Innovative Designing Through Makerspace

“Students who understand the innovation process and develop traits that successful innovators possess will have a distinct advantage when they enter the workforce.” The Philosophy of Educational Makerspaces Last year, a wonderful member of my 5th grade team planned a career fair for our students. One of the volunteers was a recruiter for Worksource. In his presentation he told us that 65% of our students will be working in a job that doesn’t exist right now. I remember being so shocked at that number! And while my students were amazed at the possibilities, I have to admit it made me a little nervous. How do we get our students to possess the traits that will have them be successful with their future jobs, when we don’t even know what those jobs will be? Well, ISTE Student Standard 4 is focused on the Innovative Designer and gives us some guidance for how we can help prepare our students: My search led me to an incredibly insightful piece of writing, Here’s how you teach innovative thinking. Team ISTE writes about the shift from the information-age into the innovation-age and how students will need to have traits that will help them fit into this age. “Many innovative companies such as Facebook, Amazon, Twitter, and Instagram did not exist when their current employees were in grade school.” They go on to talk about the key concepts of teaching innovation: Students will need the ability to collaborate with “collective intelligence” Students will need to be lifelong learners to keep up with the ever changing available answers Students will need to develop a sense of metacognition to evaluate the way they think They also note the need for 5 specific job types: makers, coders, inventors, entrepreneurs and authors. This led me to the idea of maker space… so the research continues! Thankfully, there is an abundance of resources about makerspaces and specifically how you can use them in the classroom! Quite a few articles mentioned that the idea of makerspaces help students to learn through constructionism. This is a term I wasn’t extremely familiar with it, but I found out that it a term that is synonymous with the term “constructivism”. In Educational Psychology: Effective Teaching, Effective Learning, the authors defines Constructivism as, “an approach to learning that holds that people actively construct or make their own knowledge and that reality is determined by the experiences of the learner”. Learning about constructivism helped me to relate the concept to the more basic idea of having students learn through play! What a fun idea. My next stop was an article titled The Philosophy of Educational Makerspaces. I learned that makerspace for education is meant to challenge students to look at the same problem, and while they may have different approaches to solve the problem, they will come to similar conclusions. Makerspaces enable students to work through the problem in their own way, while also having the ability to work collaboratively. I also came to see that a main goal of makerspaces is for students to bounce ideas off of one another, in a hope that some may rise to be the teacher and lead the others to one conclusion.  Now that I understood what the concept of makerspace is, how do you create one? Well, Kurti, Kurti, and Fleming gave us a great breakdown of how educators can get started! I understand why makerspaces are gathering such popularity in schools! I’d love to hear your thoughts and makerspace success and trials! Comment below to share. References Elliott, S.N., Kratochwill, T.R., Littlefield Cook, J. & Travers, J. (2000). Educational psychology: Effective teaching, effective learning (3rd ed.). Boston, MA: McGraw-Hill College. ISTE Connects. (2016, January 19). Here’s how you teach innovative thinking. International Society for Technology in Education. Retrieved from https://www.iste.org/explore/articleDetail?articleid=651 Kurti, R. S., Kurti, D. L., & Fleming, L. (2014). The Philosophy of Educational Makerspaces. Teacher Librarian, 41(5), 8-11.

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Professional Development and Experiential Learning Opportunities in a COVID 19 Reality

This week I have had the ‘opportunity’ to experience the professional development through digital learning in ways I never thought I would ever experience. Taylor & Maruneau (2016) share theory-based research around experiential learning of the adult learners that is timely and applicable to my (indeed, OUR) current reality as an educator.  “An essential premise … Continue reading Professional Development and Experiential Learning Opportunities in a COVID 19 Reality

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The Ultimate STEM Challenge

The Plan Last year my school decided to adopt the Code.org curriculum K-5 to help equip our students with basic coding skills. This year, our technology teacher has teamed up with classroom teachers to teach the plugged and unplugged lessons in this awesome and free curriculum. To support them in this endeavor as the digital learning coach on campus, I worked with staff to develop curriculum that incorporates more Computer Science (CS) skills. Therefore, I had the fun idea to plan and lead a school-wide STEM challenge that focused on coding. I thought it would provide support to staff as they learn more about CS themselves, and give the students a fun way to demonstrate what they are learning through Code.org. The STEM challenge reminds me of the traditional school-wide science fair, but the main differences would be that the projects would all happen at school and in teams. However, we’d showcase student projects at a school STEM night which we’d invite parents and community members to attend.  I have brainstormed different design challenges for the various age groups, but they are all themed around coding and “de-bugging” an algorithm. Here are the essential questions we will be focusing on throughout grades K-8: What do good problem solvers do when they get stuck? What are the fundamentals of computer programming? How are algorithms used in coding? How can you use computer programming to complete a task? Students will understand… We can learn from our failures (aka “fail forward”) Success requires perseverance We can use an algorithm to solve a problem or achieve a goal Students will know…      Basic coding skills Computer science vocabulary (algorithm, sequence, events, loops, conditionals, etc. based on grade level) The design process (Plan, Test, Reflect, Revise)       What it means to “de-bug” an algorithm Students will be able to…  Create an algorithm to solve a problem or achieve a goal Proofread and edit an algorithm to “de-bug” The project will be centered around several ISTE student standards in both the Digital Citizen section along with two Computational Thinker standards. Digital Citizens 2b: Students engage in positive, safe, legal and ethical behavior when using technology, including social interactions online or when using networked devices. Computational Thinker: 5a. Students formulate problem definitions suited for technology-assisted methods such as data analysis, abstract models and algorithmic thinking in exploring and finding solutions. 5d. The student understands how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions. The Process We have yet to do the actual STEM Challenge at school, but here is a sample “De-Bugging” challenge the 2nd and 3rd graders will be given. The OZOBOT Maze Challenge: The students will be told that they are a renowned computer programmer and have been asked to complete a maze by programming an algorithm for their Ozobot robot to get from start to finish. They will be graded with a rubric that will assess the success and complexity of the algorithm. Also, a video of the child explaining the steps of the algorithm and how it works. Other pieces of evidence teachers will use to determine student understanding and growth: Student “Fail Forward” journal that documents the process of designing the algorithm and steps taken to “de-bug” Student self-reflection at the end of the project Student self-assessment on 4 C rubric that measures critical thinking, communication, collaboration, and creativeness. Class discussions If you’d like to see the day to day lessons for this challenge check them out here. And if you’ve never heard of Ozobots and would like to learn more, check out the following promo video from Ozobot. The Products Here are the following products from the various grade levels: Kindergarten and 1st Grade: Students will write a creative story and then program an algorithm to bring the story to life in Scratch Jr. 2nd and 3rd Grade: Students will design a maze and then write an algorithm for their Ozobot robot to be able to successfully complete it. 4th and 5th Grade: Students will create a Math review app for other students to use in review for a chapter test. Middle School: Students will use an inquiry design model where they will identify a problem they are interested in and then seek to solve it with an algorithm. Other Items to Note If you are interested in recreating a school-wide STEM challenge for your school here are some other items to consider. School Unity: Since the grade levels have different coding challenges, I knew we would have to be intentional in casting a shared vision for both teachers and students in order to unite the school in this school-wide STEM Challenge. Therefore, we will take several steps to ensure everyone is on board and feels confident and equipped. One bonus in using Code.org’s lessons as our curriculum K-5 is it gives us a common language when discussing coding and CS skills. Therefore, siblings in different grades or teachers can have a discussion about CS and be on the same page. The plan is to introduce the STEM Challenge to the staff at a PLC meeting ahead of time and ask for teachers to give input on their grade level’s challenge. They will be encouraged to change or tweak the lessons if needed since they are the experts when it comes to their students. Hopefully, this will increase staff buy in to the process and help them take ownership. Teachers will also be supported by the technology teacher, along with myself throughout the whole process. We can team-teach or model a lesson for them if they’d like. I have created a STEM ppt that teachers can refer to in class and save individual slides as background images to their various monitor screens around their classrooms. That way students will have a visual reminder of our essential questions and can start to transfer those questions to other academic areas such as ELA, Math, Science, etc. (for example, asking the question “What do good problem solvers do when they get stuck in math?”) This ppt will give teachers the same starting point and help provide a common foundation for STEM across the school campus. In addition, I hope to create a giant bulletin board in the school cafeteria and update it with different pictures of students working on their grade level’s STEM challenge. This will help unite the school because students will see what other grades are doing and hopefully will get them excited and curious. I also think students will feel empowered and will love seeing pictures of themselves working on their projects. Finally, we will celebrate our students’ growth at our school-wide STEM night. I believe this piece is essential in bringing our school together. Students will have the opportunity to present their projects to an authentic audience and share how they grew in their knowledge of coding. However, I would also love to give parents, siblings, and community members a chance to try out the various challenges after seeing student work. This would change the feel of the night because the role of the audience is not just looking and listening, but also about doing. I think by allowing them to tinker and play we can help cultivate more curiosity in STEM and provide a fun opportunity for students and parents to connect. How do we intentionally include digital citizenship? I think this is a very important question we must consider. This was one area that I think I could improve on in my lesson plans. I am hoping that the teachers can help brainstorm ways to have thoughtful conversations with their students on their responsibilities to “engage in positive, safe, legal and ethical behavior when using technology, including social interactions online or when using networked devices.” (ISTE Standard 2b). One idea that was suggested was to have students co-author a list of digital citizenship reminders that they could refer to before using their devices. For example, “I will not share personal information when online” or “I will use kind words when pair-programming or collaborating with others either in person or online.” These goals can be personalized to each classroom since they will be doing different challenges and using various types of technology. Conclusion I am hoping that our STEM Challenge will become a beloved annual event at our school, with different themes each year. This year it was coding, specifically focused on de-bugging an algorithm, but what will next year bring? I believe these challenges will 1. support our teachers in trying out more STEM-related content in their classrooms, 2. expose our students to STEM and cultivate a curiosity to pursue STEM studies and careers. and 3. unite our school and showcase the cool things we are doing with the technology we have been given. These annual challenges will provide our students with the opportunity to tinker, design, collaborate, create, evaluate, and use critical thinking to achieve a goal. Resources Code.org. (n.d.). https://code.org/ Gabri Joy Studios. (n.d). Home [Facebook page]. FaceBook. Custom Artwork, 2019, from https://www.facebook.com/gabrijoystudios/ ISTE Standards for Students. (n.d.).  https://www.iste.org/standards/for-students Ozobot. (2015, March 31). Ozobot- It’s Your Move [Video]. YouTube. https://www.youtube.com/watch?v=zm_H8HXWFZ4

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Leveraging the Power of Teacher Innovators & Early Adopters

Teacher-led pilot programs to assess new education technology practices can be an effective way to scaffold risk and entice more reluctant educators to try new teaching methods. In our Seattle Pacific University Digital Education Leadership program, we…

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Pivoting from In-Person to Virtual PD

Live and In-person to Virtual, Remote, & Online Learning Every year as part of my job as a learning designer, I help to design, host, and train teachers that will be running professional development training over the coming year.  We do this training in person over the course of a long weekend. So what happens …

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Digital Citizenship: How do you change the culture of a school, one librarian at a time?

For our last module, we are continuing our work with ISTE Coaching Standard 4: Professional Development and Program Evaluation, Indicator 4: Design, develop, and implement technology rich professional learning programs that model principles of adult learning and promote digital age

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The ideal professional development for computer science instruction

I am fortunate to be enrolled in the Digital Education Leadership (DEL) program at Seattle Pacific University (SPU).  In our current quarter of study, we are examining the use of digital age best practices in professional development and program evaluation.  This is in support of the International Society for Technology in Education (ISTE) coaches standard. …

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Online Student Portfolios – A Community Engagement Project

As part of my course work this term in my masters program at Seattle Pacific University, I had to create a project that incorporated ISTE standard 2 Digital Citizen and used the stages of backward design thinking as described in … Continue reading

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Word-Of-Mouth = Evidence-Based: Merging word of mouth momentum with evidence-based EdTech implementation

While learning more about at ISTE Standard 4b, ISTE Standard 4: Professional Development and Program Evaluation Performance Indicator B, I started to wonder about the effect word-of-mouth has on EdTech implementation, strong professional development opportunities and program evaluations by teachers in our schools.  It led me to the question, how can we move from ‘word of …

Continue reading “Word-Of-Mouth = Evidence-Based: Merging word of mouth momentum with evidence-based EdTech implementation”

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