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resource project Public Programs
This project takes an ethnographic and design-based approach to understanding how and what people learn from participation in makerspaces and explores the features of those environments that can be leveraged to better promote learning. Makerspaces are physical locations where people (often families) get together to make things. Some participants learn substantial amounts of STEM content and practices as they design, build, and iteratively refine working devices. Others, however, simply take a trial and error approach. Research explores the affordances are of these spaces for promoting learning and how to integrate technology into these spaces so that they are transformed from being makerspaces where learning happens, but inconsistently, into environments where learning is a consistent outcome of participation. One aim is to learn how to effectively design such spaces so that participants are encouraged and helped to become intentional, reflective makers rather than simply tinkerers. Research will also advance what is known about effective studio teaching and learning and advance understanding of how to support youth to help them become competent, creative, and reflective producers with technology(s). The project builds on the Studio Thinking Framework and what is known about development of meta-representational competence. The foundations of these frameworks are in Lave and Wengers communities of practice and Rogoff's, Stevens et al.'s, and Jenkins et al.'s further work on participatory cultures for social networks that revolve around production. A sociocultural approach is taken that seeks to understand the relationships between space, participants, and technologies as participants set and work toward achieving goals. Engaging more of our young population in scientific and technological thinking and learning and broadening participation in the STEM workplace are national imperatives. One way to address these imperatives is to engage the passions of young people, helping them recognize the roles STEM content and practices play in achieving their own personal goals. Maker spaces are neighborhood spaces that are arising in many urban areas that allow and promote tinkering, designing, and construction using real materials, sometimes quite sophisticated ones. Participating in designing and successfully building working devices in such spaces can promote STEM learning, confidence and competence in one's ability to solve problems, and positive attitudes towards engineering, science, and math (among other things). The goal in this project is to learn how to design these spaces and integrate learning technologies so that learning happens more consistently (along with tinkering and making) and especially so that they are accessible and inviting to those who might not normally participate in these spaces. The work of this project is happening in an urban setting and with at-risk children, and a special effort is being made to accommodate making and learning with peers. As with Computer Clubhouses, maker spaces hold potential for their participants to identify what is interesting to them at the same time their participation gives them the opportunity to express themselves, learn STEM content, and put it to use.
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resource research Public Programs
Through a comparative case study, Sheridan and colleagues explore how makerspaces may function as learning environments. Drawing on field observations, interviews, and analysis of artifacts, videos, and other documents, the authors describe features of three makerspaces and how participants learn and develop through complex design and making practices. They describe how the makerspaces help individuals identify problems, build models, learn and apply skills, revise ideas, and share new knowledge with others. The authors conclude with a discussion of the implications of their findings for this
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TEAM MEMBERS: Kim Sheridan Erica Halverson Breanne Litts Lisa Brahms Lynette Jacobs-Priebe Trevor Owens
resource research Public Programs
In this essay, Erica Halverson and Kimberly Sheridan provide the context for research on the maker movement as they consider the emerging role of making in education. The authors describe the theoretical roots of the movement and draw connections to related research on formal and informal education. They present points of tension between making and formal education practices as they come into contact with one another, exploring whether the newness attributed to the maker movement is really all that new and reflecting on its potential pedagogical impacts on teaching and learning.
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resource project Public Programs
The University of Oklahoma will increase knowledge about how youths create information and how information professionals can help them become successful information creators by promoting their information and digital literacies and other 21st century skills. This Early Career research project builds on existing research and results of previously funded IMLS Learning Labs by investigating how twenty-four middle school students engaged in project-based, guided-inquiry STEM learning to create information in a school library Learning Lab/Makerspace. The project will result in a model of information-creating behavior that can help develop a groundbreaking approach to information literacy instructions and creative programs.
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TEAM MEMBERS: Kyungwon Koh
resource project Media and Technology
This project supports the development of technological fluency and understanding of STEM concepts through the implementation of design collaboratives that use eCrafting Collabs as the medium within which to work with middle and high school students, parents and the community. The researchers from the University of Pennsylvania and the Franklin Institute combine expertise in learning sciences, digital media design, computer science and informal science education to examine how youth at ages 10-16 and families in schools, clubs, museums and community groups learn together how to create e-textile artifacts that incorporate embedded computers, sensors and actuators. The project investigates the feasibility of implementing these collaboratives using eCrafting via three models of participation, individual, structured group and cross-generational community groups. They are designing a portal through which the collaborative can engage in critique and sharing of their designs as part of their efforts to build a model process by which scientific and engineered product design and analysis can be made available to multiple audiences. The project engages participants through middle and high school elective classes and through the workshops conducted by a number of different organizations including the Franklin Institute, Techgirlz, the Hacktory and schools in Philadelphia. Participants can engage in the eCrafting Collabs through individual, collective and community design challenges that are established by the project. Participants learn about e-textile design and about circuitry and programming using either ModKit or the text-based Arduino. The designs are shared through the eCrafting Collab portal and participants are required to provide feedback and critique. Researchers are collecting data on learner identity in relation to STEM and computing, individual and collective participation in design and student understanding of circuitry and programming. The project is an example of a scalable intervention to engage students, families and communities in developing technological flexibility. This research and development project provides a resource that engages students in middle and high schools in technology rich collaborative environments that are alternatives to other sorts of science fairs and robotic competitions. The resources developed during the project will inform how such an informal/formal blend of student engagement might be scaled to expand the experiences of populations of underserved groups, including girls. The study is conducting an examination of the new types of learning activities that are multiplying across the country with a special focus on cross-generational learning.
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TEAM MEMBERS: Yasmin Kafai Karen Elinich Orkan Telhan
resource project Public Programs
Many communities across the country are developing "maker spaces," environments that combine physical fabrication equipment, social communities of people working together, and educational activities for learning how to design and create works. Increasingly, maker spaces and maker technologies provide extended learning opportunities for school-aged young people. In such environments participants engage in many forms of communication where individuals and groups of people are focused on different projects simultaneously. The research conducted in this project will address an important need of those engaged in the making movement: evidence leading to a better understanding of how participants in maker spaces engage with science, technology, engineering and mathematics (STEM) as they create and produce physical products of personal and social value. Specifically, this research will generate new knowledge regarding how participants: pose and solve problems; identify, organize and integrate information from different sources; integrate information of different kinds (visual, quantitative, and verbal); and share ideas, knowledge and work with others. To understand and support STEM literacies involved in making, the investigators will study a number of different informal learning sites that self-identify as maker spaces and serve different-aged participants. The project will use ethnographic and design research techniques in three cycles of qualitative research. In Cycle One, the researchers will investigate two adult-oriented maker spaces in order to generate case studies and develop theories about how more experienced adult makers use the spaces and to create case studies of adult maker spaces, and to develop methodological techniques for understanding literacy in maker spaces. In Cycle Two, the study will expand into two out-of-school time youth-oriented maker spaces, building two new case studies and initiating design-based research activities. In Cycle Three, the team will further apply their developing theories and findings, through rapid iterative design-based research, to interventions that support participants' science literacy and making practices in two maker spaces that exist in schools. Through peer-reviewed publications, briefs, conference presentations, presence on websites of local and national maker organizations, project findings will be widely shared with organizations and individuals that are engaged in broadening the base of U.S. science and mathematics professionals for an innovation economy.
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resource project Public Programs
Many communities across the country are developing "maker spaces," environments that combine physical fabrication equipment, social communities of people working together, and educational activities for learning how to design and create objects. Increasingly, maker spaces and maker technologies are being designed to provide extended learning opportunities for school-aged young people. Unfortunately, few youth from under-represented populations have had the opportunity to participate in these maker spaces, and many communities do not have the resources to establish facilities dedicated to making activities. This project, a collaboration of faculty at California State University, San Marcos and San Diego County Office of Education, the Vista Unified School District, and the San Diego Fab Lab, is a feasibility study that will work to address these needs by implementing and evaluating a pilot Mobile Making program in an underserved youth population. It will bring Making to four after-school programs in underserved communities in San Diego by using a van to take both equipment and undergraduate student mentors to program sites. At these sites, between 50% and 90% of the students are Hispanic or Latino and between 40% and 90% are eligible for free or reduced price lunch. The project employs a research-based approach to the design and implementation of the Mobile Making program, coupled with an evidenced-based plan for developing a model for future dissemination. Project objectives are: increasing the participants' interest, self-efficacy, and perception of the relevance of Making/STEM in everyday life; identifying and overcoming challenges associated with a Mobile Making program; developing a model for implementing and assessing Mobile Making in underserved communities; and disseminating materials and guides for practitioners. Development will be guided by five research-based principles for design of out-of-school time programs in underserved communities: access to resources; ethnically diverse near-peer leaders; authentic activities; legitimacy within the community; and ongoing input from participants. To inform program development and implementation, including continuous monitoring and adjustment throughout the two-year initiative, the evaluation component will use a mixed methods approach to study outcomes with respect to the students, their parents and the undergraduate mentors. Future work will apply the lessons learned in the project to guide implementations and study the model's applicability in other informal education settings. The dissemination plan will include publication of project findings, activities, practitioner's guides, and the model for implementing making programs in underserved communities.
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TEAM MEMBERS: Edward Price Charles de Leone
resource research Public Programs
To support discussion of tinkering-based learning, the Exploratorium sought to articulate and refine a valid, evidence-based definition of learning in its on-floor "Tinkering Studio." We studied 50 learners and their companions in one of three facilitated tinkering activities in the Tinkering Studio. A team of researchers and practitioners used the videos to refine frameworks for learning and facilitation (initially developed in a prior project), leading to four Dimensions of Learning and three broad Facilitation Moves. We created a Library of Exemplars that categorizes over one hundred video
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TEAM MEMBERS: Josh Gutwill
resource research Public Programs
Hobbyists are excellent learners. They are self-motivated; they seek out new information; they practice and refine their skills. As a result, some develop considerable expertise in their specialist areas. Studying the ways in which hobbyists engage with content may help both formal and informal educators to better understand and support learning.
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TEAM MEMBERS: Heather King
resource research Public Programs
There is a growing demand from educators and policymakers for definitions, measures, and guidelines of design that capture the qualities of making as a learning process. The articles that comprise this dissertation respond to this demand, mapping the practices and perspectives of the maker community to foundational theories of the learning sciences. Theoretically, the work is based in the communities of practice framework. In adopting this approach, I am able to distinguish what making is as a learning process, through the identification of the core learning practices of the making community
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TEAM MEMBERS: Lisa Jill Brahms
resource research Media and Technology
This paper provides a brief overview of the ideas and principles underlying the connected learning movement, highlighting examples of how libraries are boosting 21st-century learning and promoting community development by partnering with a range of organisations and individuals to incorporate connected opportunities into their programmes. The connected learning movement supports interest-driven, peer-supported, and academically oriented learning for youth by promoting the core values of equity, participation, and social connection. By connecting formal and informal learning organisations with
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TEAM MEMBERS: Ake Nygren
resource project Media and Technology
Making Stuff Season Two is designed to build on the success of the first season of Making Stuff by expanding the series content to include a broader range of STEM topics, creating a larger outreach coalition model and a “community of practice,” and developing new outreach activities and digital resources. Specifically, this project created a national television 4-part miniseries, an educational outreach campaign, expanded digital content, promotion activities, station relations, and project evaluation. These project components help to achieve the following goals: 1. To increase public understanding that basic research leads to technological innovation; 2. To increase and sustain public awareness and excitement about innovation and its impact on society; and 3. To establish a community of practice that enhances the frequency and quality of collaboration among STEM researchers and informal educators. These goals were selected in order to address a wider societal issue, and an important element of the overall mission of NOVA: to inspire new generations of scientists, learners, and innovators. By creating novel and engaging STEM content, reaching out to new partners, and developing new outreach tools, the second season of Making Stuff is designed to reach new target audiences including underserved teens and college students crucial to building a more robust and diversified STEM workforce pipeline. Series Description: In this four-part special, technology columnist and best-selling author David Pogue takes a wild ride through the cutting-edge science that is powering a next wave of technological innovation. Pogue meets the scientists and engineers who are plunging to the bottom of the temperature scale, finding design inspiration in nature, and breaking every speed limit to make tomorrow's "stuff" "Colder," "Faster," "Safer," and "Wilder." Making Stuff Faster Ever since humans stood on two feet we have had the basic urge to go faster. But are there physical limits to how fast we can go? David Pogue wants to find out, and in "Making Stuff Faster," he’ll investigate everything from electric muscle cars and the America’s cup sailboat to bicycles that smash speed records. Along the way, he finds that speed is more than just getting us from point A to B, it's also about getting things done in less time. From boarding a 737 to pushing the speed light travels, Pogue's quest for ultimate speed limits takes him to unexpected places where he’ll come face-to-face with the final frontiers of speed. Making Stuff Wilder What happens when scientists open up nature's toolbox? In "Making Stuff Wilder," David Pogue explores bold new innovations inspired by the Earth's greatest inventor, life itself. From robotic "mules" and "cheetahs" for the military, to fabrics born out of fish slime, host David Pogue travels the globe to find the world’s wildest new inventions and technologies. It is a journey that sees today's microbes turned into tomorrow’s metallurgists, viruses building batteries, and ideas that change not just the stuff we make, but the way we make our stuff. As we develop our own new technologies, what can we learn from billions of years of nature’s research? Making Stuff Colder Cold is the new hot in this brave new world. For centuries we've fought it, shunned it, and huddled against it. Cold has always been the enemy of life, but now it may hold the key to a new generation of science and technology that will improve our lives. In "Making Stuff Colder," David Pogue explores the frontiers of cold science from saving the lives of severe trauma patients to ultracold physics, where bizarre new properties of matter are the norm and the basis of new technologies like levitating trains and quantum computers. Making Stuff Safer The world has always been a dangerous place, so how do we increase our odds of survival? In "Making Stuff Safer," David Pogue explores the cutting-edge research of scientists and engineers who want to keep us out of harm’s way. Some are countering the threat of natural disasters with new firefighting materials and safer buildings. Others are at work on technologies to thwart terrorist attacks. A next-generation vaccine will save millions from deadly disease. And innovations like smarter cars and better sports gear will reduce the risk of everyday activities. We’ll never eliminate danger—but science and technology are making stuff safer.
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TEAM MEMBERS: WGBH Educational Foundation Paula Apsell