How Time Gets Used in Afterschool Maker Programs

Publication

Makerspaces are situated in diverse settings and engage in differing projects. Consequently, it appears that there is variation in what activities are engaged in and how time is spent in makerspaces. To date, the time-use of these activities within makerspaces has yet to be explored. The present paper identifies seven primary activity categories and discusses how time is devoted to these activities across three maker camps.

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Growing Designs with biomakerlab in High School Classrooms

Publication

We report on the development and implementation of biomakerlab, a wetlab starter kit for synthetic biology activities in K-12. In synthetic biology, participants make their own DNA—gene by gene—and then grow their designs into real applications by inserting them into microorganisms to develop different traits and characteristics provided by the genes. High school students worked with biomakerlab to make logo designs using microorganisms they manipulated to produce differently colored pigments. Our analysis focuses on student engagement with production activities and design challenges in

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Fabricating Engagement: Benefits and Challenges of Using 3D Printing to Engage Underrepresented Students in STEM Learning

Publication

In recent years, “maker” culture and 3D printing have become increasingly popular. Member-driven and community-based makerspaces are cropping up across the U.S. offering access to digital fabrication tools such as laser cutters, CNC mills, and 3D printers. Schools are also beginning to take interest, with groups like MakerEd working to promote the educational benefits of maker skills in both formal and informal learning spaces. We have explored the use of one tool in particular, 3D printing, as a means to engage underrepresented students in STEM learning. The cost of 3D printers has decreased

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Cultural Repertoires: Indigenous Youth Creating With Place and Story

Publication

In this paper, we present an example of culturally-responsive making in the context of developing location-based community stories. Working with members of an Indigenous community in the Southwestern United States, we co-designed and implemented a two-week summer camp in which middle school youth used Augmented Reality and Interactive Storytelling (ARIS), a narrative-based programming tool, to create virtual community tours for the purpose of sharing the information they learned about tribally owned locations with others. We developed case studies of two groups of students ho incorporated

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Lessons Learned Creating Youth Jobs in an Afterschool Maker Space

Publication

Real-world problem solving through Making is a popular technique to engage youth in STEM education. Since it is often difficult to infuse Maker curriculum into students’ school schedules, this frequently occurs in after-school programs. Unfortunately, not all youth are able to participate in these enriching after-school activities due to financial pressures. Due to the lack of variety of youth jobs, findings a technical job may be difficult and youth may instead take jobs in non-technical fields such as food service or retail. These non-technical jobs take time away from Making, designing, and

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Additive Innovation in Design Thinking and Making

Publication

A Maker is a modern-day tinkerer and hands-on builder of DIY artifacts. Makers create their inventions wholly out of their imaginations, with the support of a rich collaborative online and in-person community. This paper describes the results from a qualitative study of adult Makers and their characteristics of collaboration in the Maker community. Results indicate that Makers exhibit a mindset of Additive Innovation. This describes the open community of sharing and learning that is the Maker community. Connections between engineering and Making are also discussed.

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Failing to learn: The impact of failures during making activities

Publication

Making is a recent educational phenomenon that is increasingly occurring in schools and informal learning spaces around the world. In this paper we explore data from maker educators about their experiences with failure. We surveyed maker educators about how they view failure happening with youth in their formal and informal programs and how they respond. The results reveal some concrete strategies that seem to show promise for helping educators increase the likelihood that failure experiences for youth can lead to gains in learning and persistence.

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Source Code and a Screwdriver: STEM Literacy Practices in Fabricating Activities Among Experienced Adult Makers

Publication

This article presents results from developing and applying an initial analytic frame for observing and explaining literacy practices in making activities. It describes literacy-related themes that emerged when the framework was applied. These themes are discussed within the making process of fabrication, one of a number of goal-directed stages of making. Findings indicate that literacy practices in fabrication are openly shared, networked, and often oriented toward interfacing between physical and digital worlds. Results come from interviews with 14 adult makers. Implications for project-based

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Math in the Making: Reflections for the Field

Publication

In September 2015, with support from the National Science Foundation (DRL-1514726), TERC and the Institute for Learning Innovation launched the Math in the Making project to engage the field in discussions about the relationships between mathematics and making and, in particular, to consider how integrating the two might both enrich making experiences and support mathematical learning and interest development for children and adults. The collaboration included a national workshop with leaders from informal education, mathematics, and making and tinkering; a pre-workshop online discussion; a

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Making It Social: Considering the Purpose of Literacy to Support Participation in Making and Engineering

Publication

Digital literacies for disciplinary learning explores intersections of digital and disciplinary literacies across learning contexts such as community makerspaces and schools and examines learning across disciplines including the arts, engineering, science, social studies, language arts, and math. Columns will address work with both youth and adults, both in school and out of school. Digital enhancements will encourage interactivity with readers and will provoke questions, comments, and connections.

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