"The maker movement and maker education are becoming very popular in school and after school settings, libraries, and community centers. If making is to go beyond something that is just fun to do while doing it, then reflection can and should be used to help insure that the knowledge, skills, dispositions, attitudes, and values learned through individual making sessions are transferred to other settings."
Design Thinking for Libraries is an approach to improving your library through creative problem solving.
This toolkit guides you through Design Thinking so you can start coming up with solutions to everyday challenges within the library. Design thinking, or human-centered design, is all about starting with people — the users that visit your library. At IDEO, we’ve been using similar methods to envision new products, services, spaces, and experiences that bring them to life. We created this toolkit specifically for the library setting, and we’re looking forward to seeing how you might create impact by seeing your work through a fresh perspective: the design thinking lens!
"Makerspaces are too often defined by things -- hardware, software, other technologies -- which can engender a shopping-list mentality among people interested in creating such a learning environment. A true makerspace is defined not by what's in it but rather by what comes out of it: projects, experiences, artifacts, and learning. The tools are just a means to an end. With that proviso, here are the 20 most important tools being used in our space right now."
instaGrok is an innovative educational search engine that combines sophisticated semantic technology with an interactive user interface to make learning more engaging, personalized and fun for everyone. instaGrok is used by hundreds of thousands of students, teachers and everyday people every month.
As students work on a teacher-made Classkick assignment on their iPads, teachers see every students' work progressing all at once. Students can privately raise hands, teachers give individualized, real-time student feedback, and so much more.
While the introduction of FabLabs and makerspaces into schools tends to focus on the importance of hands-on projects in the STEM or STEAM fields, it's just as important that students engage in maker projects in their humanities and social science classes. History teachers should bring making into the classroom, even at schools that don't have formal makerspaces.
Bitsbox is donating completely free coding kits to teachers for Computer Science Education Week (December 7th-13th). Each kit is enough for thirty students, and they come with a teacher's guide to help run an Hour of Code.
Early on in my 3D Printing experience, I immediately became interested in designing connecting parts. After some fails, some lessons and minor success, I took a break. I came back to this project and now created some simple connecting parts I call "Building Sticks".
The goal for the Building Sticks was two-fold. First, I wanted something that would be fun for kids (and me) to build stuff - like a construction toy. Second, I wanted something I could use to build or prototype simple functional things - like phone stands or business card holders or even just ideas for larger custom objects.
"I have a recent interest in both Growth Mindsets and Maker Education; and have blogged and presented on both of these topics. As such and because of my passion for both of these area, I have been thinking about the intersection between the two. This intersection, I found, is strong and powerful."
Innovation in education can look like lots of things, like incorporating new technology or teaching methods, going on field trips, rejecting social norms, partnering with the local community. It can be a floating school in an impoverished region, like the one in Lagos, Nigeria. Or it can be a school that's blind to gender, like Egalia, in Stockholm, Sweden.
Need something to keep you busy this weekend? Look no further. The Weekend Workshop is our weekly column where we showcase a badass DIY project that you can complete with minimal skills and expertise. We’ve dug through all the online tutorials on the Web, and gone the extra mile to pinpoint projects that are equal parts easy, affordable, and fun. So put on your work pants, grab your tool belt, and head to the garage — it’s time to start building!
The question is, to prevent this deterioration in scores and perceived ability, how do we empower elementary school girls to embrace an interest in STEM and develop leadership skills that will help them navigate their way through school to be prepared to choose any career, including STEM? How can educators address the main factors at this critical 9- to 12-year-old window that are standing in the way of more girls going into STEM fields?
The central argument of this report is that makerspaces can help people to master technology for a more human end. In practice, this means enabling people to use and understand tools for three purposes: self-fulfilment, learning and enterprise. Making may indeed be a natural human impulse, we argue, but it is also instrumental in achieving wider life goals – a means as well as an end.
We’ve talked about gamification quite a bit, which is different than game-based learning, if you’ll recall. (The definition of gamification is the application of game-like mechanics to non-game entities to encourage a specific behavior. You can read more if you’d like.)
Making your classroom work like a game may not be feasible. Terry Heick talked some about the idea in the past, but was talking specifically about video games, whereas many of the items below are inclined more to “games” in general. So we’ve decided to re-approach from another angle with more specific strategies instead of general suggestions.
I continue learning with my students by applying designing thinking strategies and the thinking process of the 6 Cs . We keep on evolving with the process where the students become the specialists as they apply and reflect on their thinking progressions. As we unfold the process through designing and making, the students embrace the development of skills and perseverance along their daily explorations.
Students are experiencing multiple steps during their learning from digital tools to collaboration with each other and the community while exploring design elements and habits of learning.
"By age 13 girls determine a positive or negative attitude towards subjects like computer science. At Mozfest 2015, our Raspberry Pi workshop was inundated with girls proving that our inclusive and creative approach is resonating. Join me in inspiring the next generation of women in tech.
Thanks to the girls and boy who took part, their parents, guardians and teachers who consented to their being in this video. Thanks to the Raspberry Pi and Mozilla Communities for supporting the workshops at Mozilla Festival 2015."
"The real impact of makerspaces is long term and hard to grade. These spaces enable experiences that over time can significantly strengthen self-efficacy, eliminate learned helplessness, and build an internal locus of control.
In makerspaces I’ve seen students teach their teachers about new technologies. I’ve seen 1st graders intuit the existence of cartesian coordinate systems just by observing 3D printers move. I’ve seen kids shout “YOU JUST DISCOVERED SOMETHING!” at classmates wearing ear-to-ear smiles. Teams of runny nosed kindergarteners are crafting Mars rovers out of chopsticks and 5th graders have built freaking 3D printed prosthetic hands before my eyes."
As the way we learn and work has evolved, teaching styles, curriculum and classroom spaces must change as well. Our students need to think “like innovators” in order to solve increasingly complex, global and multi-disciplinary problems. These problems require skills like flexible thinking, resilience and curiosity — skills that are not nurtured in today’s traditional educational models. As architects, we know that design can profoundly affect and enhance teaching and learning. School design must not only accommodate 21st century learning methods, but also reinforce the skills students will need for an evolving society. Thoughtful, creative and flexible design of these spaces is critical in realizing the learning goals.
I’ve been a #MakerMom since my daughter learned to walk. I didn’t label it that way, though, until she was in first grade and received a copy of Fashioning Technology from one of the editors of O’Reilly media. This book changed the course of her life in many ways, and how she thought of herself. For the first time she had a way of thinking about what she did so naturally – make things – and a community of support, encouragement and learning where she could develop her passion fearlessly.
The Maker Movement is more than electronics, robots, 3-d printing and drones. It is a way of thinking and a stance towards learning and community that is collaborative, participative, critical without being judgmental, and inclusive. One way that Making supports education is the natural evolution from any of the myriad entry points towards facility with electronics, design, coding, engineering, and iterative approaches.
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