The Maker Movement final

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Transcript The Maker Movement final

How STEAM and the “Maker Culture” are Transforming 21st Century Education
Kathy Taylor Brown
Shaking Up Learning
Rochester Community Schools 2014
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http://new.ted.com/talks/ken_robinson_chan
ging_education_paradigms
Ken Robinson TED Talk: Changing Education Paradigms

STEM to STEAM is an initiative to add Art and Design to the national agenda of
STEM (Science, Technology, Engineering, Math) education and research in America.
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The goal is to foster the true innovation that comes with combining the mind of a
scientist or technologist with that of an artist or designer.
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STEAM Education brings functional literacy to all.
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STEAM bridges the gap between business and
education, creating a more productive and
sustainable global culture based on teamwork.
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STEAM connects all disciplines and learning styles
and is naturally engaging.

STEAM education is FUN! It has the added benefit
of bringing back joy to teaching and learning
through project –based collaborative learning

. http://www.youtube.com/watch?v=GU425V3NSkE
113th CONGRESS
 1st Session
 H. RES. 51Expressing the sense of the House of
Representatives that adding art and design into Federal
programs that target the Science, Technology, Engineering,
and Mathematics (STEM) fields encourages innovation and
economic growth in the United States.
 IN THE HOUSE OF REPRESENTATIVES
 February 4, 2013
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A technology-based extension of the
DIY (Do-it-yourself) movement.
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Interests of the maker-culture include
engineering-based pursuits such as
electronics, robotics, 3-D printing, as
well as more traditional activities such
as metalworking, woodworking, and
traditional arts and crafts.

Maker Culture stresses new and
unique applications of technologies,
and encourages invention and
prototyping. There is a strong focus on
using and learning practical skills and
applying them creatively.

Maker-culture is closely associated with the rise of
Hackerspaces (a physical workspace) There are
now over 100 in the United States, and many
around the world.

Hackerspaces allow like-minded individuals to
share ideas, tools, and skillsets. One notable
example is TechShop.

Those who identify with the subculture can be
found at universities with a technical orientation,
such as MIT.

As maker-culture becomes more popular,
hackerspaces are becoming more common in
universities and schools.
“Making happens any time students use
technology to make something. The Maker
Movement of the 21st C is all about modern
invention and innovation, and it combines new
technologies into the mix to include open
hardware (like littleBits,) computing platforms
and programming tools (like Arduino,) and tools
like laser cutters and 3D printers alongside say—
a sewing machine.”
Karen Balliett
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Simply put, Makerspaces
are community centers with
tools.

They combine
manufacturing equipment,
community, and education
to enable members to
design, prototype and
create works that wouldn’t
be possible to make if
working alone.
Makerspaces can range from individuals
sharing space and tools to large re-purposed
warehouses.

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All Makerspaces are unique to the community they serve but are
united in the purpose of providing access to equipment, community,
and education
Makerspaces

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http://michiganmakers.weebly.com/localmakerspaces.html
http://www.bing.com/videos/search?q=techs
hop+youtube&FORM=HDRSC3#view=detail&
mid=E833A016D5D663BD5EE7E833A016D5
D663BD5EE7
TechShop Detroit
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“Maker-Culture" is a re-branding of
curriculum that has traditionally been
taught in school; Wood Shop, Visual
Arts, Design, Foods, Sewing, Music,
Home Economics

These subjects are being refreshed and
transformed by growing access to
technology, the wide availability of
open-source materials
STEAM education and Maker culture reflects the technological,
political, and economic zeitgeist:
The need for a technologically skilled work force
It offers hope for a revival of American manufacturing
Addresses concerns about STEM education cutting many of the
programs in schools that foster these skills — arts, wood shop,
metal shop, computer science — to make more room for more
standardized testing.
The current cover of
“Scholastic Administrator”, Winter, 2014
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Makerspaces enhance the community by repurposing unused or
abandoned space
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Makerspaces teach employable and entrepreneurial skills
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They create lucrative benefits by partnering with area businesses and
organizations who reap the rewards of a better skilled workforce and
locally developed products.
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Makerspaces become community gathering places, putting resource
development into the hands of area residents, empowering ordinary
people to become extraordinary makers of their future .
http://vimeo.com/61650708
Little Bits/ magnet electronics
 http://www.youtube.com/watch?v=CV32GLCXe3o
Painting and tech
 http://www.youtube.com/watch?v=IEXHIgNWvzg
Project made in Digital Fibers class
 http://puppets2robots.wikispaces.com/home
Puppet making and electronics
 http://web.media.mit.edu/~silver/drawdio
Drawing Music
 http://bcove.me/q0lj80q1
Tinkering school
 http://www.instructables.com/
Project website
http://www.edutopia.org/arts-opening-minds-integration-video
Music and Learning

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STEAM education is integrated
into curriculum emphasizing the
strong connection between arts
education which connects all
disciplines and learning styles
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School districts partner with
local/ regional businesses to
create community Makerspaces

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“Re-brand” unified arts curriculum emphasizing that they are
KEY to the STEAM initiative
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Build/find a place to create a community Makerspace
working in partnership with local industry
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Schools create or designate a “Makerspace” in their
buildings
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Use PD days to Train teachers and staff various methods and
ideas to implement STEAM/ Making into the classroom
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Market the Makerspace concept to the community
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Utilize revenue generated from the Makerspace to help fund
curriculum
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STEAM education is integrated into k-12 curriculum
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ALL students become engaged, active, life long learners due to a
culture that fosters the
JOY of learning through differentiation, experimentation, and
collaboration
 Student assessments improve, learning is enhanced
A community Makerspace, is created, open to all, built in partnership
with business, allowing community members a space to create, invent,
and foster entrepreneurship
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Schools create a revenue stream enhancing funding
Schools can host a mini “Maker Faire” or Maker
Carnival for the community
http://www.hfmgv.org/events/makerFaire.aspx
Turn a school PD into ” Maker” sessions led by
school Arts/Elective/Tech teachers
Sponsor an after school “Maker Club”
Designate a Makerspace in your school
http://makerspace.com/
http://www.edutopia.org/blog/creatingmakerspaces-in-schools-mary-beth-hertz
https://www.edsurge.com/n/makerspace-eventhelps-kick-off-u-s-department-of-educationbus-tour-across-america
http://makezine.com/2013/06/04/makingmakerspaces-creating-a-business-model/
from “Make” magazine
http://www.youtube.com/watch?v=BXWRbu-ohl0
Gary Stager TEDx Talk “We Know What To Do”
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http://m2l.indiana.edu/
Make to Learn: Research from Indiana University

http://www.youtube.com/watch?v=j85p17kB_Ww
Making the Case for Making to Learn PPT

http://www.adobe.com/aboutadobe/pressroom/pdfs/Adobe_St
ate_of_Create_Global_Benchmark_Study.pdf
Global benchmark study about attitudes and beliefs about
creativity at work, home and school/ DATA

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http://www.edutopia.org/arts-opening-minds-integration-video
Music and Learning
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http://msutoday.msu.edu/news/2013/a-young-picasso-or-beethoven-could-be-the-next-edison/
Michigan State University research linking childhood participation in arts and crafts activities to patents
generated and businesses launched as adults.
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https://www.youtube.com/watch?v=CR6Ijel2_ek&feature=player_embedded
Steam/Sesame Street
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http://creativeintelligencebook.com/tagged/creativity
Creative Intelligence

http://www.inventtolearn.com/resources/#a
Invent to Learn/ideas and Resources
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http://www.edutopia.org/blog/e-portfolios-in-the-classroom-mary-beth-hertz
Digital portfolios
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http://www.instructables.com/
Project website