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Proceedings of the 6th Annual Conference on Creativity and Fabrication in Education最新文献

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Curious Construction Kit: A programmable building kit for early childhood 好奇的建设工具包:一个可编程的早期儿童建设工具包
Miki Vizner, Amanda Strawhacker
Imaginative play is a rich source of learning and development for early childhood. Constructionist theory also highlights the benefits of play involving programmable elements and the process of construction and building. In this paper, we describe a new educational tool, the Curious Construction Kit (CCK), a building platform that allows children to become fully immersed in their creative, constructive play. We believe that young children will be able to engage deeply in design when using the CCK, both allowing for representations to emerge and planning for them. Design features of the CCK are explained, as well as hypothetical use cases. Future work and theoretical considerations are also discussed.
想象力游戏是幼儿学习和发展的丰富来源。建构主义理论还强调了包含可编程元素和建构过程的游戏的好处。在本文中,我们描述了一种新的教育工具,好奇建筑工具包(CCK),一个建筑平台,让孩子们完全沉浸在他们的创造性,建设性的游戏中。我们相信,当使用CCK时,年幼的孩子将能够深入参与设计,既允许表现形式的出现,又为他们进行规划。解释了CCK的设计特性,以及假设的用例。讨论了今后的工作和理论上的考虑。
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引用次数: 6
LINKKI: A planar linkage-based kinetic toy as a tool for education and design LINKKI:一个平面的基于链接的动力玩具,作为教育和设计的工具
Eun Young Park
This paper presents LINKKI, a kinetic construction toy based on a planar linkage mechanism with which users can design movements, make kinetic arts, and learn basic STEM subjects through hands-on play. Consisting of a modular box, bars and circles, and active/interactive modules, LINKKI simplifies the technical construction toy to such an extent as to look minimal but still retains the versatility of construction blocks as an educational tool and designer's prototyping tool. The simplicity of LINKKI not only allows intuitive play, but also enables users to easily tweak and create custom parts for themselves, thus making it easy to incorporate raw material in addition to the existing parts for prototyping use. Paying attention to the aesthetic side, it is also intended to encourage a demographic with possibly less exposure to technical toys (casual users, young girls, etc.) to be engaged in motion design and STEM subjects. In this paper, I describe the features of a functioning LINKKI prototype and discuss the adaptability of the toy through diverse usage examples and a user study.
本文介绍了LINKKI,一个基于平面连杆机构的动态建筑玩具,用户可以用它来设计动作,制作动态艺术,并通过动手玩来学习基本的STEM科目。LINKKI由模块化的盒子、条形和圆形以及活动/交互模块组成,简化了技术构建玩具,使其看起来最小,但仍然保留了构建块作为教育工具和设计师原型工具的多功能性。简单的LINKKI不仅允许直观的发挥,但也使用户能够轻松地调整和创建自定义的部分为自己,从而使它容易合并原材料除了现有的部分原型使用。关注美学方面,它也旨在鼓励可能较少接触技术玩具的人群(休闲用户,年轻女孩等)从事运动设计和STEM科目。在本文中,我描述了一个功能LINKKI原型的特点,并通过不同的使用实例和用户研究讨论了玩具的适应性。
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引用次数: 5
Using A Visual Programming Environment and Custom Robots to Learn C Programming and K-12 STEM Concepts 使用可视化编程环境和定制机器人学习C编程和K-12 STEM概念
S. Krishnamoorthy, V. Kapila
This paper presents a robot-Visual Programming Environment (VPE) interface that can support K-12 students to learn science, technology, engineering, and math (STEM) concepts. Specifically, we employ Google's Blockly VPE to construct a blocks-based visual programming tool to facilitate easy programming of and interaction with physical robots. Through a careful and intentional integration of the Blockly VPE and physical robots, we illustrate that many K-12 level STEM concepts, which are traditionally treated through lectures and problem-solving, can be explored in a hands-on manner. The use of Blockly VPE obviates the need for prior experience with computer programming or familiarity with advanced programming concepts. Moreover, it permits students to learn various programming constructs, sequentially, starting from the fundamentals and gradually progressing to advanced concepts. The web-based Blockly VPE provides an interface that allows the user to browse through a block library and construct a block code for which a corresponding C program is automatically generated. The default web-based Blockly interface has been modified to permit the user to edit the resulting C program or to create an entirely new C program. Moreover, the Blockly VPE allows the user to wirelessly upload the C program to a Linux server running on a Raspberry Pi computer hosted on the robot. The Raspberry Pi compiles the received C program and serially transfers corresponding instructions to the robot's embedded hardware. The efficacy of the proposed robot-VPE interface is examined through students' experiences in conducting several illustrative robot-based STEM learning activities. The results of content quizzes and surveys show gains in students' understanding of STEM concepts after participation in robotics activities with the VPE interface.
本文提出了一个机器人视觉编程环境(VPE)接口,可以支持K-12学生学习科学、技术、工程和数学(STEM)概念。具体来说,我们采用谷歌的Blockly VPE构建了一个基于块的可视化编程工具,以方便物理机器人的编程和交互。通过对Blockly VPE和物理机器人的精心和有意的整合,我们说明了许多K-12级别的STEM概念,这些概念传统上通过讲座和解决问题来处理,可以以动手的方式进行探索。Blockly VPE的使用消除了对计算机编程经验或熟悉高级编程概念的需要。此外,它允许学生学习各种编程结构,顺序,从基础开始,逐步发展到高级概念。基于web的Blockly VPE提供了一个接口,允许用户浏览块库并构建块代码,从而自动生成相应的C程序。默认的基于web的block界面已经被修改,允许用户编辑生成的C程序或创建一个全新的C程序。此外,Blockly VPE允许用户将C程序无线上传到机器人上的树莓派电脑上运行的Linux服务器上。树莓派对接收到的C程序进行编译,并将相应的指令串行地传输到机器人的嵌入式硬件。通过学生进行几个说明性的基于机器人的STEM学习活动的经验,研究了所提出的机器人- vpe界面的有效性。内容测验和调查的结果显示,学生在参与VPE界面的机器人活动后,对STEM概念的理解有所提高。
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引用次数: 19
Designing Learning Environments for Social Dreaming: From Inquiry to Insight, and Action 为社会梦想设计学习环境:从探究到洞察和行动
R. Goncalves, Sonali Ojha
This study was developed as a thesis project for the MFA in Transdisciplinary Design, at Parsons The New School for Design (New York), and presents how design and social-emotional learning can support students, teachers and school leadership investigate their sense of agency and possibility, in which students are empowered to create the futures they want to be a part of. It was created around the concept of social dreaming and the question of how we might democratize learning from teacher-centered to student-led and create time for sense-making within classrooms. Insights were collected from seven workshops in three countries (India, China, and the U.S.) and a series of prototypes with middle schools in New York City, during the year 2015/16. It uses model-making and systems thinking to translate insights into design principles, and then, prototypes. It ultimately positions the role of design in supporting the creation of systems of learning that are based on the emerging future, through which, learners have the opportunity of exploring and understanding how they can become a part of the story of the future rather than holding onto and embodying the story of the past.
这项研究是帕森斯新设计学院(纽约)跨学科设计硕士学位的论文项目,展示了设计和社会情感学习如何支持学生、教师和学校领导调查他们的代理感和可能性,让学生有能力创造他们想要成为其中一员的未来。在2015/16年期间,从三个国家(印度、中国和美国)的七个研讨会和纽约市中学的一系列原型中收集了见解。它使用模型制作和系统思维将见解转化为设计原则,然后是原型。它最终将设计的角色定位为支持基于新兴未来的学习系统的创建,通过这种系统,学习者有机会探索和理解他们如何成为未来故事的一部分,而不是坚持和体现过去的故事。
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引用次数: 2
Measuring Electrodermal Activity to Capture Engagement in an Afterschool Maker Program 测量皮肤电活动捕捉参与课外制造者计划
Ryan Cain, Victor R. Lee
In this paper, we describe a new approach for exploring individual participants' engagement in youth maker activities. Participants were outfitted with wearable first person point-of-view still-image cameras and wrist-based electrodermal sensors. The researchers analyzed the recorded electrodermal data stream for surges in skin conductivity and compared them with the corresponding photographs based on their time-stamp. In following with prior work, these surges were interpreted as moments of engagement. A comparison sample was created to look at moments that lacked this psychophysiological marker. Results indicated that the two participants had both shared and divergent engagement with activities such as soldering, assembling, and programming.
在本文中,我们描述了一种探索青年创客活动中个体参与者参与的新方法。参与者配备了可穿戴的第一人称视角静止图像相机和基于手腕的皮肤电传感器。研究人员分析了记录的皮肤电数据流,以获取皮肤电导率的激增,并将其与基于时间戳的相应照片进行了比较。在之前的工作之后,这些激增被解释为参与的时刻。研究人员创建了一个比较样本,以观察缺乏这种心理生理标志的时刻。结果表明,两名参与者在焊接、组装和编程等活动中既有共同的参与,也有不同的参与。
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引用次数: 18
Toward a Making Community of Practice: The Social Aspects of Elementary Classroom-Based Making 迈向实践的制作共同体:小学课堂制作的社会层面
Alexander Berman, Brittany M. Garcia, Beth Nam, Sharon Lynn Chu Yew Yee, Francis K. H. Quek
As Making moves from informal settings, such as museums and libraries to formal learning contexts, such as the classroom, questions arise with regard to the sustainability of the practice of Making. Learning in the classroom is continuous over time, while the integration of Making currently tend to be necessarily insular and in snapshot interventions. The development of a Making community of practice among students in the classroom is important for classroom-based Making to be sustainable. Grounded in literature on Lave and Wenger's communities of practice and Vygotsky's zone of proximal development, the work presented in this paper investigate the social aspects of Making in 5th grade science classes as indicators of the possible formation of a Making community of practice among the students. Our findings elicited different types of social roles that the students adopted, and various ways by which learning was socially mediated, and showed how help received and given varied according to student roles and over time. We discuss and conclude with the importance of pursuing further research into this topic area for Making into the classroom.
随着Making从非正式的环境(如博物馆和图书馆)转移到正式的学习环境(如教室),关于Making实践的可持续性的问题出现了。随着时间的推移,课堂上的学习是持续的,而制作的整合目前往往是孤立的,并且是短暂的干预。学生在课堂上的实践社区的发展对于以课堂为基础的制作的可持续发展至关重要。在Lave和Wenger的实践社区和Vygotsky的最近发展区的文献基础上,本文提出的工作调查了五年级科学课上制作的社会方面,作为学生中制作实践社区可能形成的指标。我们的研究结果引出了学生所扮演的不同类型的社会角色,以及学习的各种社会中介方式,并显示了根据学生角色和时间的不同,接受和给予的帮助是如何变化的。我们讨论并总结了在这一主题领域进行进一步研究对于进入课堂的重要性。
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引用次数: 14
Probing participatory partnerships: Equitably-consequential making by, for and with marginalized youth 探索参与性伙伴关系:由边缘化青年、为边缘化青年和与边缘化青年共同做出具有公平后果的决定
Edna Tan, Angela Calabrese Barton, Myunghwan Shin, Carmen Turner
In this paper we investigated the role youth participatory ethnography played as a pedagogical approach to supporting youth in making. To do so, we examined in-depth cases of youth makers from traditionally marginalized communities in two makerspace clubs in two different mid-sized US cities over the course of three years. Drawing from mobilities of learning studies and participatory frameworks, our findings indicate that participatory ethnography as pedagogical practice repositioned youth and making by helping to foreground youths' relationality to people, communities, activities and timescales in collaborative, critical and connected ways. This pedagogical stance centralized co-making (including the co-production of design problems and solutions with a wide range of stake holders across setting and time). Three pedagogical principles emerged from analysis of these two interrelated findings: Participatory ethnography as pedagogy 1) emphasized youth participation, not just as respondents, but as people who contribute to the research by bringing in their concerns; 2) situated knowledge production within local contexts in decolonizing ways, and 3) contributed to the improvement of conditions for youth. We conclude with a discussion of how these pedagogical principles can inform the equity agenda in making.
在本文中,我们调查了青年参与性民族志作为一种支持青年决策的教学方法所起的作用。为此,我们在三年的时间里深入研究了美国两个不同中型城市的两个创客空间俱乐部中来自传统边缘化社区的青年创客的案例。根据学习研究的流动性和参与性框架,我们的研究结果表明,参与性人种学作为一种教学实践,通过以协作、批判和联系的方式,帮助突出青年与人、社区、活动和时间尺度的关系,重新定位了青年。这种教学立场集中于共同制作(包括跨环境和时间与广泛的利益相关者共同制作设计问题和解决方案)。通过对这两个相互关联的发现的分析,出现了三个教学原则:作为教育学的参与式民族志1)强调青年的参与,不仅仅是作为受访者,而是作为通过带来他们的关注来为研究做出贡献的人;2)以非殖民化的方式将知识生产置于当地环境中,3)有助于改善青年的条件。最后,我们讨论了这些教学原则如何在制定过程中为公平议程提供信息。
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引用次数: 5
Educating Teachers for the Maker Movement: Pre-service Teachers' Experiences Facilitating Maker Activities 创客运动的教师教育:职前教师促进创客活动的经验
Sean O'Brien, A. Hansen, Danielle B. Harlow
In this paper, we describe an event where 33 pre-service elementary school teachers planned and facilitated a School Maker Faire as part of their elementary science teaching methods course. We focus on one group of four pre-service teachers who facilitated a balloon rocket station and examine the decisions they made when facilitating children's interactions at the stations and how these decisions led to constraining or creating opportunities for children to engage in engineering design.
在本文中,我们描述了一个事件,33名职前小学教师计划并促进了一个学校创客大会,作为他们小学科学教学方法课程的一部分。我们关注的是一组由四名职前教师组成的小组,他们为一个气球火箭站提供了便利,并检查了他们在促进儿童在车站的互动时所做的决定,以及这些决定是如何限制或创造儿童参与工程设计的机会的。
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引用次数: 32
Negotiating tensions between aesthetics, meaning and technics as opportunities for disciplinary engagement 协商美学、意义和技术之间的紧张关系,作为学科参与的机会
Aditi Wagh, B. Gravel, Eli Tucker-Raymond, Susan Klimczack
For educators, making has become a compelling activity for creating expansive learning opportunities in STEM. Less well known are the ways in which disciplinary learning unfolds over time for makers. We explore critical junctures in the ongoing journey of one project from a youth maker, Nasir. For this project, Nasir decided to design and build a set of interlocking gears to represent his ideas about the tensions between Black Lives Matter and "all lives matter" discourses. We postulate that tensions between three dimensions or within any one dimension serve to drive his engagement: a) Ideas he wanted to express through the project (e.g., about the Black Lives Matter movement); b) the envisioned aesthetics, (e.g., does it look good?); and c) technics, (e.g., features of the tools and materials in use). We argue that in grappling with and negotiating tensions between or within these dimensions, Nasir engages deep disciplinary practices, particularly in mathematics and engineering. We then discuss the implications of this theoretical model.
对于教育工作者来说,制作已经成为一项引人注目的活动,可以在STEM领域创造广泛的学习机会。不太为人所知的是,学科学习是如何随着时间的推移而展开的。我们探讨了青年创客Nasir正在进行的一个项目的关键时刻。在这个项目中,Nasir决定设计和建造一套相互连接的齿轮,以表达他关于黑人的生命很重要和“所有生命都很重要”话语之间的紧张关系的想法。我们假设三个维度之间的紧张关系或任何一个维度内的紧张关系都有助于推动他的参与:a)他想通过项目表达的想法(例如,关于“黑人的命也是命”运动);B)设想的美学,(例如,它看起来好吗?)c)工艺(例如,使用的工具和材料的特征)。我们认为,在处理和协调这些维度之间或内部的紧张关系时,纳西尔从事了深入的学科实践,特别是在数学和工程方面。然后我们讨论这个理论模型的含义。
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引用次数: 2
Collaborative Maker Activities in the Classroom: Case Studies of High School Student Pairs' Interactions in Designing Electronic Textiles 课堂上的合作创客活动:高中学生在电子纺织品设计中的互动案例研究
Debora Lui, Breanne K. Litts, Sari Widman, Justice T. Walker, Y. Kafai
The majority of electronic textile (e-textile) activities for beginners focus on making and coding individual projects rather than collaborative designs, which often excludes potentially fruitful collaborations. In this paper, we report on findings from an e-textile workshop in which high school youth (16-17 years old) worked in pairs to design interactive display pieces using LilyPad Arduino, LEDs, sensors, conductive thread and fabric. Drawing on artifacts, fieldnotes, and interviews, we report on the range of work approaches that students took toward collaborative e-crafting. Specifically, we examine key aspects of this collaboration: pairs' role negotiations and communication strategies. Finally, we discuss the challenges and opportunities of adopting collaborative e-crafting when introducing coding and making activities in classrooms.
大多数针对初学者的电子纺织(e-textile)活动侧重于制作和编码个人项目,而不是协作设计,这通常排除了潜在的富有成效的合作。在本文中,我们报告了一个电子纺织品研讨会的研究结果,在这个研讨会上,高中青年(16-17岁)结对工作,使用LilyPad Arduino, led,传感器,导电线和织物设计交互式展示件。根据人工制品、实地记录和访谈,我们报告了学生们采用协作电子制作的一系列工作方法。具体来说,我们研究了这种合作的关键方面:成对的角色谈判和沟通策略。最后,我们讨论了在课堂上引入编码和制作活动时采用协作电子制作的挑战和机遇。
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引用次数: 11
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Proceedings of the 6th Annual Conference on Creativity and Fabrication in Education
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