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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 research Public Programs
The Maker Movement is a community of hobbyists, tinkerers, engineers, hackers, and artists who creatively design and build projects for both playful and useful ends. There is growing interest among educators in bringing making into K-12 education to enhance opportunities to engage in the practices of engineering, specifically, and STEM more broadly. This article describes three elements of the Maker Movement, and associated research needs, necessary to understand its promise for education: 1) digital tools, including rapid prototyping tools and low-cost microcontroller platforms, that
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TEAM MEMBERS: Lee Martin
resource research Public Programs
On November 2-3, 2015, the American Society for Engineering Education (ASEE), with funding from the National Science Foundation (NSF), hosted the 2015 NSF Maker Summit, in the Washington, D.C. metro area. Planned in response to a Call to Action issued by the White House after the June 2014 White House Maker Faire, the summit was attended by more than 50 individuals representing five different segments of the Maker community. Its goals were to forge connections across the Maker Movement, envision the future of Making for engineering and education communities, and identify how Makerspaces can be
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TEAM MEMBERS: Stacy Gregory Alexandra Longo Rocio Chavela Guerra Ray Phillips Ashok Agrawal Nathan Kahl Mark Matthews Jennifer Pocock
resource research Media and Technology
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. How can we come to terms with the complex social impact of new cutting-edge fields like synthetic biology, robotics, genetics and machine learning? In order to manage these transformative changes, people not only need to understand science and technology, but also to actively participate in shaping a world where our ability to control the building blocks of life and cognition is vastly expanded. The Transmedia Museum will use the interactive, engaging nature of
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TEAM MEMBERS: Ed Finn Steve Gano Ruth Wylie David Guston Micah Lande Rae Ostman
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
resource research Public Programs
How can you carve out a museum space that’s less authoritative? And how you can make work that is smaller, more intimate in that same space? Kio Stark and Mark Allen discuss Machine Project, the Echo Park, Los Angeles exhibiting space that doubles as an interactive setting, an alternative performance venue, and an active agent in creating events around the local area, including in museums such as the Hammer.
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TEAM MEMBERS: Kio Stark Mark Allen
resource evaluation Media and Technology
This report summarizes evaluative findings from a project titled “What Curiosity Sounds Like: Discovering, Challenging, and Sharing Scientific Ideas” (a.k.a.: “Discovery Dialogues”). The project, a Full-Scale development project funded by the National Science Foundation as part of its Advancing Informal Science Learning (AISL) program, explored new ways to actively engage both lay and professional audiences, and foster meaningful communication between scientists and the general public. Appendix includes survey and interview questions.
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TEAM MEMBERS: New York Public Radio - WNYC Jennifer Borland
resource project Public Programs
Westport Library, with its partners, Southern Connecticut State University (SCSU) and Connecticut State Library - Division of Library Development (CSL-DLD), and with SPARK! Consulting, will introduce a new model of maker space in libraries and a way to systematically integrate the culture of interactive "making" into the library profession. Westport will introduce a culture of innovation, while honoring the needs of more traditional libraries. There will be self-directed, hands-on maker experiences; maker workshops; and makers-in-residence who will support workshops and innovation labs on topics such as robotics, LED quilt creations, and tinkering with home electronics repairs. The library will also create Interactive Innovation Stations (iStations) to introduce people to the concepts and techniques of innovative thinking. It will be an environment where people can experiment, take calculated risks, and work collaboratively.
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TEAM MEMBERS: Bill Derry
resource project Public Programs
Maker Corps increases the capacity of youth-serving organizations nationwide to engage youth and families in making. Diverse Maker Corps Members expand the current network of makers, mentors, and community leaders poised to lead creative experiences for youth. In the Maker Corps' second year evaluation report, we address the following questions: 1. How does Maker Corps impact the Maker Corps Members, participating Host Sites, and the audiences they serve? 2. In what ways can the Maker Corps program improve to better serve these participants and their audiences? We developed an evaluation plan with two primary methods: surveys and case studies. We surveyed all Maker Corps Members and Host Sites at multiple points during their service year. This method allowed us to get a broad look at Maker Ed's impact across the Maker Corps program. We balanced this approach by conducting case studies at three Host Sites, which allowed us to get a deeper, more specific look at Maker Ed's impact.
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TEAM MEMBERS: Science Museum of Minnesota Alice Anderson Al Onkka Joseph Schantz
resource research Public Programs
Situated in the shade of palm trees in the Miami, FL area, the REM Learning Center serves children aged 12 months to nine years. By having two dedicated Maker Corps Members during the summer, they could increase the number of visits children had to the "Play, Make, Share" studio, continue to experiment with different materials and facilitation strategies, and begin to build the expertise of their staff.
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TEAM MEMBERS: Science Museum of Minnesota Alice Anderson