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Tinkering and Innovating in Education
This topic is about Tinkering & Innovating in education. Cover photo c/o Gever Tulley http://bit.ly/XOb9ku
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Start Small: Why Tinkerers Get Things Done

Start Small: Why Tinkerers Get Things Done | Tinkering and Innovating in Education | Scoop.it

"... a funny thing often happens when you “just” start setting up and tinkering: you forget about the big, intimidating picture, and start taking small actions that will actually more the project forward. You begin by tweaking and tinkering, and before long, your imagination sparks into life and you’re happily absorbed in the work. You’ve started in earnest without even noticing it.

 

... Over to you…

Think of your next big creative project – the whole thing, all at once. What happens to your motivation?

 

Now imagine “just” doing some small insignificant task associated with the project. What difference does that make?" from source: - http://99u.com/

 

#behancen  #tinkering  #GTD  #Swiss_Cheese_Effect  #Flow

ghbrett's insight:

This is a good article for many projects, not just "creative projects." In some ways it resembles other project management philosophies, but puts them into a different context: Design. There are many lessons to be learned from Design Processes. Christopher Alexander's books about patterns, Pattern Language, and The Timeless Way of Building. Mihaly Csikszentmihalyi's work on the notion of Flow - top right in 2x2 for "Challenge Level" and "Skill Level" -- in other words flow is the result of using your best skills to engage your highest challenges. The are just two Design process examples that are practical and metaphorical tools that can enhance the work of Project Managers and their staff. Don't just think about it -- Do it!

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ghbrett's curator insight, November 13, 2013 10:41 AM

Notes: This is a good article for many projects, not just "creative projects." In some ways it resembles other project management philosophies, but puts them into a different context: Design. There are many lessons to be learned from Design Processes. Christopher Alexander's books about patterns, Pattern Language, and The Timeless Way of Building. Mihaly Csikszentmihalyi's work on the notion of Flow - top right in 2x2 for "Challenge Level" and "Skill Level" -- in other words flow is the result of using your best skills to engage your highest challenges. The are just two Design process examples that are practical and metaphorical tools that can enhance the work of Project Managers and their staff. Don't just think about it -- Do it!

John Parker's curator insight, November 16, 2013 8:43 AM

Good advice for many endeavors.

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Maker Scouts

Maker Scouts | Tinkering and Innovating in Education | Scoop.it

"The Maker Scouts is a weekly scouting program for young children (4-10) who are ready and interested in Tinkering and Making with different materials and tools. The Maker Scouts program provides young Makers learning opportunities in STEAM education through four 12 week sessions, each of which focus on critical thinking, design, and building with hand-on activities.

 

Activities are designed to help the youngest makers become safe, proficient users of making tools and materials on their way to discovering their passion and language of self expression. The program also provides young people learning opportunities that foster the core values of the Innovator Mindset– embracing failure, frustration tolerance, communication, collaboration, creativity and empathy." from source: http://www.makerscouts.org/

ghbrett's insight:

This is a project of the Exploratory. Here is their comment on the Maker Scouts project and their mission:

 

"Maker Scouts International is a project of The Exploratory. Our mission is to build a sustainable future for our children by providing STEAM ( Science, Technology, Engineering Art and Math ) learning opportunities through hands-on Tinkering and Making explorations and projects.

 

The Exploratory provides children opportunities to sustain the love of discovery, celebrate the rigors of inquisitive, joyful learning and become students of innovation, prepared to solve future global challenges through hands on Making and Tinkering. We offer Science, Technology, Engineering, Art and Math after school programs, educator workshops, classes, public events, camps, early education programs, birthday parties and online content." http://www.theexploratory.com/

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MaKey MaKey: An Invention Kit for Everyone - Buy Direct (Official Site)

MaKey MaKey: An Invention Kit for Everyone - Buy Direct (Official Site) | Tinkering and Innovating in Education | Scoop.it

"MaKey MaKey: Ever played Mario on Play-Doh or Piano on Bananas? Alligator clip the Internet to your world and start inventing the future. MaKey MaKey: An Invention Kit for Everyone

 

... "We believe that everyone is creative, inventive, and imaginative. We believe that everyone can create the future and change the world. So we have dedicated our lives to making easy-to-use invention kits. We believe that the whole world is a construction kit, if we choose to see it that way.

 

We are inspired by the Maker Movement. We want to help people start to think of themselves as Makers and agents of change. When you have the "Maker's Mindset," you know you can change the world."" from source: http://makeymakey.com/

ghbrett's insight:

Makey Makey can be compared to a 21rst century Erector Set. An Erector Set with nuts, bolts, steel strips in various shapes with holes in them allowed the builder to create amazing things. Makey Makey does the same with digital technology. You can build, create, design, prototype amazing things. Their web site shows how an eight year old girl invented and created a virtual piece of wood to be cut with a real knife. Or how about making a piano from bananas? Check it out!

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Ithaca Generator

Ithaca Generator | Tinkering and Innovating in Education | Scoop.it

"Ithaca Generator is a Makerspace, a place for inventors, crafters, designers, engineers and artists to come together and share resources, ideas and projects. We provide workshop space, tools, classes and social opportunities for makers in the local community." from source: http://ithacagenerator.org/

ghbrett's insight:

The Ithaca Generator is a facility that recently opened its doors in March 2013. Already you can see on their web pages how they are growing and using their maker skills to design and build the furniture and tools they need to have on hand for projects to come. If you are in this area of New York, you should visit their facilities.

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The 12 Trends That Will Rule Products In 2013

The 12 Trends That Will Rule Products In 2013 | Tinkering and Innovating in Education | Scoop.it

"Near the end of 2012, a group of us at Ziba got together to review what we’d learned over the course of the year. Working with dozens of clients who serve customers around the world, we designers spend a lot of time observing people as they interact with technology, services, and experiences, noticing how they seek solutions to everyday problems and make decisions. In the process, certain patterns emerge so forcefully that they’re practically unavoidable.

 

Meeting over three sessions spread out over a week, 23 Zibites (designers, researchers, and creative directors) discussed the patterns we’d seen, and distilled them down to the 12 insights we thought were most current and useful, to us and to our clients. Each one is presented here, as a brief essay that suggests how it will affect business practices in 2013, and as an illustration created by one of Ziba’s designers." - from Source: http://www.fastcodesign.com

ghbrett's insight:

This article is a really good read because the twelve insights are not just about design, retail or marketing. They deal with services and innovation. I believe this article will be relevant to people in education, training, innovation,and tinkering.

 

The twelve insight titles are below. Each includes a brief description, some have graphics to support the insight.
1. The Mind Is A Competitive Environment.
2. Customer-Facing Employees Are Your Brain And Your Backbone.
3. Analog Will Never Go Away.
4. Worth Is Determined By Philosophy, Not Price.
5. Narrative Is A Delivery Vehicle To Make Information Stick.
6. Repair And Repurpose Are The New Killer Apps.
7. Technology Moves Too Fast To Care About.
8. Flawless Function Is Tomorrow’s Great User Experience.
9. Brand Loyalty Is How We Escape Decision Fatigue.
10. Human Interaction Has Never Been More Precious.
11. Gen Y Is Creating Its Own Service Economy
12. Everyone Is A Specialist.

 

As you can see there is a mix of focal points. As I said before from service to objects. From story telling, training, collaborating, to designing, making and repurposing stuff.


My Thanks to Ziba for this insightful article. [ http://www.ziba.com ]

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