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Towards a Stronger Conceptualization of the Maker Mindset: A Case Study of an After school Program with Squishy Circuits 对创客心态的更强概念化:以软硬电路为例的课后项目研究
S. Kim, H. Zimmerman
This study investigates the theoretical conception of the maker mindset in a making and tinkering afterschool program using Squishy Circuits. With a qualitative case study methodology, we analyzed the discourse and interaction of one learner guided by two analytical frameworks. Our finding shows the importance of providing making activities with various learning orientations (design, technology, collaboration, play) that challenge learners beyond their preferred engagement style to foster the development of all aspects of the maker mindset. Our finding highlights the need for a more nuanced analytical framework for characterizing how the three dimensions of a maker mindset interlock and diverge through making activities.
本研究以软硬电路为工具,探讨创客心态在课后制作与修补计划中的理论概念。采用定性案例研究方法,我们在两个分析框架的指导下分析了一个学习者的话语和互动。我们的发现表明,提供具有各种学习方向(设计、技术、合作、游戏)的制作活动的重要性,这些活动挑战学习者超越他们喜欢的参与方式,以促进创客心态的各个方面的发展。我们的发现强调了需要一个更细致的分析框架来描述创客心态的三个维度是如何通过制造活动相互联系和分化的。
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引用次数: 8
The Role of Computational Thinking Practices in Making: How Beginning Youth Makers Encounter & Appropriate CT Practices in Making 计算思维实践在制作中的作用:初学的青年创客如何在制作中遇到&适当的CT实践
Aditi Wagh, B. Gravel, Eli Tucker-Raymond
1There are increasing calls to introduce computational thinking (CT) practices at the K-12 level. These calls are motivated by a consensus that CT practices can be valuable for everyone. This work is based on the assertion that making, or the personal construction of objects employing digital and/or analog technologies, can provide a rich context for enacting CT practices. This paper investigates the activities of a group of beginning youth makers creating an interactive digital/ physical water piano to ask: What forms of CT practices do they enact, and in what ways are these practices further developed in their work? Data includes qualitative ethnographic data including observations, recordings and interviews. We explore the ways youth encounter new, yet relatable and intriguing practices---like debugging to isolate an issue---and appropriate them within particular contexts and for particular goals, often to deal with the immediate challenges they are facing. We end by offering conjectures for ways to support beginning youth makers in appropriating CT practices.
越来越多的人呼吁在K-12阶段引入计算思维(CT)练习。这些呼吁的动机是一致认为CT实践对每个人都有价值。这项工作是基于这样一种断言,即使用数字和/或模拟技术制作或个人构建物体,可以为制定CT实践提供丰富的背景。本文调查了一群刚起步的青年创客创造互动数字/物理水钢琴的活动,并提出了以下问题:他们实施了何种形式的CT实践,这些实践在他们的工作中以何种方式进一步发展?数据包括定性人种学数据,包括观察、录音和访谈。我们探索年轻人遇到新的、相关的、有趣的做法的方式——比如调试以隔离问题——并将它们适用于特定的环境和特定的目标,通常是为了应对他们面临的直接挑战。最后,我们提供了一些猜想的方法来支持初学的青年制造者利用CT实践。
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引用次数: 13
App Making for Pro-Social and Environmental Change at an Equity-Oriented Makeathon 在以股权为导向的马拉松上为亲社会和环境变化制作应用程序
P. MacDowell, Rachel Ralph, David Ng
The purpose of this paper is to analyze the effectiveness of an equity-oriented Makeathon designed to foster maker mindsets and maker identities in high school girls by engaging them with diverse tools, materials, mentorship, collaborative prototyping, and creative computing. The central theme of the University of British Columbia (UBC) Girls' Makeathon emphasized Tech for Change. Teams were challenged to make a mobile app related to an issue that teen girls face in local or global communities throughout the world. Participants learned how to identify a complex problem, design effective solutions, and change the world for the better by communicating their ideas (via apps and a pitch to a panel of experts). The results from the girls' design experiences, team presentations, surveys, and interviews show gains in their understandings of greening making and pro-social change making. Findings underscore the matter concerning how, why, and where do girls learn to become makers, coders, and inventors of media and technology (thereby overturning traditional gender and generational stereotypes)? The lessons learned in empowering girls to tackle inequality and create the futures they want to be part of will be useful for teachers and researchers who are interested in working with youth to design apps and innovative maker activities for environmental and sustainable education, research, and/or outreach.
本文的目的是分析以股权为导向的创客马拉松的有效性,通过让高中女生参与各种工具、材料、指导、协作原型和创造性计算,培养她们的创客心态和创客身份。英属哥伦比亚大学(UBC)女生马拉松的中心主题是“科技促变革”。参赛团队面临的挑战是制作一款与世界各地青少年女孩在当地或全球社区面临的问题相关的移动应用程序。参与者学习了如何识别复杂的问题,设计有效的解决方案,并通过交流他们的想法(通过应用程序和向专家小组推销)来改变世界。女孩们的设计经历、团队演示、调查和访谈的结果表明,她们对绿化和亲社会变革的理解有所提高。研究结果强调了女孩如何、为什么以及在哪里学习成为媒体和技术的创造者、编码员和发明者(从而推翻传统的性别和代际刻板印象)的问题。在赋予女孩权力以解决不平等问题并创造她们希望参与的未来方面所吸取的经验教训,将对有兴趣与青年合作,为环境和可持续教育、研究和/或推广设计应用程序和创新创客活动的教师和研究人员有用。
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引用次数: 4
Connecting Space and Narrative in Culturally Responsive Making in ARIS with Indigenous Youth 在ARIS与原住民青年的文化回应制作中连结空间与叙事
Kristin A. Searle, Teresa Casort, Breanne K. Litts, Stephanie R. Benson
Attending to issues of equity in making1 demands that we work closely with communities, focusing on what it is made, how it is made, for whom, and in what contexts. Rather than exploring making exclusively as a pathway to STEM learning, we examine how Indigenous youth learned about and documented community-based making using the Augmented Reality and Interactive Storytelling (ARIS) platform. Drawing on a range of qualitative data, we asked: (1) What did youth learn about makers, materials, and cultural meanings in their community? (2) What were the making processes of small groups of Native American youth tasked with developing games located in their community? Findings highlight how Indigenous youth learned about and incorporated cultural knowledge into their ARIS games. In the discussion, we address how beginning and ending with community-based making contributes to ongoing discussions about culturally responsive making and what others might learn from our experiences.
为了解决公平问题,我们需要与社区密切合作,重点关注教育是什么、如何教育、为谁教育以及在什么背景下教育。我们不是专门探索制作作为STEM学习的途径,而是研究土著青年如何使用增强现实和互动故事(ARIS)平台学习和记录基于社区的制作。根据一系列定性数据,我们提出了以下问题:(1)年轻人在他们的社区中对制造者、材料和文化意义学到了什么?(2)美国土著青年小组在他们的社区开发游戏的过程是怎样的?调查结果突出了土著青年如何学习并将文化知识融入他们的ARIS游戏。在讨论中,我们讨论了以社区为基础的制作的开始和结束如何有助于正在进行的关于文化响应制作的讨论,以及其他人可以从我们的经验中学到什么。
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引用次数: 7
Self-Made: The Body as Frontier for the Maker Movement in Education 自制:身体作为教育创客运动的前沿
M. Eisenberg
A variety of technologies--exciting, troubling, controversial--are emerging for the purposes of extending or augmenting the biological capabilities of human beings. These technologies include (among others) sensory augmentation devices, brain-machine interfaces, robotic exoskeletons or prostheses, and techniques of genetic alteration; in every case, the intent of the technology is to allow people to perform activities beyond the traditional boundaries of body, mind, and genome. The advent of these technologies augurs new and difficult questions for the maker/education community. What body- and mind-changing artifacts could, or should, be available to children and teenagers? To what extent-whether for educational or social purposes--will, or should, democratized "making" apply to the physical and cognitive limitations of the maker? This paper explores some plausible future pathways for the educational maker movement in the light of this imminent development in technology1.
各种各样的技术——令人兴奋的,令人不安的,有争议的——正在出现,目的是扩展或增强人类的生物能力。这些技术包括(其中包括)感官增强设备、脑机接口、机器人外骨骼或假肢,以及基因改变技术;在任何情况下,这项技术的目的都是允许人们进行超越身体、思想和基因组传统界限的活动。这些技术的出现给创客/教育界带来了新的难题。儿童和青少年可以或应该获得哪些改变身心的人工制品?在何种程度上——无论是出于教育目的还是出于社会目的——民主化的“制造”将或应该适用于制造者的身体和认知限制?本文针对这种迫在眉睫的技术发展趋势,探讨了教育创客运动的一些可能的未来路径。
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引用次数: 3
Dancing Robots: A Collaboration Between Elementary School and University Engineering Students 舞蹈机器人:小学与大学工程系学生的合作
M. McLean, Tyler Susko, Danielle B. Harlow, Julie Bianchini
We describe the benefits of a collaborative and creative mentorsupported engineering program conducted between a group of fifth- and sixth-grade students and engineering undergraduate students. The elementary students and undergraduates collaborated in small teams to design and build robots that would dance together. The program was augmented with mentors from the Society of Women Engineers who helped run weekly after school sessions at the elementary school. This program engaged elementary students in engineering design with a collaborative gender-neutral project. Moreover, this program exposed a group of elementary students with a predominantly masculine perception of engineering to female engineer mentors for the first time. By the end of the program, students developed a more comprehensive understanding of engineering and everyone considered engineering as a possible career.
我们描述了在一群五年级和六年级学生和工程本科学生之间进行的协作和创造性导师支持的工程项目的好处。小学生和大学生组成小组合作设计和制造可以一起跳舞的机器人。该项目得到了来自女工程师协会的导师的支持,她们帮助在小学举办每周的课后活动。这个项目以一个不分性别的合作项目吸引小学生参与工程设计。此外,该计划首次将一群对工程有男性主导观念的小学生暴露在女性工程师导师面前。到课程结束时,学生们对工程有了更全面的了解,每个人都认为工程是一种可能的职业。
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引用次数: 3
Framing Makerspace Communities 构建创客空间社区
Parisa Roshan Khanapour, Kayla Desportes, Z. Cochran, Betsy Disalvo
Drawing from over 50 interviews with diverse individuals who identify as makers we explored ways that communities were shaped the physical or online structures they occupy and a shared understanding of behaviors within the community. We identified two key dimensions to maker communities --- fluid and structured, and --- regulated and unregulated. We looked at these dimensions and how they impacted collaboration and learning, and togetherness in various maker communities.
通过对50多位不同的创客的采访,我们探索了社区被塑造的方式,他们所占据的物理或在线结构,以及对社区内行为的共同理解。我们确定了创客社区的两个关键维度——流动性和结构性,以及受监管和不受监管。我们研究了这些维度,以及它们如何影响协作、学习和各种创客社区的团结。
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引用次数: 12
Teaching Practices for Making E-Textiles in High School Computing Classrooms 高中计算机课堂制作电子纺织品的教学实践
D. Fields, Y. Kafai, Tomoko M. Nakajima, J. Goode
1Recent discussions have focused on rich STEM learning opportunities and various equity challenges in setting up and researching out-of-school makerspaces and activities. In turning to school classrooms, we want to understand the critical practices that teachers employ in broadening and deepening access to making. In this paper, we investigate two high school teachers' approaches in implementing the Exploring Computer Science curriculum using a novel 8-week, electronic textiles unit where students designed wearable textile projects with a microcontroller, sensors and LED lights. Drawing on observations and interviews with teachers and students, we share emergent practices that teachers used in transforming their classrooms into a makerspace, including modeling in-progress artifacts, valuing expertise from students, and promoting connections in personalized work. We discuss in which ways these teaching practices succeeded in broadening access to making while deepening participation in computing and establishing home-school connections.
最近的讨论集中在丰富的STEM学习机会和建立和研究校外创客空间和活动的各种公平挑战上。在谈到学校课堂时,我们想了解教师在拓宽和深化学习机会方面所采用的关键做法。在本文中,我们研究了两位高中教师在实施计算机科学探索课程时的方法,使用了一个新颖的8周电子纺织品单元,在这个单元中,学生设计了带有微控制器、传感器和LED灯的可穿戴纺织品项目。根据对教师和学生的观察和访谈,我们分享了教师在将课堂转变为创客空间时使用的应急实践,包括对正在进行的工件建模,重视学生的专业知识,以及促进个性化工作中的联系。我们讨论了这些教学实践如何成功地拓宽了制作的途径,同时加深了对计算机的参与,并建立了家庭与学校的联系。
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引用次数: 21
Roll It Wall: Developing a Framework for Evaluating Practices of Learning 滚墙:开发评估学习实践的框架
Danielle B. Harlow, Ron Skinner, Sean O'Brien
We1 introduce a framework to describe visitor engagement at an interactive museum exhibit where visitors build and test ball roller coasters. Our framework consists of two dimensions. The first is levels of engagement, which describe what visitors are doing and how they are interacting with the exhibit. The second dimension is practices of learning, which are derived from other research and policy documents such as the Next Generation Science Standards (NGSS). Our matrix links those practices of learning with observed types of engagement.
我们将引入一个框架来描述参观者在互动式博物馆展览中建造和测试过山车的参与度。我们的框架由两个维度组成。首先是参与程度,它描述了游客在做什么以及他们如何与展览互动。第二个维度是学习实践,这些实践来源于其他研究和政策文件,如《下一代科学标准》(NGSS)。我们的矩阵将这些学习实践与观察到的参与类型联系起来。
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引用次数: 7
Assessment Tools for an Afterschool Youth Maker Program 课后青年创客计划的评估工具
Foad Hamidi, Shawn Grimes, Stephanie Grimes, Christopher Wong, A. Hurst
Afterschool maker and tinkerer programs for youth have gained popularity due to their ability to engage participants and support their creativity, teamwork and digital literacy. However, there are still many questions on designing the best measurement tools to assess the outcomes of these programs. We investigated the potential of two existing quantitative assessment tools, Grit-S and Alternative Uses Test (AUT), to assess attitude and creativity in the context of a youth afterschool maker program. We describe the results from these assessments and investigate youth attitudes towards them based on interviews with staff.
针对青少年的课后制造和修补项目之所以受到欢迎,是因为它们能够吸引参与者,并支持他们的创造力、团队合作和数字素养。然而,在设计评估这些项目成果的最佳测量工具方面仍存在许多问题。我们调查了两种现有的定量评估工具,Grit-S和替代用途测试(AUT),在青少年课后创客计划的背景下评估态度和创造力的潜力。我们描述了这些评估的结果,并根据对工作人员的采访调查了年轻人对这些评估的态度。
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引用次数: 3
期刊
Proceedings of the 7th Annual Conference on Creativity and Fabrication in Education
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