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resource research Public Programs
The article presents information on library makerspace models in the U.S. that allow patrons to create, build, and craft using technology, including ideas related to deliberate opportunism, collaboration, and centralization and development. The author looks at strategies used at Allen County Public Library (ACPL) in Indiana, the Cleveland Public Library in Cleveland, Ohio, and the DeLaMare Science and Engineering Library at the University of Nevada in Reno, Nevada.
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TEAM MEMBERS: Travis Good American Library Association
resource research Public Programs
The article discusses the growing interest and excitement over Makerspaces referred to as places where design and entrepreneurial ideas are allowed and where technology and construction equipment are available in an area dedicated to play. It cites the launching of Techbridge in 16 schools in California where U.S. Department of Education officials participated on a lively discussion on how Maker activities with the Departments pursuit of science, technology, engineering and mathematics (STEM) and Common Core goals. It notes how the physical and digital nature of the spaces are reminiscent of
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TEAM MEMBERS: David Loertscher Teacher Librarian
resource research Public Programs
The article discusses the promotion of creative thinking at school libraries through Makerspace, a space in which students, teachers and librarians can take advantage of multiple learning styles. Individuals who are users of this space may be considered non-conformists, radicals and misfits. They use the Using, Tinkering, Experimenting and Creating (uTEC) Maker Model which guides them to the creative and inventive processes.
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TEAM MEMBERS: David Loertscher Leslie Preddy Bill Derry
resource project Media and Technology
Funded jointly by the Institute of Museum and Library Services (IMLS) and the MacArthur Foundation, in partnership with the and Association of Science-Technology Centers (ASTC) and Urban Libraries Council (ULC), Learning Labs in Libraries and Museums supports the planning and design of 24 learning labs in libraries and museums nationwide. The inaugural cohort of 12 sites ran from January 2012 to June 2013, and a second cohort of 12 additional sites began in January 2013 and will extend through June 2014. In addition to the primary awardees, most grants included additional institutional partners, resulting in a rich community including over 100 professionals from approximately 50 participating organizations (libraries, museums, universities, and community-based organizations). The labs are intended to engage middle- and high-school youth in mentor-led, interest-based, youth-centered, collaborative learning using digital and traditional media. Inspired by YOUmedia, an innovative digital space for teens at the Chicago Public Library, as well as innovations in science and technology centers, projects participating in Learning Labs are expected to provide prototypes for the field based on current research about digital media and youth learning, and build a "community of practice" among the grantee institutions and practitioners interested in developing similar spaces.
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TEAM MEMBERS: Association of Science-Technology Centers Margaret Glass Amy Eshelman Korie Twiggs
resource research Media and Technology
Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networks sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youth's social and recreational use of digital media. This book fills that gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. By
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TEAM MEMBERS: University of California, Irvine Mizuko Ito
resource project Media and Technology
The range of contemporary "emerging" technologies with far-reaching implications for society (economic, social, ethical, etc.) is vast, encompassing such areas as bioengineering, robotics and artificial intelligence, genetics, neuro and cognitive sciences, and synthetic biology. The pace of development of these technologies is in full gear, where the need for public understanding, engagement and active participation in decision-making is great. The primary goal of this four-year project is to create, distribute and study a set of three integrated activities that involve current and enduring science-in-society themes, building on these themes as first presented in Mary Shelley's novel, Frankenstein, which will be celebrating in 2018 the 200th anniversary of its publication in 1818. The three public deliverables are: 1) an online digital museum with active co-creation and curation of its content by the public; 2) activities kits for table-top programming; and 3) a set of Making activities. The project will also produce professional development deliverables: workshops and associated materials to increase practitioners' capacity to engage multiple and diverse publics in science-in-society issues. The initiative is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants. This project by Arizona State University and their museum and library collaborators around the country will examine the hypothesis that exposing publics to opportunities for interactive, creative, and extensive engagement within an integrated transmedia environment will foster their interest in science, technology, engineering and mathematics (STEM), develop their 21st century skills with digital tools, and increase their understanding, ability, and feelings of efficacy around issues in science-in-society. These three distinct yet interlocking modes of interaction provide opportunities for qualitative and quantitative, mixed-methods research on the potential of transmedia environments to increase the ability of publics to work individually and collectively to become interested in and involved with science-in-society issues.
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TEAM MEMBERS: Edward Finn Steve Gano Ruth Wylie Rae Ostman David Guston
resource research Public Programs
The article focuses on the uTEC Maker Model, a maker education model that aims to help adults recognize behaviors they may only usually see in spurs. Topics discussed include using the item as intended by the inventor whose creative approach we trust, repurposing an item to use it in a different way than the inventor intended, and experimenting with an idea, invention, musical sound or video technique.
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TEAM MEMBERS: David Loertscher
resource research Public Programs
The article presents a brief overview of the Maker Movement and its connections to public libraries, focusing on the experiences of the Louisville Free Public Library of Louisville, Kentucky. Introductory details are given describing the movement, linking it to the expansion of community work spaces equipped with advanced machinery such as robotics tools and 3D printers. Several examples of maker-based organizations, subcultures, and resources are then given.
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TEAM MEMBERS: Nicole Dixon Michael Ward Eric Phetteplace
resource project Public Programs
A one-year project for the creation of an experimental Hacker Maker Space Lab at the Chicago Public Library's Harold Washington Library Center.
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TEAM MEMBERS: Andrea Saenz
resource project Media and Technology
The Calcasieu Parish Public Library (CPPL) will create the Innovation Studio, an innovative physical space and model for patron-driven programming in response to a rapidly growing and changing community. The project includes designing and outfitting a designated space with furnishings and equipment and creating a programming model and digital application for members of the community to propose ideas for use, vote on submitted ideas, and reserve the use of the studio. Offering a program or class will be based on appeal to participants, using the basic idea behind crowd sourcing. The project team will reach out to and meet the social, cultural, and educational needs of new residents; help new residents learn about and understand the Southwest Louisiana region; and facilitate cooperation and collaboration between traditional and new populations.
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TEAM MEMBERS: Clare Coleman
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 research Public Programs
The maker movement is fundamentally changing the way educators and educational researchers envision teaching and learning. This movement contends making — an active process of building, designing, and innovating with tools and materials to produce shareable artifacts — is a naturally rich and authentic learning trajectory (Martinez & Stager, 2013). Makerspaces are places where making happens in community. I craft my dissertation to explore these two defining characteristics of makerspaces through a comparative case study (Stake, 1995) and a design experiment (Brown, 1992). In the comparative
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TEAM MEMBERS: Breanne Litts