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STEAM E ducation and the Maker Movement. How STEAM and the “Maker Culture” are Transforming 21 st Century Education Kathy Taylor Brown Shaking Up Learning Rochester Community Schools 2014 . The Case for Changing STEM to STEAM: A New Paradigm of Thinking. - PowerPoint PPT Presentation
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STEAM Education and the Maker Movement
How STEAM and the “Maker Culture” are Transforming 21st Century EducationKathy Taylor Brown
Shaking Up Learning Rochester Community Schools 2014
http://new.ted.com/talks/ken_robinson_changing_education_paradigms
Ken Robinson TED Talk: Changing Education Paradigms
The Case for Changing STEM to STEAM:
A New Paradigm of Thinking
STEM + ART = STEAM
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.
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.
STEAM Engages All Learners STEAM Education brings functional literacy to all.
STEAM bridges the gap between business and education, creating a more productive and sustainable global culture based on teamwork.
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
Congressional Hearing on STEAM
What is Maker-Culture? A technology-based extension of the DIY
(Do-it-yourself) movement.
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.
The Rise of Maker-Culture 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
What is a Makerspace? 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.
All Makerspaces are unique to the community they serve but are united in the purpose of providing access to equipment, community, and education
Makerspaces
http://michiganmakers.weebly.com/local-makerspaces.html
http://www.bing.com/videos/search?q=techshop+youtube&FORM=HDRSC3#view=detail&mid=E833A016D5D663BD5EE7E833A016D5D663BD5EE7
TechShop Detroit
Michigan Makerspaces
Everything Old Is New Again “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
Why This is Important 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
Makerspaces: Good for Individuals, Good for Neighborhoods
Makerspaces enhance the community by repurposing unused or abandoned space
Makerspaces teach employable and entrepreneurial skills
They create lucrative benefits by partnering with area businesses and organizations who reap the rewards of a better skilled workforce and locally developed products.
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/61650708Little 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/homePuppet making and electronics http://web.media.mit.edu/~silver/drawdioDrawing Music http://bcove.me/q0lj80q1Tinkering school http://www.instructables.com/Project websitehttp://www.edutopia.org/arts-opening-minds-integration-videoMusic and Learning
Examples of STEAM Learning
The Big Idea STEAM education is integrated
into curriculum emphasizing the strong connection between arts education which connects all disciplines and learning styles
School districts partner with local/ regional businesses to
create community Makerspaces
Action Plan “Re-brand” unified arts curriculum emphasizing that they are
KEY to the STEAM initiative
Build/find a place to create a community Makerspace working in partnership with local industry
Schools create or designate a “Makerspace” in their buildings
Use PD days to Train teachers and staff various methods and ideas to implement STEAM/ Making into the classroom
Market the Makerspace concept to the community
Utilize revenue generated from the Makerspace to help fund curriculum
The Result
STEAM education is integrated into k-12 curriculum
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
Schools create a revenue stream enhancing funding
Schools can host a mini “Maker Faire” or Maker Carnival for the communityhttp://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
How to Infuse Maker Culture into Curriculum
Makerspaces in Education:http://makerspace.com/
http://www.edutopia.org/blog/creating-makerspaces-in-schools-mary-beth-hertz
https://www.edsurge.com/n/makerspace-event-helps-kick-off-u-s-department-of-education-bus-tour-across-america
http://makezine.com/2013/06/04/making-makerspaces-creating-a-business-model/ from “Make” magazine
http://www.youtube.com/watch?v=BXWRbu-ohl0Gary Stager TEDx Talk “We Know What To Do”
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_State_of_Create_Global_Benchmark_Study.pdf
Global benchmark study about attitudes and beliefs about creativity at work, home and school/ DATA
Resources
http://www.edutopia.org/arts-opening-minds-integration-videoMusic and Learning
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.
https://www.youtube.com/watch?v=CR6Ijel2_ek&feature=player_embeddedSteam/Sesame Street
http://creativeintelligencebook.com/tagged/creativity Creative Intelligence
http://www.inventtolearn.com/resources/#a Invent to Learn/ideas and Resources
http://www.edutopia.org/blog/e-portfolios-in-the-classroom-mary-beth-hertzDigital portfolios
http://www.instructables.com/Project website