RAVSAK – What Schools Can Learn from the Maker Movement

This month in HaYidion, the magazine of RAVSAK: The Jewish Community Day School Network, Gary and I wrote an article called What Schools Can Learn from the Maker Movement. Here’s a bit of it.

Kid makers possess a skill set and self-efficacy that will serve them well in school, as long as they are engaged in interesting activities worthy of their capacity for intensity. Despite the swirling politics and external pressures on schools, the maker movement may offer teachers cause for optimism. The stuff of making is super-cool and gives those teachers so inclined another chance to reanimate progressive education. If your administrator likes to buy shiny new things, then there are plenty of things to buy that actually amplify the potential of children. Silicon Valley billionaires are endorsing the nonprofit Code.org, which advocates for kids to learn computer programming. President Obama, Bill Gates, the CEO of Google, and the Association for Computing Machinery are campaigning for computer science to be a curriculum staple from kindergarten to twelfth grade.

None of these experiences or the materials that enable them are inconsistent with the imaginations of children or with the types of learning experiences society has long valued. Making is a stance that puts the learner at the center of the educational process and creates opportunities that students may never have encountered themselves. Makers are confident, competent, curious citizens in a new world of possibility.

Read the whole article online!

 

 

 

 

 

 

Lessons from the Maker Movement for K-12 Educators

In our book, Invent To Learn: Making, Tinkering, and Engineering, we explore how to put an active learner at the center of the learning process, building on traditional progressive classroom practices combined with materials old and new, and incorporating the lessons of the Maker Movement.

The “Maker Movement” is a technological and creative revolution underway around the world. Fortunately for educators, the Maker Movement overlaps with the natural inclinations of children and the power of learning by doing. Embracing the lessons of the Maker Movement holds the keys to reanimating the best, but oft-forgotten learner-centered teaching practices.

New tools and technology, such as 3D printing, robotics, microprocessors, wearable computing, e-textiles, “smart” materials, and new programming languages are being invented at an unprecedented pace. The Maker Movement creates affordable or even free versions of these inventions, and shares tools and ideas online, creating a vibrant, collaborative community of global problem-solvers.

Lessons from the Maker Movement

Doing” is what matters – Makers learn to make stuff by making stuff. Schools often forget this as they endlessly prepare students for something that is going to happen to them next week, next year, or in some future career. Students can and should be scientists, artists, engineers, and writers today. The affordable and accessible technology of the Maker Movement makes learning by doing a realistic approach for schools.

Openness – The Maker Movement is a child of the Internet but does not fetishize it. Makers worldwide share design, code, and ideas, but making occurs in real life. Makers share their expertise with a global audience. “We” are smarter than “me” should be a lesson for educators. Collaboration on projects of intense personal interest drive the need to share lessons learned, not external incentives like grades.

Give it a go – Back in the ‘80s, MacGyver could defuse a bomb with the chewing gum and paper clips he found in his pocket. Modern MacGyvers are driven to invent the solution to any problem by making things, and then making those things better. While perhaps “grit” or determination can be taught, the best way for students to become deeply invested in their work is for their work to be personally meaningful, supported by time and encouragement to overcome challenges.

Iterative design – Computers make designing new inventions risk-free and cheap. You can now tinker with designs, code, and make nearly perfect prototypes easily and quickly. This is a departure from linear design methodology that assumed that mistakes were expensive and need to be avoided. However, many educators are still clinging to old design models where students are provided recipes and prescriptive rubrics. This deprives students of the chance to take risks and learn how to navigate their way to the end of a project.

Aesthetics matter – Many Maker projects are indistinguishable from art. It’s human to embellish, decorate, and to seek the beauty in life. In schools, there is a movement to add Arts to STEM subjects (STEAM). That’s a good instinct, but if school hadn’t artificially removed all traces of creativity and art from STEM subjects, we wouldn’t need to talk about STEAM. Find ways to allow students to make projects with pride and unencumbered by categorization.

Mentoring defies ageism – As Sir Ken Robinson says, school is the only place in the world where we sort people by their date of manufacture. The Maker Movement honors learners of all ages and embraces the sharing of expertise. Young people like “Super Awesome Sylvia”, a young maker who broadcasts her project tips on her own web show, or Jody Hudy who surprised President Obama with a marshmallow cannon at the White House are valued alongside decades-older master tinkerers and inventors. Schools may create opportunities for mentoring and apprenticeship by connecting with the greater community. Access to expertise must not be limited to the classroom teacher.

Learning is intensely personal – The current buzz about “personalized learning” is more often than not a scheme to deliver content by computerized algorithm. Not only is it magical thinking to believe that computers can teach, it confuses learning with delivering content. Learning happens inside the individual. It can’t be designed or delivered. Learning is personal – always. The Maker Movement values the intensity of the learning experience with endless options and choices about what a person might find interesting or fall in love with. Giving kids the opportunity to learn about what they love means they will love what they learn.

It IS about the technology – Some educators like to say that technology is “just a tool” that should fit seamlessly into classrooms. In contrast, the Maker Movement sees tools and technology as the essential element for solving unsolvable problems. To Makers, a 3D printer is not for learning to make 3D objects, but is the raw material for solving problems like how to create inexpensive but custom-fit prosthetics for people anywhere in the world, or print a pizza for hungry astronauts. The Maker philosophy prepares kids to solve problems their teachers never anticipated with technology we can’t yet imagine.

Ownership – One motto of the Maker Movement is “if you can’t open it, you don’t own it.” Educators often talk about how learners should own their own learning, but if the learner doesn’t have control, they can’t own it. Teachers should consider that prepackaged experiences for students, even in the name of efficiency, are depriving students of owning their own learning.

Common Core and the new Next Generation Science Standards emphasize critical thinking, creativity, and 21st century skills. To achieve these goals requires taking a hard look at both what we teach and how we teach it. The Maker Movement offers lessons, tools, and technology to steer a new course to more relevant, engaging learning experiences for all students.

(Modified from our guest post in the ASCD SmartBlog)

“I’m a maker!” Reflections from an Invent to Learn Workshop

Dianne Laycock writes in her blog post, “I’m a maker!” about her experiences at the Invent to Learn workshop in Sydney, Australia.

And what did I learn from my making?

  • Just dive in and play
  • Try, try and try again, and if it still doesn’t work…
  • Ask someone for help
  • Time flies when you’re “in the zone”
  • Making needs to be meaningful – why else would you do it? ( so those who know of my affinity for graphic novels would recognise my “brooch” as a thought bubble with a kapow symbol and not just “two bits of felt stuck together” – my son’s description)

Wise words indeed! Read the rest of Dianne’s reflection here.

Design thinking, computational thinking, genius hour, and making in the classroom – good, bad, worse

My daughter participates in an improvisational comedy group called “Comedy Sportz”. They “play” against other teams, but a good time is had by all and the scorekeeping is done with humor. One of the games they play is called “Good, Bad, Worse” where the comedians pretend to be experts on a talk show and take questions from the audience. Each “expert” in turn improvises answers on the spot. Of course the good answers are boring, while the bad and worse answers are outrageous and very very funny.

I sometimes think about this game when people ask me questions about education. Where do you see the Maker Movement fitting in education?” What do you think about design thinking and computational thinking?” “Isn’t “genius hour” a great idea?”

The answers I hear in my head range from the enthusiastic, to the skeptical, to the apocalyptic. When you’ve been around a while, you’ve seen it all – every extreme and combination of intention, implementation, context, logistics, and luck. But the patterns often remain the same.

  • Good – Students doing challenging and relevant work on authentic problems with lots of materials, time, and guidance from engaged and empowered teachers or leaders.
  • Bad – Students doing shallow unfocused work that is not connected to big ideas led by teachers who are unsure, conflicted, or under a mandate.
  • Worse – Students being walked through watered-down, pale imitations of the original ideas, with disempowered, disinterested students and/or teachers.

But unlike Comedy Sportz – the “bad” and “worse” implementations of educational ideas are not funny, just tragic misuses of teacher and student potential.

So I’d like to devote the rest of this post to understanding why good ideas sometimes go bad or worse.

Design Thinking

In the best of worlds, design thinking is a way to structure an iterative design process for young people that is understandable and easy to accomplish. It uses the idea of creating a product, with an explicit process of brainstorming, finding out the needs of the audience, design, development, testing, sharing, and more. I’m being deliberately vague because there are quite a few models of design thinking and I’m not talking about any one in particular.

Design thinking can help students and teachers break out of the lecture/test model and showcase what kids can do, rather than tests that try to catch them at what they can’t do. It’s a place for students to use different problem-solving styles, to add their own flair to school work, and to think about the impact they could have on the world.

Now the worry. In some cases, what I’ve seen promoted as design thinking in K12 is too oriented towards planning, overly structured, and spends too much time in the pre-production phases of the design cycle. The design “thinking” takes over the design “doing”.

One of the traps educators dig for themselves is to overwork the pre-production aspects of children’s work. For some teachers, this is a safe place because it provides extra artifacts that are gradeable and provide signposts that the work is progressing. However, these artifacts sometimes become the product, as children work hard to guess what the teacher is expecting in the mindmap bubbles, storyboards, required drafts, etc., rather than actually making anything real.

Another issue with design thinking is not every invention is a product with a marketing plan. There are times when the imagined constraints of the “market” can take over the process, reducing the chance that a serendipitous realization might result in something amazing. Product design is certainly a valuable aspect of design, but it’s not the only way.

Design thinking can also signal that the products are imaginary, either because of limitations with available building materials, lack of time, or the desire to not curb the imagination of the participants. The problem is that design doesn’t get real until you actually start to make something in the real world. It is neater, faster, and less expensive to eliminate problems with materials, time, technology, etc. However, the engineering challenges of managing constraints never come into play and the heart of the experience – the making – is missed.

None of these are insurmountable problems, but knowing your tools and materials tends to create a synergy that makes the invention process more organic and more personal. The actual work on the invention creates the challenge and the next steps, not an imagined audience or plan.

In the worst case, design thinking is packaged with pre-planned activities, worksheets, and materials. Certainly there is a new buzz around the words “design thinking” and that attracts marketeers who are selling products to schools. Companies are all too eager to offer a teacher who is unsure about design thinking a self-contained lesson plan with handouts or materials all ready to go. And administrators are sometimes too willing to invest in “stuff” that promises to eliminate messy and time-consuming planning. However, messy problems like teacher professional development, figuring out new schedules so students have time for deep, thoughtful work, or time for teachers to work together to grapple with new ideas like design thinking is not something you can shortchange or purchase.

Computational Thinking

For decades, many people have advocated programming as a true 21st century literacy. Programming is a way for children to understand the inner workings of the most powerful tool we have on the planet. I truly believe that learning to program is one of the most important intellectual activities that children can do. There are many many different programming languages for different purposes and ages, and I don’t want to get into that right now. But I think, finally, the time has come where the importance of programming as something children should learn is on the verge of being accepted. Now people are starting to grapple with the complexity of who will teach it, where does it fit in an over packed schedule and curriculum, and what should be taught.

So now that this is happening, along comes this thing called “computational thinking.” There are lots of different definitions, but what I’ve seen mostly is the proposition that children should learn about logic, troubleshooting, procedural approaches to problems, and other ways of thinking that are seen as “computer-like” or more likely to be the kinds of skills used when programming.

There’s good news – yes, children should learn about logic and problem-solving. All good. Children should learn that there are typical ways that computers solve problems and they can program computers to solve problems too.

Now the bad – if computational thinking is abstracted to the extent that there is no actual programming involved, we are left with another case of school teaching “about” things, rather than teaching children to do actual things. Computational thinking should not be seen as a substitute for actual programming, and yet, I’m pretty sure that’s what’s happening in some schools. The abstract nature of “computational thinking” is actually attractive to some, since it shortcuts the messier problems of teaching teachers to teach actual programming, deciding which language to use, and when to teach programming.

In computational thinking, much like design thinking, I think the verb is wrong and creates the potential for focusing on the thinking/planning rather than the doing. Children should learn programming – the computational thinking will come as a result of learning programming and doesn’t need to be taught in a decontextualized way.

Genius Hour

Schools are giving students time, typically once a week, to work on projects of personal interest, calling this time “Genius Hour”. I’ve also heard it called 20% time or FedEx time. I’m not sure where the term “genius hour” came from, but this idea is partially based on companies like Fed Ex and Google giving employees time to work on personal projects.

At some point in the lore of Google, there was a pronouncement that all Google employees could spend 20% of their time working on projects of personal interest. It even seems that some of these personal projects made their way into real Google products. I’m not here to dispute that story, because I have no doubt that the intention was there, and that some people may have actually gotten that time. However, I can also tell you that knowing how companies like Google work, there would never have been an acceptance that personal projects would come ahead of “normal” work. This is just a fantasy. The pressure from your boss and peers would simply be too much for anyone to walk out the door saying, “sorry about those deadlines, but I gotta take my 20% time today.”

And from what I’ve read, the 20% time at Google was more typically seen as 120% – where you are expected to give 100% to the job, and also spend personal time working on things that may be valuable to the company. I’m pretty sure that no one thinks that fishing is a valid use of the 20% time.

In schools implementing Genius Hour, FedEx time, 20% time, or any other moniker, I’m sure that there are some fabulous examples of kids being allowed to work on projects of personal interest for an hour or so a week. That sounds wonderful – of course this should happen as much as possible. There are also examples of “letting the kids go” and then being disappointed that nothing magical happens. That is a symptom of the teacher either not knowing, or not having the support to teach in a different way that would set up the conditions for success. It’s unreasonable to expect that a classroom operate one way 80% of the time, and a different way 20% of the time. It’s got to be confusing for everyone. Saying that kids like it doesn’t solve the problem that it’s a mixed message for all concerned – teachers, parents, and of course students.

I do have to say that there is something that particularly bugs me about the “genius hour” name – I’m not sure what, maybe some hint of condescending, pat-on-the-head, everyone gets a trophy-ness about it. Is everyone who does anything automatically a genius? Is it time-based? Are we all geniuses because the clock strikes 1:00? Do we think kids are fooled by a name switch, “Oh, NOW I’m smart! Hurray!”

Also, with any of these names, doesn’t that bring up the obvious question – what happens the rest of the time? Is Genius Hour or 20% time just an excuse to not change anything else that the students do? To not make all the learning relevant and personal? Are students not supposed to think for themselves the rest of the time? If we think that kind of thinking is good, do we expect it to leak into the rest of the week by itself?

If one hour a week is reserved for “genius” work – what does that say about the expectations for the rest of school time?

Maker Movement

The Maker Movement is a global revolution in people using new tools and technology to fix and improve their world. The best-known tools of the maker movement are things like 3D printing, microprocessors, robots, smart textiles and materials, wearable computers, and more. These new materials are inexpensive and versions, designs, and code are often shared freely via the Internet

There are wonderful lessons to be learned from the Maker Movement that apply to education. In fact, Gary and I wrote a whole book about it (Invent To Learn: Making, Tinkering, and Engineering in the Classroom). Looking at the Maker Movement has multiple benefits for schools. The shared designs, code, and ideas can be used by students to remix into their own inventions. The inexpensive yet futuristic tools and gee-whiz materials can be easily learned and used by students to make STEM subjects come alive. The ease-of-use creates new opportunities for project-based learning and iterative design. The “get it done” ethos of the maker movement is extremely valuable for all students in all subjects. The focus on “making” rather than planning or reporting is a breath of fresh air for students who are increasingly getting fewer opportunities for hands-on experiences. The wealth of projects can invigorate classrooms, and also capture the imagination of teachers who are looking for real things for their students to do.

But of course, there is a darker vision of what might happen when schools mold these lessons into “school-friendly” form. The makerspace could become an isolated room where neat things happen, but these ideas never make it down the hall into “regular” classes. We saw computers in the 90’s gathered into computer labs students visited once in a while for keyboarding lessons. The makerspace parallel to the computer lab should be a worry for educators thinking about putting a makerspace in their school.

Teachers who want to try making type activities could decide to shortcut the process and speed things up by creating recipes for projects that guide students step-by-step through making something. Just like design thinking, project-based learning, or any hands-on activity, the value of the experience is diminished when you over-structure and over-plan it, even when this is done with the best of intentions. Or as Seymour Papert calls it “hands on without heads in.”

And of course there are helpful vendors ready to “make it easy” to do something resembling making in the classroom with pre-packaged kits and lesson plans. For example, take 3D printing. In the Maker classroom, the 3D printer can serve a number of purposes. It can be a design partner, a prototype maker, and a way to bring anyone’s idea into reality. The design process involves using computer design software, and then working to create a real model. The process takes creativity, problem-solving skills, mathematical skills, and more.

Yet there will be a time in the not too distant future when schools will start buying 3D printer files of “educational objects” that can be easily printed out – and this is a terrible, terrible idea. Shortcutting the design process destroys the value of the experience. And yet, I’m 100% sure this will happen. The value of “making” can be undone by well meaning adults who are simply trying to remove the risk, smooth out the idiosyncrasies, and reduce the time needed. It’s natural to try to streamline the process, but that instinct can reduce the value of making to a paint-by-numbers experience.

“Making” may sound like it’s about the physical act of creation, but the educational power is in making meaning and making sense of the world.

In our new book, Invent To Learn: Making, Tinkering, and Engineering in the Classroom, we explore in detail how to create vibrant learning spaces with materials both old and new. No easy label or buzzword can capture the professional expertise that it takes to create learning environments like this. Yet I personally am partial to “makers” and “making” because it at least gets the verb right.

Sylvia

Dear Leanna – My daughter’s class is having “Maker Days” – what’s this about?

Leanna Landsmann: ‘Maker’ movement inspires learning by creating things

A parent writes in to education advice columnist Leanna Landsmann: “My daughter is a fifth-grader. On her teacher’s website, it says the class will have “Maker Days” once a month. Students should bring “raw materials for tinkering.” My daughter professes ignorance. What’s this about?”

Leanna replies, “You have one lucky daughter! Her teacher has joined the “maker movement,” a growing initiative among educators to provide students with more hands-on activities to stimulate their imaginations.”

Read the rest of Leanna’s advice column in The Tennessean newspaper…

Classroom Tinkerers and Inventors – A MiddleWeb Blog

We have a guest post on Classroom Tinkerers and Inventors – A MiddleWeb Blog!

The tools and ethos of the maker revolution offer insight and hope for middle schools. The breadth of options and the “can-do” attitude is exactly what students need, especially girls as this is the age they tend to opt out of science and math. But hands-on making is not just a good idea for girls; all students need challenge and “hard fun” that leads to big ideas and inspires them to dive deeper.

Making science interesting and fun is not pandering to young sensibilities; it honors the learning drive and spirit that is all too often crushed by endless worksheets and boring vocabulary drills. Making is a way of bringing engineering to young learners. Such concrete experiences provide a meaningful context for understanding abstract science and math concepts.

Read the rest of the guest post here.

New York Invent to Learn Workshops – Long Island and New York City

Invent to Learn coming to Long Island and New York City!

UPDATE (10/8) – Nov 6 is SOLD OUT – new day added in NYC Nov 7.

Registration and more information can be found on the NYSCATE site

NTMI robotovember 4 Half Hollow Hills CSD, Long Island

November 6 SMART Headquarters, Manhattan, NYC

Join colleagues for a day of hard fun and problem solving at the Invent To Learn Workshop— where computing meets tinkering and design. The workshop begins with the case for project-based learning, making, tinkering, and engineering. Next, we will discuss strategies for effective prompt setting. You will view examples of children engaged in complex problem solving with new game-changing technologies like 3-D printing, robotics, and programming and identify lessons for your own classroom practice. Powerful ideas from the Reggio Emilia Approach, breakthroughs in science education, and the global maker movement combine to create rich learning experiences.

Participants will have the chance to tinker with a range of exciting new low- and high-tech construction materials that can really amplify the potential of your students.

You will learn:

* How new tools and technology can reinvigorate Project-Based Learning

* Best classroom practices for integrating maker technology

* How to plan engaging projects based on the TMI design model

* How to choose the technologies with the maximum learning impact

* How to make the case for making, tinkering, and engineering

Fabrication with cardboard and found materials, squishy electronic circuits, wearable computing, Arduino, robotics, and computer programming are all on the menu. Bring a laptop and your imagination. We’ll supply the rest (craft materials, art supplies, construction elements). Invention is the mother of learning!

This workshop is suitable for all grades and subject areas.

Registration and more information can be found on the NYSCATE site

An optional added value – the Invent to Learn Starter Kit!

The Invent To Learn Starter Kit includes everything you need to explore even more exciting “making” opportunities after the workshop is complete. The kit comes in a handy “Invent To Learn” backpack and includes:
  • Invent To Learn book
  • Makey Makey Kit – “The Invention Kit for Everyone”
  • Squishy Circuits Kit
  • Wearable computing – ProtoSnap LilyPad Development Board and supplies 
  • Arduino Inventor’s Kit – includes Arduino, breadboard, parts, and a full-color Beginner’s Guide to build 10 computer-powered inventions
  • Cardboard Invention Kits from Makedo and Rollobox
  • Conductive Greeting Card Kit
  • Electronic parts and batteries to complement these supplies

Why the ‘Maker Movement’ is Popular in Schools

From kindergarten to second grade, students traditionally make things with playdough, legos and other objects. But somewhere along the way, the maker mindset has been lost in older grades, Libow Martinez said.

“It’s easy to blame the focus on tests, it’s easy to blame the focus on accountability and that sort of thing,” she explained. “But I think it’s something even more. I think we’ve kind of not been serious about keeping school viable for the modern world.”

And parents have been telling Libow Martinez that something needs to change. Their children play with legos for hours on end at home. But that creativity gets buried at school.

“School is killing my kid,'” she recalls them saying. “‘It’s killing their creativity, killing their intensity, killing their desire to put things together and be curious. Something’s gone terribly wrong when caring parents are saying school is killing their kid.'”

Read more of  Why the ‘Maker Movement’ is Popular in Schools by  on the Center for Digital Education website.

Invent To Learn – The Australian Tour!

Invent To Learn Keynotes and Workshops – Australia Aug/Sept 2013

ELH SchoolTech 2013 – Lorne (18-120 Aug) Sylvia will keynote ELH and participate in several critical conversations on Making in Education and Student Leadership.

Invent To Learn – Ballarat (26 Aug) – Join Gary and Sylvia for a full-day hands on workshop hosted by Ballarat Grammar School.

Invent to Learn Adelaide (Sept 2) – Join Gary and Sylvia for Invent To Learn at Immanuel College for a hands-on day of fun and invention!

Invent To Learn – Brisbane Catholic Education Office ( 4 Sept) – Contact for information.

Invent To Learn – Sydney (6 Sept) – Join Gary for a full-day hands-on workshop at the Macquarie ICT Innovations Centre, North Ryde.Inv

Electrifying Children’s Mathematics – Melbourne 10 Sept – Gary will host a day of exploring authentic maths thinking and learning with computers.

Invent to Learn Workshop Description

Join colleagues for a day of hard fun and problem solving — where computing meets tinkering and design. The workshop begins with the case for project-based learning, making, tinkering, and engineering. Next, we will discuss strategies for effective prompt setting. You will view examples of children engaged in complex problem solving with new game-changing technologies and identify lessons for your own classroom practice. Powerful ideas from the Reggio Emilia Approach, breakthroughs in science education, and the global maker movement combine to create rich learning experiences.

Participants will have the chance to tinker with a range of exciting new low- and high-tech construction materials that can really amplify the potential of your students.

3d-invent-to-learnYou will learn

  • How new tools and technology can reinvigorate Project-Based Learning
  • Best classroom practices for integrating maker technology
  • How to plan engaging projects based on the TMI iterative design model
  • How to choose the technologies with the maximum learning impact
  • How to make the case for making, tinkering, and engineering

Fabrication with cardboard and found materials, squishy electronic circuits, wearable computing, Arduino, robotics, and computer programming are all on the menu.

Bring a laptop and your imagination. We’ll supply the rest (craft materials, art supplies, construction elements). Invention is the mother of learning!

This workshop is suitable for all grades and subject areas.