This month Fulton Schools staff will visit Mount Vernon Presbyterian School in Atlanta to observe the school’s Mount Vernon Institute of Innovation – considered the leading design thinking K-12 school in the nation.
Article about the new STEM school being built in downtown Alpharetta, GA. It will have an emphasis on design thinking, and will seek out the help of MVPS and MVIFI to make it happen.
List of 15 projects, that caught the eye of BIE Editor in Chief John Larmer. One of which is the Kindergarten PBL: Happy Habitats organized and executed by MVPS Kindergarten Team.
The big idea behind the concept of maker empowerment is to describe a kind of disposition—a way of being in the world—that is characterized by seeing the designed world as malleable, and understanding oneself as a person of resourcefulness who can muster the wherewithal to change things through making.
Two huge ideas here:
1) Recognizing the world as malleable
2) Ability of the person(s) to change that world - aka agency.
The concept of maker empowerment is meant to be somewhat broader than the label of maker. It certainly includes maker-types—i.e., hackers, DIYers, and hobbyists—but it also includes people who may not define themselves as wholly as makers, yet take the initiative to engage in maker activities from time to time.
Maker empowerment is different from being labeled as a maker. Traditional makers are included in maker empowerment, but it is meant to also include the people that take the initiative to participate in maker activities from time to time.
We teach art, or history, or auto mechanics not solely to train practitioners of these crafts, but to help all students develop the capacity to engage with world through the lenses of these disciplines—even if not all students will become artists or historians or auto mechanics. The concept of maker empowerment aims for this same breadth.
Maker Empowerment (v2): A sensitivity to the designed dimension of objects and systems, along with the inclination and capacity to shape one’s world through building, tinkering, re/designing, or hacking.
one of the main purposes of the Agency by Design project, which is to understand how maker activities can develop students’ sense of agency or self-efficacy.
maker empowerment is a dispositional concept. That is, rather than simply naming a set of technical skills, it aims to describe a mindset, along with a habitual way of engaging with the world.
What follows is a good example of how dispositions "flavor" the way people interact with their world.
Through a series of rather elaborate experiments, we were able to show that the contribution of these three elements—ability, inclination, sensitivity—could indeed be individually distinguished in patterns of thinking and that a shortfall in any of the three elements would block cognitive performance.
It turns out that the biggest bottleneck in behavior—in other words, the shortfall that most frequently prevents inclination, ability, and sensitivity from coalescing into sustained cognitive activity—is a shortfall of sensitivity. In other words, at least in terms of critical and creative thinking, young people don’t follow through with these habits of mind not because they can’t (ability), and not because they don’t want to (inclination), but mainly because they don’t notice opportunities to do so.
THIS MIGHT BE THE BIGGEST KEY POINT IN THE ENTIRE POST!!!!
This doesn’t mean that young people’s inner detection mechanisms are woefully flawed. Rather, sensitivity has everything to do with the saliency of cues in the environment. If an environment doesn’t have strong cues toward certain patterns of behavior—or actually contains counter-cues—it can be pretty hard for those patterns of behavior to be cued up.
the research I’ve just described wasn’t conducted with the disposition toward maker empowerment in mind. So we don’t know if the findings about sensitivity transfer.
As the maker movement continues to infiltrate mainstream education, a dispositional analysis of maker empowerment might serve as a similarly useful tool.
"The big idea behind the concept of maker empowerment is to describe a kind of disposition-a way of being in the world-that is characterized by seeing the designed world as malleable, and understanding oneself as a person of resourcefulness who can muster the wherewithal to change things through making."
Article outlining the predictions experts have made about how education can best prepare students for a world with a greater degree of automation present in the workforce. Identifies the key skills and traits that schools need to help students develop.
"demonstration of C-Sketching, a complement to brainstorming and mind mapping -- combines ideas from those earlier steps into full concepts. Focuses on graphical representation, accessing a different part of the brain"
demonstrate that groups that use Osborn’s rules of brainstorming come up with fewer ideas (and fewer good ideas) than the individuals would have developed alone.
There are several reasons for this productivity loss, as academics call it. For one, when people work together, their ideas tend to converge. As soon as one person throws out an idea, it affects the memory of everyone in the group and makes them think a bit more similarly about the problem than they did before. In contrast, when people work alone, they tend to diverge in their thinking, because everyone takes a slightly different path to thinking about the problem.
Early in creative acts it’s important to diverge, that is, to think about what you are doing in as many ways as possible. Later, you want to converge on a small number of paths to follow in more detail.
Many techniques use a structure like this. For example, in the 6-3-5 method, six people sit around a table and write down three ideas. They pass their stack of ideas to the person on their right, who builds on them. This passing is done five times, until everyone has had the chance to build on each of the ideas. Afterward, the group can get together to evaluate the ideas generated.
Here is the key to the most productive brainstorming techniques.
t is often important to spend time agreeing on the problem to be solved. A whole round of divergence and convergence on the problem statement can be done before giving people a chance to suggest solutions.
Wonder if there is a place for this in our HMW work?
It’s important that groups have time to explore enough ideas that they can consider more than just the first few possibilities that people generate.
Many brainstorming sessions involve people talking about solutions. That biases people toward solutions that are easy to talk about. It may also lead to solutions that are abstract and may never work in practice.
a combination of drawing and writing is ideal for generating creative solutions to problems
First, it’s hard for people to describe spatial relationships, so any solution that requires a spatial layout is better described with pictures than with words. Second, a large amount of the brain is devoted to visual processing, so sketching and interpreting drawings increases the involvement of those brain regions in idea generation. Third, it is often difficult to describe processes purely in words, so diagrams are helpful.
To develop stronger ideas, you need to manage the conversation so that the team doesn’t converge on a solution before everyone hears what others are thinking.
"Early in creative acts it's important to diverge, that is to think about what you are doing in as many ways as possible. Later, you want to converge on a small number of paths to follow in more detail."
HBR video outlining a idea generating technique called Brainswarming. Putting goals at the top, and resources at the bottom, and letting possibilities converge.
"The Mastery Transcript Consortium (MTC) is a collective of high schools organized around the development and dissemination of an alternative model of assessment, crediting and transcript generation.
The MTC hopes to change the relationship between preparation for college and college admissions for the betterment of students."
the physical space for tinkering matters much less than the mental space that you create for young makers.
To be effective tinkerers, students need to achieve a state of mind in which they are primed to play and make joyful discoveries.
telling a group of little kids that it’s okay to make mistakes is not an effective way to deliver your message. The droning voice of the teachers in the Peanuts cartoons springs to mind! To get kids to internalize your message and truly take it to heart, you have to show them in a wide variety of ways what you really mean.
Barney Saltzberg’s Beautiful Oops. This short book features mistakes repackaged as something awesome! For example, a torn piece of paper becomes the smile on an alligator. Young children respond to the simplicity of the “mistakes” and the delightful revelation of the reworked mistake into something beautiful and surprising.
Modeling that it really is okay to make mistakes is vital.
I let students see me flustered and then (hopefully) recovering. I invite them to help me diagnose what went wrong, which they LOVE.
Taking public risks and making public mistakes not only helps normalize mistake making, it inspires enthusiasm for collectively problem-solving and collaborating.
Posting quotations about or pictures of mistakes can go a long way toward reminding kids that you’re serious about the value of mistakes.
Failure and discovery are so closely linked, so connected and interrelated, that it is very hard to distinguish between them, especially when failure leads directly to discovery and vice versa.
To help students understand the messy process of creation, I ask students to track their progress during any project (much more about this in chapter 6). Tracking a project’s progress helps illuminate the many mistakes along the way.
Peer-to-peer sharing also opens the door for collaboration and collective problem-solving when a student is unsure of how to move past an obstacle.
Tinkering is being promoted on college campuses from MIT to Santa Clara University, as well as in high schools and elementary schools.
The blending of technology and craft in tools like 3-D printers and laser cutters has made it possible for ordinary people to make extraordinary things. And many ordinary people, living as they do, more and more in their heads and online, are yearning to do something with their hands.
“You’re exploring creativity, you’re exploring design thinking, you’re developing a sense of persistence,” she says. Building something new requires planning, trying and, yes, failing, and then trying again.
“These are incredibly important mind-set for today’s world,” she says.
talks excitedly about students who have designed child prostheses. “That’s what they’re going to remember their entire life,” she says. “They aren’t going to remember sitting in an electronics lecture.”
It is about creating experiences that help students see the world as a malleable place.
Alexandra Garey, who graduated from Rutgers last year, credits tinkering with changing the course of her studies, and life: “I went from somebody who was majoring in Italian and European studies to someone who was designing and prototyping products and realizing any product that came into my head.”
“U.S. schools are very good at finding the brain-smart people,” he says. “They are also very good at finding the best athletes.”
But they are not so good at finding and nurturing people who, he said, describing himself, think with their fingers.
A fabulous article full of stories about the impact of maker-centered learning experiences, and the growing number of places that provide them - elementary schools, high school, colleges, public.
Perhaps most gratifying is the use of distinctly maker-centered AND educational terminology in the same article. A great sign of things to come!
A new (2016) research project coming out of Harvard. With play a component of the motivation cycle for innovators, this growing body of work may be worth following.
A new (2016) research project coming out of Harvard. With play a component of the motivation cycle for innovators, this growing body of work may be worth following.
Excellent little article on Ignite Sessions. It explains what they are, shares some examples, and talks about how to adapt them for schools and students. HT @ransomtech
Excellent little article on Ignite Sessions. It explains what they are, shares some examples, and talks about how to adapt them for schools and students. HT @ransomtech