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Making MAKESHOP
 Designing Making
 Experiences with
      Families
Quick Introductions
Jane Werner
Lisa Brahms
Drew Davidson
Dale Dougherty

and ETC graduate students
Making MakeShop
Making MakeShop
Making MakeShop
MAKESHOP Partners
The	
  MAKESHOP	
  Idea:	
  	
  
       Opportunity and Response
•  Growth of media-rich informal learning
   environments for youth
•  Children’s Museums: Growing focus on 0-5
   years.
•  Visitor Study: Children 7+ 30% of audience
•  History of Practice: Studio & Curiosity Lab
•  Pittsburgh: Kids+Creativity Network; CMU;
   University of Pittsburgh; Artist/Maker
   Community
Vision for MAKESHOP
•  Target demographic: children, ages 8-12
•  DIY + Digital Media
•  Highly facilitated
•  Design process: ideation, prototyping, iteration,
   reflection
•  Entry Point: “What do you want to make
   today?”
•  Scaffolded experiences for exploration and
   innovation with old and new technologies
Front End Research
Parent Perspective of New and Traditional
(DIY) Media
Parents of Children 8+
Context: Children’s Museum

•  Parent and Family Activity
•  Parent Belief
•  Learner Positioning
                       (Ito, et al, 2010; Barron, 2006;
                   Barron et al, 2009; Choing, 2009)
Which areas of the Museum do older
  children enjoy most and why?
Roles and Value of Experience
       /           / r         What parents value highly in
           .
               "           h
                               Museum-based family activity:
      w        l

                               Experiences that enable
       h                   r
                               •  Creativity
       /
                               •  Parent-Child Co-Learning
       /               w       •  Collaboration

                   r
       /               w


               w
Prototyping MAKESHOP
Designing with our Visitors
ElectricShop
SewShop
WoodShop
MAKESHOP
Exhibits are:
          Flexible
          Simple and Intuitive
          Inspire and Support
          Collaboration &
           Co-activity
          Enable Multi-Leveled &
           Open Ended Use
          Accessible
          Sustainable

          Facilitation:
          Meets learners where
           they are
          Leverages the family unit
           (differentiation of role
            and skill)
          Scaffolds through
           Materials, Tools,
           Processes and Ideas


Designing MAKESHOP
Making MakeShop
Making MakeShop
Making MakeShop
Making MakeShop
Family Learning, Processes & Shifting Roles
Making MakeShop
Making MakeShop
Stuff	
  
Processes	
  
Meet the Makers	
  
Making MakeShop
Making with Constraints
The Hannah-Occupier
ETC Projects
2 Semesters to date
Digital Dream Lab
•  Can we teach children to program?




•  Tangible programming blocks
   –  Hello, world!
   –  Beginner blocks:
      •  Show Me, Object, Color, Action
Digital Dream Lab
Digital Dream Lab
•  Can we teach children to program?
•  Provide framework that allows for
   exploration and story telling
•  Learning objectives
  –  Provide context for a new language
  –  Create a system based on block relationships
     and cause and effect
Making MakeShop
Family Learning




            Productive Participation Patterns




Making with the Young Child
h
•
•    h   t
Making MakeShop
Making MakeShop
Making MakeShop
www.makeshoppgh.org
Questions, Comments
       & Discussion
•  Consideration of Context
•  Integration of Digital Media
•  Others…
www.makeshoppgh.org

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Making MakeShop

  • 1. Making MAKESHOP Designing Making Experiences with Families
  • 2. Quick Introductions Jane Werner Lisa Brahms Drew Davidson Dale Dougherty and ETC graduate students
  • 7. The  MAKESHOP  Idea:     Opportunity and Response •  Growth of media-rich informal learning environments for youth •  Children’s Museums: Growing focus on 0-5 years. •  Visitor Study: Children 7+ 30% of audience •  History of Practice: Studio & Curiosity Lab •  Pittsburgh: Kids+Creativity Network; CMU; University of Pittsburgh; Artist/Maker Community
  • 8. Vision for MAKESHOP •  Target demographic: children, ages 8-12 •  DIY + Digital Media •  Highly facilitated •  Design process: ideation, prototyping, iteration, reflection •  Entry Point: “What do you want to make today?” •  Scaffolded experiences for exploration and innovation with old and new technologies
  • 9. Front End Research Parent Perspective of New and Traditional (DIY) Media Parents of Children 8+ Context: Children’s Museum •  Parent and Family Activity •  Parent Belief •  Learner Positioning (Ito, et al, 2010; Barron, 2006; Barron et al, 2009; Choing, 2009)
  • 10. Which areas of the Museum do older children enjoy most and why?
  • 11. Roles and Value of Experience / / r What parents value highly in . " h Museum-based family activity: w l Experiences that enable h r •  Creativity / •  Parent-Child Co-Learning / w •  Collaboration r / w w
  • 17. Exhibits are: Flexible Simple and Intuitive Inspire and Support Collaboration & Co-activity Enable Multi-Leveled & Open Ended Use Accessible Sustainable Facilitation: Meets learners where they are Leverages the family unit (differentiation of role and skill) Scaffolds through Materials, Tools, Processes and Ideas Designing MAKESHOP
  • 22. Family Learning, Processes & Shifting Roles
  • 32. Digital Dream Lab •  Can we teach children to program? •  Tangible programming blocks –  Hello, world! –  Beginner blocks: •  Show Me, Object, Color, Action
  • 34. Digital Dream Lab •  Can we teach children to program? •  Provide framework that allows for exploration and story telling •  Learning objectives –  Provide context for a new language –  Create a system based on block relationships and cause and effect
  • 36. Family Learning Productive Participation Patterns Making with the Young Child
  • 42. Questions, Comments & Discussion •  Consideration of Context •  Integration of Digital Media •  Others…