This is an extended discussion of the question that appeared in the Viewpoints department of the May/June 2015 issue of Dimensions magazine. It presents perspectives from science center and museum professionals about the role of 3D printing in their institutions.
DESIGN SQUAD GLOBAL (DSG) is a web-based, mobile-accessible digital hub and outreach initiative that creates new opportunities to empower middle school youth to solve real-world problems and understand the impact of engineering in a global context. The project builds on the Design Squad model for engineering education (including a television show and website). The ultimate goals of Design Squad Global are to: (1) develop innovative ways to incorporate effective engineering education into informal learning environments; (2) inform the field about promising practices in cross-cultural
This is a supplement to an article that appeared in the March/April 2016 issue of Dimensions magazine. We asked science centers, museums, and aquariums to share how they are making their facilities and their practices more green and energy efficient, and how they have used these efforts to educate their visitors and communities about energy efficiency and sustainability.
The Common Core's higher academic standards are forcing schools into a false dichotomy of reducing playtime in favor of more time to learn math and literacy. But play can deepen learning even in core content areas.
In this chapter, we explore making as a learning process in the context of a museum-based maker space designed for family participation. In particular, we focus on young children, and their adult learning partners, as an important demographic to consider and for which to design making environments and experiences. Importantly, we take a close look at the evolving role of museum educators in supporting young children's meaningful participation in making as an informal learning process. Through the presentation of a single case of a child's making in the museum, we identify key factors that
In considering the integration of technology in the classroom it is necessary to factor in the ways in which teachers design for their use. Makerspaces and their use of digitally-based rapid prototyping tools such as laser cutters and 3D printers are serving as new models for technology integration in learning environments. While there has been some research on the educational affordances of such technologies little research has been done to understand their use in the traditional classroom environment by teachers. This paper explores the design of curricular and instructional activities by
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TEAM MEMBERS:
Christian McKayTarrence BanksScott Wallace
In this essay, Shirin Vossoughi, Paula Hooper, and Meg Escude advance a critique of branded, culturally normative definitions of making and caution against their uncritical adoption into the educational sphere. The authors argue that the ways making and equity are conceptualized can either restrict or expand the possibility that the growing maker movement will contribute to intellectually generative and liberatory educational experiences for working-class students and students of color. After reviewing various perspectives on making as educative practice, they present a framework that treats
Front-line staff are an integral part of the visitor experience at museums and science centers across the country, facilitating activities and programs, leading classes, and more. But do these staff make a difference for visitor learning? And what are the most effective facilitation strategies and approaches? In 2013, the Oregon Museum of Science and Industry (OMSI) received funding from the National Science Foundation for a three-year study, Researching the Value of Educator Actions for Learning (REVEAL), to begin to address these questions. Building on the Design Zone exhibition, REVEAL
The Science Museum of Minnesota (SMM) leverages a professional educator team (“instructors”) comprised of about two dozen individuals who facilitate both formal and informal educational programming in the museum, in K–12 classrooms, and at community-based sites. The experienced instructors of SMM’s Lifelong Learning Group bring innovative programs to both students and their teachers. Recognizing that long-term experiences can have a profound impact on students and teachers, SMM works to develop multiyear relationships based on collaboration. This article focuses primarily on SMM’s well
Maker Corps is a program delivered by the Maker Education Initiative (Maker Ed) to increase organizational capacity to develop and deliver maker programing. Since its inception in 2013, the program has grown to support over 100 organizations by providing professional development, connections to a community of other maker educators and individualized support. Over time the program elements have changed in response to feedback from participants, collaboration with evaluators and shifts in focus for Maker Ed’s goals. In the spirit of maker education – tinkering, observing, responding, iterating –
As a leader in the science museum field, the New York Hall of Science (NYSCI) is a destination for hands-on, interactive exhibitions and innovative programs. NYSCI’s Design-Make-Play (DMP) pedagogical approach to STEM learning recognizes that what is essential is not only the content—what is being taught—but how teaching and learning are imagined through the curriculum. This commitment to practice builds off of interest-based learning research, which emphasizes that all learners should feel a sense of efficacy and possibility. The hallmarks of this approach include deep personal engagement
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TEAM MEMBERS:
Amanda SolarshGina TesorieroMichaela LabrioleTara Chudoba
Large gaps in achievement and interest in science and engineering [STEM] persist for youth growing up in poverty, and in particular for African American and Latino youth. Within the informal community, the recently evolving “maker movement” has evoked interest for its potential role in breaking down longstanding barriers to learning and attainment in STEM, with advocates arguing for its “democratizing effects.” What remains unclear is how minoritized newcomers to a makerspace can access and engage in makerspaces in robust and equitably consequential ways.
This paper describes how and why