-02-16_1826

Language Arts: Character Development

Standards Addressed:

Common Core State Standards – ELA

  • Write narratives to develop real or imagined experiences or events using effective technique, relevant descriptive details, and well-structured event sequences.

Next Generation Science Standards

  • Define a simple design problem reflecting a need or a want that includes specified criteria for success and constraints on materials, time, or cost.
  • Evaluate competing design solutions using a systematic process to determine how well they meet the criteria and constraints of the problem.

National Core Arts Standards

  • Students will generate and conceptualize artistic ideas and work.

ISTE Standards for Students

  • Students use a variety of technologies within a design process to identify and solve problems by creating new, useful or imaginative solutions.
  • Students develop, test and refine prototype  as part of a cyclical design process.
  • Students exhibit a tolerance for ambiguity, perseverance, and the capacity to work with open-ended problems.
  • Students understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.

Directions:

Learners engaged in a maker-enhanced writers’ workshop. I like having my learners begin by developing their characters. They did so by:


Language Arts: The Monster Project

Standards Addressed:

Common Core State Standards – ELA

  • Write narratives to develop real or imagined experiences or events using effective technique, relevant descriptive details, and well-structured event sequences.

National Core Arts Standards

  • Students will generate and conceptualize artistic ideas and work.

ISTE Standards for Students

  • Students use a variety of technologies within a design process to identify and solve problems by creating new, useful or imaginative solutions.
  • Students develop, test and refine prototype  as part of a cyclical design process.
  • Students exhibit a tolerance for ambiguity, perseverance, and the capacity to work with open-ended problems.
  • Students understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.

Directions:

Directions for this project can be found at https://usergeneratededucation.wordpress.com/2023/03/04/monster-project-using-makey-makeys-and-scratch/.

Example Scratch Code: https://scratch.mit.edu/projects/793092586/editor/


Science: Brain Science

Standards Addressed:

Next Generation Science Standards

  • Develop a model to describe phenomena.
  • Use a model to test interactions concerning the functioning of a natural system.
  • Define a simple design problem reflecting a need or a want that includes specified criteria for success and constraints on materials, time, or cost.
  • Evaluate competing design solutions using a systematic process to determine how well they meet the criteria and constraints of the problem.

ISTE Standards for Students

  • Students use a variety of technologies within a design process to identify and solve problems by creating new, useful or imaginative solutions.
  • Students develop, test and refine prototype  as part of a cyclical design process.
  • Students exhibit a tolerance for ambiguity, perseverance, and the capacity to work with open-ended problems.
  • Students understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.

Directions:


Music: Piano

Standards Addressed:

Music Education

  • The creative ideas, concepts, and feelings that influence musicians’ work emerge from a variety of sources.
  • Musicians connect their personal interests, experiences, ideas, and knowledge to creating, performing, and responding.

ISTE Standards for Students

  • Students exhibit a tolerance for ambiguity, perseverance, and the capacity to work with open-ended problems.
  • Students understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.

Directions:

These project used the directions from Scratch Cards, Music Cards, for the Microbit found at https://microbit.org/scratch/.  Instead of a microbit, a Makey Makey was used. See the video below.


Engineering: Marble Mazes

Standards Addressed:

Next Generation Science Standards

  • Define a simple design problem reflecting a need or a want that includes specified criteria for success and constraints on materials, time, or cost.
  • Generate and compare multiple possible solutions to a problem based on how well each is likely to meet the criteria and constraints of the problem.
  • Plan and carry out fair tests in which variables are controlled and failure points are considered to identify aspects of a model or prototype that can be improved.

ISTE Standards for Students

  • Students use a variety of technologies within a design process to identify and solve problems by creating new, useful or imaginative solutions.
  • Students develop, test and refine prototype  as part of a cyclical design process.
  • Students exhibit a tolerance for ambiguity, perseverance, and the capacity to work with open-ended problems.
  • Students understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.

Directions:

Sample Scratch Code: https://scratch.mit.edu/projects/714923121/editor/

Written by Jackie Gerstein, Ed.D.

March 11, 2019 at 9:45 pm

Day of the Dead (Dia de los Muertos) Displays: A Maker Education Project

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I have lived in Santa Fe, New Mexico for a few decades. One of my favorite things about living here is that my town celebrates and embraces Hispanic and Mexican cultural traditions. I have the privilege of working with gifted kids at two elementary schools with over 80% Hispanic students. For the past two years, I did Halloween Wars – based off of the Food Channel show. See Halloween Wars: An Interdisciplinary Lesson with a STEM, STEAM, Maker Education Focus for more about this. Because of the cultural heritage of my students and because I find the Day of the Dead holiday so intriguing and beautiful (the movie, Coco, helped bring its beauty to the masses), I decided to focus on having the students create Dia de los Muertos displays this year.

Standards Addressed

21st Century Skills

  • Using 21st century skills to understand and address global issues
  • Learning from and working collaboratively with individuals representing diverse cultures, religions and lifestyles in a spirit of mutual respect and open dialogue in personal, work and community contexts
  • Understanding  other nations and cultures, including the use of non-English languages
  • Create new and worthwhile ideas (both incremental and radical concepts)
  • Elaborate, refine, analyze and evaluate their own ideas in order to improve and maximize creative efforts
  • Create new and worthwhile ideas (both incremental and radical concepts)
  • Elaborate, refine, analyze and evaluate their own ideas in order to improve and maximize creative efforts

Next Generation Science Standards

  • Define a simple design problem reflecting a need or a want that includes specified criteria for success and constraints on materials, time, or cost.
  • Evaluate competing design solutions using a systematic process to determine how well they meet the criteria and constraints of the problem.
  • Analyze and interpret data on the properties of substances before and after the substances interact to determine if a chemical reaction has occurred.

Common Core State Standards – ELA

  • Write narratives to develop real or imagined experiences or events using effective technique, relevant descriptive details, and well-structured event sequences.

Getting Started – Gaining Attention

To introduce and show students the traditions related to Day of the Dead, they are shown the following videos:

. . . as well as given time to explore the Smithsonian Latino Center’s Theater of the Dead – http://latino.si.edu/dayofthedead/ which includes an interactive element to build their own alter or Ofrenda.

 

Writing a Story About Day of the Dead

Students write a story with a Day of the Dead theme. They are given the option to write it alone or with a partner. Here is an example from one of my 6th grade students:

 

Artifacts for the Day of the Dead Displays

Students make the following artifacts and then, in small groups of three students, decide if and how they want to use them in their Day of the Dead displays to reflect the stories they wrote.

Decorated Skulls with Paper Circuits for Eyes

Materials: skull outline and parallel circuit outline (one for each student), 5MM LED lights, copper tape, coin batteries, transparent tape, markers.

Students decorate their paper skulls and then make parallel paper circuits to light up the eyes of these skulls. I found a template of a skeleton skull online. I printed these out – one for each student. I then made an outline of a parallel circuit so that when connected and joined with the top part, the LEDs would show up as pupils of the decorated skull – see below.

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Students first cut out and decorate their skulls with markers. Images of decorated Day of the Dead skulls can be projected via a whiteboard so students can see examples. They then trace their cut out skulls onto the paper circuits template and cut that out. The bottom piece, containing the parallel circuit design, is then wired with the copper tape. The shorter copper tape is taped down from the battery placeholder to the end of its outline, so that the coin battery can be placed on top of that. For the longer piece of copper tape, about 1.5 inches is left at the end near the battery. This extra is folded onto itself so that after the battery is in place, this part of the copper tape can be taped on top of the battery. Having a folded over end piece makes it more manageable. Students should be reminded how to find the polarities of both the LEDs (the longer leg is positive) and the coin battery (it has a + on the top – that side with a little bit larger diameter). Students then tape their batteries and LEDs in place insuring that the positive legs of the LED lead to positive side of the battery and visa-versa. For more about paper circuits, see https://www.makerspaces.com/paper-circuits/. The LEDs are then poked through the eyes of the decorated skull. The top and bottom pieces are then stapled together.

Sugar Skulls

Materials: sugar, meringue powder, sugar skull molds

Sugar skull molds can be purchased from https://www.mexicansugarskull.com/sugar_skulls/sugar-skull-molds.html. Sugar skulls are incredibly easy to make – just combining the dry ingredients of sugar and meringue power and adding a little water so it becomes the consistency of dampened beach sand. More directions along with amounts can be found at https://www.mexicansugarskull.com/sugar_skulls/instructions.html. After waiting at least 24 hours for the skulls to harden, students can then decorate them using edible markers or royal icing.

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Skulls from Modeling Chocolate

Materials: white chocolate morsels, corn syrup.

This is another easy recipe to make (see http://artisancakecompany.com/recipe/how-to-make-perfect-modeling-chocolate/ for specific directions) although it is a bit tricky to get the modeling chocolate to the right consistency. Once the modeling chocolate is made, students sculpt it into 3D skulls.

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micro:bit Lit Skull

Materials: micro:bit (one for each team), heavy stock cardboard, (servos with jumper wires and alligator clips if movement is designed)

A micro:bit is mini-computer, half the size of a credit card equipped with 25 red LED lights that can flash messages. The micro:bit features an embedded compass, accelerometer, mobile, and web-based programming capabilities. It is compatible with a number of online code editors across a number of different languages (https://learn.sparkfun.com/tutorials/getting-started-with-the-microbit). For this activity, students cut out a skull with a window in the middle for the micro:bit (see below). They then use https://makecode.microbit.org/ to (1) create a message on the LEDs about Day of the Dead, and (2) code the servo to rotate the skull in a small arc from side to side (see https://sites.google.com/view/microbitofthings/7-motor-control/11-servo-control?authuser=0 for how to do this).

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Tissue Paper Marigolds

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Materials: yellow tissue paper, pipe cleaners.

The directions for how to make these can be found at https://tinkerlab.com/simple-paper-marigolds-dia-de-los-muertos/,

Edible Slime

Materials: sugar free Jello, starch

This is an easy recipe with the slime made by combining sugar free Jello, food starch, and water. Colors are determined by the flavor of the Jello – I like using lime for green slime and strawberry for red slime. For more information, visit https://thesoccermomblog.com/edible-silly-putty/

Miscellaneous Materials

Students are provided with core board and also given candy bones, candy gravestones, and chocolate animal crackers (to be crushed into dirt) so that these items along with the projects described above can be used for their displays, again reminding students that the displays should directly reflect their stories about Dead of the Day – Dia de los Muertos.

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Student Reflection

Students were asked to randomly choose five cards from the deck of my Maker Reflection Cards to reflect on their experiences with this project. They were told that they could discard two of them but would need to answer three of them via a blog post, and I was totally elated when one asked if he could answer more – seven of them! Here are screenshots of his and another student’s reflections.

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Written by Jackie Gerstein, Ed.D.

November 6, 2018 at 1:55 am

The Myth of Neutral Makerspaces

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Recently, I attended the Nation of Makers Conference whose theme was intentional inclusion. The single comment from the conference that stood out for me was:

Before we consider intentional inclusion, we need to consider and explore unintentional exclusion.

When I think about unintentional exclusion, I think about how implicit biases are present and strong in every human being.

An implicit bias, or implicit stereotype, is the unconscious attribution of particular qualities to a member of a certain social group. Implicit stereotypes are influenced by experience, and are based on learned associations between various qualities and social categories, including race or gender. Individuals’ perceptions and behaviors can be affected by implicit stereotypes, even without the individuals’ intention or awareness. Implicit bias is an aspect of implicit social cognition, the phenomenon that perceptions, attitudes, and stereotypes operate without conscious intention. (https://en.wikipedia.org/wiki/Implicit_stereotype)

Recent research sadly indicates that implicit bias is pervasive and insidious in makerspaces . . .

After a 10-state tour through educational makerspaces (both in-school and off-site facilities with an educational penchant), researchers from Drexel University’s ExCITe Center found a non-inclusive culture with a lack of attention to implicit biases.

Per the study, student participation rates change dramatically from K-8 (where there’s nearly equal participation by gender) to high school (where male students outnumber females by a factor of three). Program leaders and instructors remain predominantly male, and a language analysis of recruiting and instruction materials revealed evidence of implicit bias.

“Implicit bias is pervasive and insidious,” the report states. “Our evidence is specific to gender, but there may be other forms. We recommend open and frank discussions that raise awareness of implicit bias, particularly in language, internal and external communications, and design curricula that may lead to bias.” The most urgent recommendation, according to Kim, is to create concerted efforts around recruitment and language that combat existing bias in gender, race and beyond. (K-12 makerspaces lack inclusive culture, Drexel study says)

Because these stereotypical biases are often implicit and unconscious, it makes them especially resistant to awareness, exploration and modification. Due to this, I don’t believe that a truly neutral makerspace is possible but I do believe efforts should be made towards that goal or end.

Liberatory Consciousness

Liberatory Consciousness was a practice promoted and used during the Nation of Maker pre-conference and threaded through the inclusion track of the conference.

Liberatory consciousness is a force that enables an individual to live his or her life in oppressive systems and institutions with awareness and intentionality.

We understand that inequity, racial and otherwise, is the result of cumulative disadvantage built into social institutions, via law, policy, and everyday practice.

We work from an intersectional perspective, which believes that organizations and communities thrive when they build cultures that are inclusive of wide-ranging ethnic, racial, gender, sexual, religious, and national identities and abilities.

We understand that the targets of oppression are required  to be at the center of efforts to transform oppression. http://desireeadaway.com/awareness-analysis-action/ 

Philosophically, these tenets, in my perspective, are pretty amazing and right on target. The difficulty comes in operationalizing them – making them into concrete practices for makerspaces.

Developing Best Practices for Makerspaces

After the conference, I did an extensive search on codes of conduct and inclusion for makerspaces. I expected to find a decent number of articles on this topic, but became a bit dismayed on how few I found. One article that did stand out for me was by Sylvia Martinez’s Edsurge piece, Making for All: How to Build an Inclusive Makerspace (but it’s from 2015). Some of practices she recommends for creating a more inclusive makerspace:

  • Empower students not just to be passive objects of the lessons, but to include them as allies and advocates for making things that matter to them.
  • Culturally responsive, situated, and relevant doesn’t mean asking students to write hip hop lyrics about the scientific method. But it doesn’t mean ignoring hip hop either. Seeing cultural practices in a maker light can open doors and blur the lines between teachers and learners.
  • Sensitivity to surroundings. Research shows that girls react to surroundings that reflect stereotypical “hacker” culture by denying that they are interested in science and engineering. If you aren’t sure what vibe your classroom or makerspace is communicating, ask some kids.
  • Reduce competition. Both overt contests and more subtle competition, like competition caused by a lack of adequate materials and tools, can reduce participation of girls. It can also be a barrier for beginners and students who don’t see themselves as “technical.” The competition aspect raises the stakes to a level that is too risky for students to jump in and try something they may actually enjoy.
  • Don’t advantage one kind of building over another. Robots are cool, but the same technologies of micro-controllers, sensors, motors, and lights could make smart clothes, a useful invention for an elderly aunt, or better still, something no one has thought of before. Provide incentives, multiple on-ramps, praise, and glory for all kinds of making.

Written by Jackie Gerstein, Ed.D.

July 1, 2018 at 11:35 pm

Maker Education Camp: Circuit Crafts

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This is my third summer offering maker education summer camps as part of a bigger program at a local school.  During mornings (9 to 12 with a half hour recess), campers, grades Kindergarten through 6th grade, can choose from one of four enrichment classes: art, drama, games, foreign languages, computers, and in my case, maker camps. During the afternoons, all campers get together for typical camp activities – fun and games, field trips, water sports, silly competitions. Each camp lasts a week. This summer I am offering: Cardboard Creations, Circuit Crafts, Toy Making and Hacking, and Robotics and Coding.

I often discuss the need to implement maker education programs with minimal cost materials and ones that offer the potential to tap into diverse learners and their diverse interests:

3d Printers, Ardinos, litteBits, Makey-Makeys, GoSpheros, Lillipads, . . . oh my! These technologies are seductive especially seeing all the press they get on social media, blogs, and Kickstarter.  Given all of the media coverage, an educator new to Maker Education may get the perception that it is all about this kind of high tech stuff. For less affluent schools or after-school programs, it may seem that maker education is out of their reach given budgetary restraints. A maker education program can be fully implemented with minimal cost supplies. Cardboard boxes, recycled materials such as water bottles, detergent bottles, and other plastic throwaways, tape, glue guns, scissors/knives, and markers in conjunction with learners’ imaginations, creativity, and innovative ideas can be the stuff that makerspaces are made of (Making MAKEing more inclusive).

Many of the discussions about and actions related to integrating maker education into educational environments center around the use of new technologies such computer components (Raspberry PisArduinos), interactive robots for kids (Dash and DotOzobotsSpheros), and 3D printers. These technologies are lots of fun and I facilitate Robotics and Computer Science with my gifted students and at one of my summer camps (noting that I purchased the robots myself). The learners engaged in these high tech learning activities with high excitement and motivation. Such high excitement, engagement and motivation, though, were also seen at my low tech/low cost maker education camps: LED crafts, Toy Hacking and Making, and Cardboard Creations. A recent NPR article discussed several challenges for maker education. One of them was related to equity issues, providing maker education for all students regardless of income level:

A big challenge for maker education: making it not just the purview mostly of middle- and upper-middle-class white kids and white teachers whose schools can afford laser cutters, drones or 3-D printers (3 Challenges As Hands-On, DIY Culture Moves Into Schools).

(Cardboard Creations: A Maker Education Camp )

This post lists the materials I used for the Circuit Crafts and descriptions of the activities.

Materials and Costs:

This camp did have some costs associated with it but I believe that given the wide range of activities offered, the costs were justified. The following is my materials list and costs. FYI – I actually purchased most of these materials cheaper via ebay.

  • Snap Circuits Pro (2 at $60 each – $120)
  • Circuit Maze (2 @ $23 each – $46)
  • Circuit Kits (3 at $14 https://www.amazon.com/Basic-Circuit-Kit-Batteries-Holders/dp/B00FKCVFPW – $42)
  • Squishy Circuits
    • Playdoh (two 10 packs at $8.00 each – $16)
    • modeling clay (24 color pack @ $14)
    • 5 mm LED’s – used for several projects (500 mixed color from ebay – $14)
    • 9V Batteries (10 2-packs from Dollar Store – $10)
    • battery terminals with wires (20 – $10)
  • Gami-Bots
    • business cards ($5)
    • coin pager motors (50 from ebay – $25; I got extras as sometimes the wires pull out and sometimes the campers want to make more than one)
    • coin batteries – used for several projects (200 from ebay – $20)
  • Wiggle or Art Bots
  • Paper Circuits
    • coin batteries (purchased quantity under Gami-bots)
    • 5 MM LED lights (purchased quantity under Squishy Circuits
    • copper tape (2 rolls of 1/8″ x 55 yd – $15)
  • Minecraft Blocks and Dollhouses
    • Cardstock (150 sheet pack from Walmart – $5.50)
  • Miscellaneous Supplies (found at school)
    • Tape
    • Two sided tape
    • Scissors
    • Paper
    • Butcher Block Paper
    • Markers

The total budget for serving 20 kids for 2.5 hours per day for 5 days was about $450 noting that the games and kits ($200 of the money) used to kick-off the camp were one time purchases. They will be used again for future camps. It ended up being $22 for each camper for the entire week – $12.50 without the games or kits. Having a materials fee; or doing DonorsChoose.org or a fundraiser can easily cover these costs.

What follows are descriptions and how-tos for the circuit activities at did at this maker camp.

Introduction to Circuits with Games and Manipulatives

To introduce learners to circuits, they played with:

For the first morning, I set up stations for each of the above. Learners were asked to work with a partner or two. They moved to any station at any time as long as they spent time finishing several projects at a given station.

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Squishy Circuits

Squishy Circuits uses conductive and insulating play dough to teach the basics of electrical circuits in a fun, hands-on way. There’s no need for breadboards or soldering – just add batteries and pre-made doughs (or make your own dough). Squishy Circuits are very simple and is based on two play doughs – one that is conductive (electricity flows through it) and one that is insulative (does not allow electricity to flow through it). Power is supplied by a 4AA battery pack and travels through the conductive dough to provide power to LEDs (Light Emitting Diodes), buzzers, or motors.  https://squishycircuits.com/what-is-squishy-circuits/

This PDF was shared with the makers campers: Squishy Circuits Introduction PDF.  It provides some background and simple get started activities.

I then project resources on the Whiteboard to spark ideas for creative use of Squishing Circuits:  http://www.pearltrees.com/jackiegerstein/squishy-circuits/id15355392squishy

 

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Gami-Bots

A Gami-Bot is a simple DIY origami robot that is made from a vibration motor, business card, 3v cell battery, and tape. It is so easy it practically builds itself (https://otherlab.com/blog/post/howtoons-gami-bot).

This was developed by Howtoons. They now sell it as a kit but I buy all of the materials separately as they are simple materials and easily accessible.

Directions can be found via this Howtoons cartoon:

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This is a high engagement, low entry activity for both younger and older (like adults) learners. I encourage learners to decorate them to make them more anthropomorphic and to engage in free play after their creation which often translates into competitions such as racing and length of time staying in determined area.

 

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Wiggle and Art Bots

As this was a summer camp with a budget, my “big” purchase for this camp was Wiggle Bots bought from TeachGeek , but with a few parts like 3v motors, AA batteries, AA battery holders, plastic cups, markers, and tape, learners can easily make their own wiggle and art bots. See my page of resources on Artbots and Scribbling Machines at http://www.makereducation.com/artbots–scribbling-machines.html

 

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LED Paper Projects

The last two days of camp were spent making LED projects:

  • Minecraft Blocks
  • Paper Circuits
  • Circuit City

Minecraft Blocks

I printed off paper templates for Minecraft Blocks from http://stlmotherhood.com/diy-minecraft-light-blocks-diamond-emerald-redstone/. (Yes, it requires a color copier which all of the schools where I work [including the Title 1 ones) have.) Campers were instructed to cut them out and hole punch out “windows” in their blocks to allow the light to shine out. After assembling their blocks leaving the top open, they inserted LED lights with coin batteries taped into place.

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http://www.technologystudent.com/elec_flsh/button1.html

 

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Paper Circuits

I printed off the the parallel and switch circuit templates found at paper-circuit-project-templates. I printed them in color but black and write would have been fine. Additional materials for this project were LEDs, copper tape, and coin batteries. The templates are pretty self-explanatory so I walked around and gave the campers assisted when needed.

 

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Circuit City

Finally, learners were given templates for paper house structures (https://www.template.net/business/paper-templates/paper-house-template/ – I encouraged campers to add lit LEDs as they did for their Minecraft blocks. They were asked to also use their Minecraft blocks and their paper circuits as part of the city. The miscellaneous materials (craft sticks, straws) were also available for them to use. A large piece of butcher block paper was placed on the floor and the learners were given the following simple directions, “Create a city out of your paper crafts: your houses, Minecraft blocks, and paper circuits. You can use the extra LED/coin batteries and markers to add to your city.” Once their city was complete, I darkened the room.

This is the second time I’ve done this activity, and both times, I observed the campers having lots of fun doing some spontaneous role play interacting with the city and each other.

 

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Written by Jackie Gerstein, Ed.D.

July 8, 2017 at 4:41 pm

The Classroom or Library as a Makerspace

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Makerspaces, Maker Education, STEM, and STEAM are gaining lots of traction in Kindergarten though college level education. Articles, resources on social media, and conference presentations on these topics are proliferating at a rate that most educators are now familiar with maker education.

Once again this school year, schools will be ramping up robotics programs and opening more makerspaces, according to the latest report from the New Media Consortium and the Consortium for School Networking. As for “important developments” on the horizon, makerspaces (first listed as a trend in the 2015 report) will pick up speed over the next one to two years. As schools continue to foster 21st century skills in students in order to prepare them for the demands of a global workforce, K–12 will see the adoption of more makerspaces and research efforts to surface best benefits and practices. Furthermore, the report noted that “makerspaces were initially lauded for their role in stimulating interest in STEM fields,” but now they are often viewed as conduits to STEAM education with more emphasis on the humanities, visual arts, dance, drama and other areas of the arts (Ravipati, 2017).

Makerspaces like vocational shops and science labs are great additions to schools. They often contain the tools, machinery, and technologies associated with making – 3D printers, laser cutters, vinyl cutters, high tech robotics, vocational tech machinery. These are great for educational institutions and learners that can afford them.

Problems occur when administrators, educators, learners, and communities come to believe that maker education is synonymous with these tools and spaces. First, they may be out of budget for schools especially those serving lower income populations. Second, the regular classroom teacher or librarian may be intimidated with these advanced tools and technologies. Finally, in order to prevent maker education in becoming the educational flavor of the month, administrators, educators, and libraries need to not be seduced by these high tech tools. The longevity and sustainability of maker education will depend on making it feasible, approachable, and accessible to the masses of educators.

Public focus on maker education often centers on flashy technology, but it is more than just that. Maker education is about building educational experiences that are based in the real world, that allow student choice, and that achieve multiple objectives. Maker education can be used in a variety of ways and projects can be adjusted in scale or scope to meet individual class or student needs. The key to successful maker education implementation is finding project ideas that seamlessly integrate “making” into the lessons. In the end, maker education is all about providing engaging experiences for students that brings out the best in them in the form of problem solving and determination (https://sparkfuneducation.com/what-is-maker-education.html.).

With these broader definitions and approaches to maker education, and with the realization that maker education does not have to be about the shiny, new toys; more school administrators, librarians, and educators may be willing to embrace maker education within their own work settings.  A classroom or library can be at least partially transformed into its own makerspace, a space for powerful student learning by doing the following actions workable and realistic for most librarians and educators:

A classroom or library can be transformed into its own makerspace, a space for powerful student learning by doing the following realistic and workable actions:

  • Removal of Obsolete, Non-Flexible Classroom Desks (including the traditional teacher’s desk)
  • Spaces for Playing, Tinkering, Making, Collaborating, Discussing, Researching, Reflecting
  • An Agile and Nimble Learning Environment
  • Materials Openly and Easily Available
  • Materials and Activities to Spark Diverse Learners and Their Diverse Interests
  • Scavenged Materials
  • A Place and Space That Supports Chaos and Messiness
  • Accessible, Low-Entry, High Ceiling Materials and Activities
  • A Learning Environment Driven by Learner Choice and Voice
  • The Space Screams of Fun and Engagement
  • The Space Screams of a Maker Mindset Not the Stuff

classroom makerspace

Removal of Archaic, Non-Flexible Classroom Desks

The image that often comes to mind about the classroom desk is one that features a plastic chair with chrome legs and a fiberboard tabletop that partially encloses a student’s body (for a history of the classroom desk, see A Visual History of School Desks). The first step for creating a classroom or library space that supports making is to get rid of these archaic pieces of furniture that seem to have been invented more for control than for learning.

The idea that students must be seated at desks working in rows is quickly becoming archaic. Technology and collaborative work environments are changing the design of learning spaces. Experts hope that the emerging paradigm will translate into improved learning spaces (Learning Environment: 20 Things Educators Need to Know about Learning Spaces).

Spaces for Playing, Tinkering, Making, Collaborating, Discussing, Researching, Reflecting

Classroom educators and librarians may wonder how they might create spaces for playing, tinkering, making, collaborating, discussing, researching, and reflecting. First and foremost, they need to develop an innovator’s mindset, one outside of the box of what a classroom should look, sound, and be like. Second, practitioners need to become intentional in insuring that a full spectrum of making skills, attitudes, and knowledge is offered to learners. What will follow is educators and librarians who are creative, innovative, and resourceful in creating spaces that can offer a variety of learning activities. The types of desired learning activities should drive how the learning space should be set up as discussed in the case studies reported by the Hechinger Report article, Personalized Learning: Why Your Classroom Should Sound Like A Coffee Shop:

As a first step, they began with ideas and used them to define the space. Searching questions such as “What types of activities will define this flexible space?” were used to escape the constraints of the physical space and get beyond our own set of normal limitations.

An Agile and Nimble Learning Environment

The intentional use of flexible seating that form agile and nimble learning spaces support the learning intentions discussed in the previous section.

An agile learning environment is an educational playground that is intentionally designed to be adjustable, exchangeable and moveable. The learning space is designed to support idea generation, collaboration and experimentation. agile learning environments ultimately showcase how the design of a physical space, as well as the implementation of technology within that space, can shift how people communicate with one another.

The primary goal of an agile learning environment is flexibility. The furniture in the space, and the technology used within it, are flexible so that it can be configured and re-configured to suit different approaches to learning and teaching. An agile learning environment has the ability to turn a static or ‘dead’ space into a dynamic space (The primary goal of an agile learning environment).

With some creativity and flexibility, the practitioner can set up a unique, multipurpose space to serve the goals of making, the learners, and multipurpose uses specified above. The spaces become agile and nimble. There are lots of resources that discuss flexible seating. Here is a ScoopIt aggregate of resources  http://www.scoop.it/t/flexible-seating-1

Affordable and Scavenged Materials

There are so many avenues for acquiring materials for the classroom or library seeking to be at least a part-time makerspace.

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Once educators open themselves up to all of the possibilities of making, they will find free materials everywhere – cardboard at stores; recycled plastic bottles at school or the local recycling center; the storage closet at school where all of the old science kits are stored (I’ve found them at every school where I work) with all kinds of making supplies; old technologies and appliances for learners to take apart and build new inventions

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Affordable Materials Openly and Easily Accessible

In a learner-centered classroom environment, materials are displayed openly – being accessible to the learners on an as-needed-when-needed basis.  Both of the elementary schools where I work have general consumables for educators (and I believe it’s true for most schools): xerox paper, butcher block paper, crayons, scissors, tape, markers, rubber bands, paper clips. These materials are stored openly in bins in cubbies for my learners.

Materials such as these can provide a foundation for making; brainstorming, prototyping, reflecting and should be available for learners to use for their making activities without asking the teacher. Having them displayed can spark learners’ ideas. So when a learner says, “I need some paper.” (They ask because of their previous school experiences.) My comment back is, “Then go get it.”

Materials and Activities to Spark Diverse Learners and Their Diverse Interests

The maker education and maker spaces movements are way too often symbolized by the machines; 3D printers, laser cutters, high tech components (Raspberry Pi and Arduino) and way too often it is white males who are attracted to these machines. In order to respect the diverse learners represented by gender, age, ethnic and racial background, then first, the definition of making needs to be expanded. As Adam Savage of Mythbusters fame noted in his 2016 Bay Area Maker Faire talk:

What is making? It is a term for an old thing, it is a new term for an old thing. Let me be really clear, making is not simply 3D printing, Art Lino, Raspberry Pi, LEDs, robots, laser and vinyl cutters. It’s not simply carpentry and welding and sculpting and duct tape and drones. Making is also writing and dance and filmmaking and singing and photography and cosplay.

Every single time you make something from you that didn’t exist in the world, you are making. Making is important; it’s empowering. It is invigorating, but why? There are lots of results that are good that come from making. We improve the world around us. We show people how much we care about them. We solve problems, both personal and societal (Adam Savage’s 2016 Bay Area Maker Faire Talk).

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With this expanded definition of making, it follows that the activities and materials in the classroom or library should reflect the diverse learners and their specific interests.

A Place and Space That Supports Chaos and Messiness

Traditional classrooms and libraries are often marked by students at their desks completing their learning tasks quietly, independently with as little movement of possible. This is opposite of what happens in a making environment. The classroom or library becomes loud, seemingly chaotic, and messy, but authentic and engaged learning is often messy.

Learning is often a messy business. “Messy” learning is part trial and error, part waiting and waiting for something to happen, part excitement in discovery, part trying things in a very controlled, very step by step fashion, part trying anything you can think of no matter how preposterous it might seem, part excruciating frustration and part the most fun you’ll ever have. Time can seem to stand still – or seem to go by in a flash. It is not unusual at all for messy learning to be …um …messy!  But the best part of messy learning is that besides staining your clothes, or the carpet, or the classroom sink in ways that are very difficult to get out … it is also difficult to get out of your memory! (http://www.learningismessy.com/quotes/)

Accessible, Low-Entry, High Ceiling Materials and Activities

“When discussing technologies to support learning and education, my mentor Seymour Papert often emphasized the importance of “low floors” and “high ceilings.” For a technology to be effective, he said, it should provide easy ways for novices to get started (low floor) but also ways for them to work on increasingly sophisticated projects over time (high ceiling).” Mitch Resnick in https://design.blog/2016/08/25/mitchel-resnick-designing-for-wide-walls/

I do conference presentations where I have educators and librarians make paper circuits and Gami-bots. The success rate for these projects is 100% which translates into low entry into making (I took liberty to change low low to low entry). At one of my recent workshops, one teacher made the following design out of her paper circuit which says, “The moment your realize you can be a maker.”

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Similar materials can also create a high ceiling or more complex activities such as advanced art projects, most complex paper circuit projects, use of more advanced maker technologies.

A Learning Environment Driven by Learner Choice and Voice

The bottom line of setting up a learning environment based on the tenets typically associated with making is that learner voice and choice is enhanced. When choice and voice are intentionally built into learning then school and education work.

School works when students have opportunities to produce quality work about issues that matter. Education works when people have opportunities to find and develop unaccessed or unknown voices and skills. Audre Lord poignantly describes this “transformation of silence into language and action [as] an act of self-revelation.” Opportunities for flexibility and choice assist learners in finding passion, voice, and revelation through their work (Student Choice Leads to Student Voice).

The Space Screams of Fun and Engagement; a Place for and By Learners

Piaget famously noted that play is the work of children and I have the belief that all humans maintain the sense of wonder of a child. Embedding fun into making; into learning in general increases engagement, joy, creativity, innovation, and collaboration.

In our test-driven educational world of today being on task and on time in many schools leaves little time for play. Lunch periods have been shortened and days and years have been lengthened in an apparent quest to make our students into perfect little technicians, automatons who can react specifically in isolation to a set of pre- set stimuli in a consistent and certain way. Little room is left for the unexpected or the un-planned in our modern classrooms. It is a strangely disastrous way to prepare our children for a future where it appears that the only constant will be continual change. By play I do not mean little league, dance, or any other adult controlled activity. It must be kid controlled, kid directed, and kid policed for real learning about life to take place. Is it possible that our current infatuation with the concept that spending more time on something will make it better is so logical and easily observable and testable that just as logic and observation has in the past it might make people believe that the Earth is flat? (“Play is the work of children”….. J. Piaget).

Fun can be felt, seen, experienced when as soon as learners and visitors walk into the space.  I love watching the faces on visitors when they enter my own classroom. They light up as they see my sofas, chairs, lamps; making supplies in cubbies in the back of the room; and most of all my learners’ work such as LED lit on student-generated posters hanging on the wall, paper roller coasters in-process of being made, and Lego creations on the Lego wall.

The Space Screams the Maker Mindset Not the Stuff

The battle cry of educators using educational technology is that the pedagogy needs to come before the technology. I am baffled, then, why I go to edtech conferences and find so many sessions on the technology, e.g., 60 apps in 60 minutes. The same seems to be true for the maker movement these days. Practitioners talk about the maker mindset and then speak of the shiny new toys they use without talking about the context – of what skills and knowledge students learn from it. For example, with the 3D printer, they might talk about the Yoda they made and I say, “So what?” It really is about having a maker mindset not about the shiny, new maker tools. It’s about the making process; about the engagement, creativity, innovation, struggles to complete a difficult task, sense of accomplishment. A cardboard box, for example, can become a chariot, rocket, robot, marble run, Foosball game, dollhouse, Hot Wheels track, house, fort, castle, game.

We must exercise the discipline to refrain from attaching too quickly to an idea just because it’s new. Making is no exception, so to truly prepare ourselves to be successful in this new venture, let’s be sure we set our students up to have the right mindset to be courageous innovators (6 Must-Haves for Developing a Maker Mindset).

With a maker mindset and some of the strategies outlined above, any classroom or library can become a makerspace.

Written by Jackie Gerstein, Ed.D.

July 2, 2017 at 2:09 pm

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