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resource research Public Programs
This paper attempts to reframe popular notions of “failure” as recently celebrated in the Maker Movement, Silicon Valley, and beyond. Building on Vossoughi et al.’s 2013 FabLearn publication describing how a focus on iterations/drafts can serve as an equity-oriented pedagogical move in afterschool tinkering contexts, we explore what it means for afterschool youth and educators to persist through unexpected challenges when using an iterative design process in their tinkering projects. More specifically, this paper describes: 1) how young women in a program geared toward increasing equitable
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TEAM MEMBERS: Jean Ryoo Nicole Bulalacao Linda Kekelis Emily McLeod Ben Henriquez
resource research Exhibitions
The first outside broadcast ever made by the British Broadcasting Company from a natural location was the Nightingale broadcast of 19 May 1924, in which the world-famous virtuoso cellist Beatrice Harrison performed a ‘duet’ with nightingales in her garden. The broadcast was made possible by the Marconi-Sykes magnetophone, an improved microphone developed for the early BBC. This paper explores the historical and cultural significance of the Nightingale broadcasts, with a particular emphasis on the emotive aspects, and explains the role of the magnetophone in this context. This paper was
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TEAM MEMBERS: Iain Logie Baird
resource research Public Programs
As Maker and Tinkering programs expand, educators are in need of new ways of noticing and capturing learning. In particular, because maker programs are so facilitation-heavy, and physically active, there is a need for ways for educators to monitor learning in situ. In this paper, Bevan, Gutwill, Petrich and Wilkinson explore how jointly negotiated research led to new insights about what counts as learning in the context of STEM-rich tinkering in ways that can support formative, embedded, and naturalistic assessments.
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TEAM MEMBERS: Bronwyn Bevan
resource project Media and Technology
This will be a unique video game based on the writings the American author Henry David Thoreau at Walden Pond. Designed and directed by game designer Tracy Fullerton, Walden, a game, will simulate the experiment in living made by Thoreau at Walden Pond in 1845-47, allowing players to walk in his virtual footsteps, attend to the tasks of living a self-reliant existence, discover in the beauty of a virtual landscape the ideas and writings of this unique philosopher, and cultivate through the game play their own thoughts and responses to the concepts discovered there. The humanities content of the game will focus on an interactive translation of Thoreau’s writings and will also include references to the historical context of those writings. The game takes place in the environment of 1845 New England, when new technologies such as the railroad, the telegraph were first being seen and were part of the changes to pace of life that Thoreau so articulately resisted in critiques of society.
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TEAM MEMBERS: Tracy Fullerton
resource research Public Programs
In order to reframe how learning is organized in traditionally male-dominated areas of STEM education, the authors show how collaborative girl-boy pairs engaged with an “e-textiles” making activity. E-textiles are circuit activities combining needles, fabric, and conductive thread, challenging traditional gender practices related to both sewing and electronics.
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TEAM MEMBERS: Jean Ryoo
resource evaluation Public Programs
Since 2012, the Maker Education Initiative (Maker Ed) has worked with over 72 organizations to host their Maker Corps program. In 2015, 39 organizations participated with 72 Maker Corps Members. The goals of the program are: 1. Support and train partner organizations to establish and develop making programs. 2. Diversify and expand the network and community of maker educators. These goals speak to Maker Ed’s commitment to helping people and organizations grow their capacity to deliver maker programming in the ways that is most relevant to them. For individuals, that may mean gaining
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resource evaluation Public Programs
Since 2012, the Maker Education Initiative (Maker Ed) has worked with over 72 organizations to host their Maker Corps program. In 2015, 39 organizations participated with 72 Maker Corps Members. The goals of the program are: 1. Support and train partner organizations to establish and develop making programs. 2. Diversify and expand the network and community of maker educators. To evaluate these experiences for Sites and Members, all were invited to complete a pre and a post survey. This report describes survey results from both Maker Corps Members and site staff, taken at the beginning
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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 Public Programs
The Museo de Arte de Puerto Rico will develop and implement "Art and Technology," which will provide learning opportunities to at-risk youth in the San Juan metropolitan area by integrating the museum's exhibits and collections as a platform for learning activities and dynamic thinking. Through lessons on digital media, photography, and art aligning with academic standards, students will acquire technology and problem-solving skills, language proficiency and communication skills, the ability to better interact with peers, and enhanced information skills. At-risk youth will be able to use the museum as an innovative learning facility with free art and technological resources to develop their skills to learn, create, and share with their peers their work in a safe environment.
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TEAM MEMBERS: Doreen Colon-Camacho
resource project Public Programs
The Cyberlearning and Future Learning Technologies Program funds efforts that support envisioning the future of learning technologies and advance what we know about how people learn in technology-rich environments. In this Cyberlearning EAGER project, the project team is developing foundations for using "paper mechatronics" as a learning technology. Paper mechatronics makes possible a craft-oriented approach to engineering and computing education that integrates key concepts from mechanical engineering, electrical engineering, control systems, and computer programming, while using paper as the primary material for learner design, exploration, and inquiry. In this approach, learners will design foldable paper components and assemblies; program motors, sensors and controls; test their ideas iteratively; and share their designs on a website. This paper-based modeling approach to learning concepts in and practices of mechanical engineering, electrical engineering, control systems, and computer programming ultimately aims to make it possible for all learners to have exposure to and the opportunity to participate in creative engineering, design, and computer programming.

The approach to learning through designing and making through paper mechatronics is made possible by a convergence of many different technological factors -- the array of small computers, sensors, and actuators that are becoming available at low cost and a size that children can use; availability of a wide variety of manipulable conductive materials (threads, paints, fabrics); low-cost and precise desktop and laser cutters for paper and similar materials; a wide variety of novel paper-like materials; and new ways of interacting with the computer. The approach has its foundations in Papert's constructionism and in the current maker movement, but it has potential beyond constructionism itself, both in practice and with respect to what can potentially be learned about learning and development in in context of its use.
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TEAM MEMBERS: Sherry Hsi Michael Eisenberg
resource project Public Programs
The Museum of Science and Industry (MOSI), in collaboration with the Tampa Community Development Corporation (CDC), will create a youth STEAM (science, technology, engineering, arts, and mathematics) program designed by East Tampa neighborhood participants for the neighborhood. The STEAM program will be a first of its kind in the area and will bring a continuum of experiences in STEAM fields to underserved middle and high school students, as well as volunteer participants, who come from the East Tampa neighborhood. Initial programming topics for career exploration include astronomy/cosmology and space exploration, environmental sciences, engineering, robotics, crime scene forensics, and medical explorations. The project will expand the museum's ability to create a STEAM continuum, increase interest in STEAM careers, and to increase awareness of skills necessary to be successful in STEAM careers.
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TEAM MEMBERS: Janet White
resource project Public Programs
The Free Library of Philadelphia Foundation will create on-the-floor makerspaces in libraries in underserved neighborhoods in North Philadelphia. These spaces will help local residents of all ages to gain access to technology and participatory education, and encourage creative applications and collaborative projects. Mentors will guide multigenerational community members as they create cross-disciplinary, interest-driven electronic art projects; build interest and knowledge in STEAM (Science, Technology, Engineering, Art, and Mathematics), and use tools and skills to create and share artifacts that reflect their identities and communities. Through the act of making, participants of all ages will have the opportunity to design meaningful digital and physical objects that capture the richness and diversity of their neighborhoods. These place-based, interest-driven, and mentor-guided makerspaces will provide a replicable, scalable model for libraries and museums nationally.
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TEAM MEMBERS: Siobhan Reardon