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Nancy Otero
nancy@beamcenter.org
@LeSheepo
Oldest !
human!
artifacts!
40,000 BC	
  
Making in the hands of
everyone
“It was never about toys,
it’s always about what happens
when toys are applied to society”
“Dream… there will be stumbling blocks
in your journey. Things will go awry,
and people will come and go. If you hold
on t...
36 covers: 85% males, 0% African
Americans
MAKE Editorial board: 87% males, 0%
African Americans
512 Articles: 85% male au...
At the heart of the FabLabs is
the belief that the most
sustainable way to bring the
deepest results of the digital
revolu...
Innovation and collaborative problem-solving
are core skills for virtually any career, and yet
those are the very elements...
SPACE MATTERS. WE READ OUR PHYSICAL
ENVIRONMENT LIKE WE READ A HUMAN FACE.
–DAVID KELLEY, FOUNDER OF IDEO
NEVER HELP A CHILD WITH A TASK AT
WHICH HE FEELS HE CAN SUCCEED
- MARIA MONTESSORI
Child Direct
Let students choose, be curious and lead
Risk Friendly
Encourage successful failures
Emotionally Attuned
Prai...
Review by Barron & Darling-Hammond, 2008
§  Students learn more deeply when they can
apply classroom-gathered knowledge t...
It seems relatively
obvious, but this is
the first objective
evidence of the
neural basis that if
you have the building
bl...
Schneider, Blikstein & McKay (2012)
0
9.6
12.5
0
6.4
9.1
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Pre-test Mid-test Post-test...
Video professor
A B
Schneider & Blikstein 2015 	
  
1980s	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  1900s	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  ...
“The question is not what the
computer
will do to us. The question is what
we will make with the computer”
Idea	
  Power-­‐Papert	
  
•  Par[cipants	
  will	
  be	
  able	
  to	
  use	
  the	
  idea	
  to	
  
solve	
  a	
  real	
...
Internet
EXAMPLES	
  
hap://fablabcatapult.weebly.com/
fablabulus-­‐experiences.html	
  
Middle	
  School	
  Da	
  Vinci	
  +	
  Simple	
  
Mach...
hap://fablab-­‐pd.weebly.com/dpm-­‐-­‐
ac[vity.html	
  	
  
	
  
Brooklyn	
  Interna[onal	
  High	
  School	
  
Project.	
...
ntense	
  project	
  in	
  Mexico.	
  Digital	
  
Fabrica[on	
  +	
  Design	
  Thinking	
  
haps://www.youtube.com/
watch?...
Barcelona:	
  Mul[disciplinary	
  Project	
  
Music	
  +	
  English	
  +	
  History	
  +	
  Math	
  +	
  
Art	
  +	
  Tech...
Nancy Otero
nancy@beamcenter.org
@LeSheepo
Digital Fabrication in Learning Environments
Digital Fabrication in Learning Environments
Digital Fabrication in Learning Environments
Digital Fabrication in Learning Environments
Digital Fabrication in Learning Environments
Digital Fabrication in Learning Environments
Digital Fabrication in Learning Environments
Digital Fabrication in Learning Environments
Digital Fabrication in Learning Environments
Digital Fabrication in Learning Environments
Digital Fabrication in Learning Environments
Digital Fabrication in Learning Environments
Digital Fabrication in Learning Environments
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Digital Fabrication in Learning Environments

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Presentation about the history of digital fabrication spaces, the philosophy behind them and examples of their implementations in learning environments.

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Digital Fabrication in Learning Environments

  1. 1. Nancy Otero nancy@beamcenter.org @LeSheepo
  2. 2. Oldest ! human! artifacts! 40,000 BC  
  3. 3. Making in the hands of everyone
  4. 4. “It was never about toys, it’s always about what happens when toys are applied to society”
  5. 5. “Dream… there will be stumbling blocks in your journey. Things will go awry, and people will come and go. If you hold on to that vision, the people and funds will appear. The people sharing this vision are the fuel for the fire.”
  6. 6. 36 covers: 85% males, 0% African Americans MAKE Editorial board: 87% males, 0% African Americans 512 Articles: 85% male authors Electronics, vehicles and robots: ~90% (source: Leah Bueckey’s keynote at FabLearn 2013)
  7. 7. At the heart of the FabLabs is the belief that the most sustainable way to bring the deepest results of the digital revolution to communities is to enable them to participate in creating their own technological tools for finding solutions to their own problemsA
  8. 8. Innovation and collaborative problem-solving are core skills for virtually any career, and yet those are the very elements that have been pushed out of schools by the mandates of standardized testing. Most high school students will graduate without the experience of having ever designed a solution and built a working prototype. -- PAULO BLIKSTEIN
  9. 9. SPACE MATTERS. WE READ OUR PHYSICAL ENVIRONMENT LIKE WE READ A HUMAN FACE. –DAVID KELLEY, FOUNDER OF IDEO
  10. 10. NEVER HELP A CHILD WITH A TASK AT WHICH HE FEELS HE CAN SUCCEED - MARIA MONTESSORI
  11. 11. Child Direct Let students choose, be curious and lead Risk Friendly Encourage successful failures Emotionally Attuned Praise process rather than person Active Judge activities by tinkerability and playfulness Time Flexible Help students find and stay in flow Exploratory Ask open-ended questions
  12. 12. Review by Barron & Darling-Hammond, 2008 §  Students learn more deeply when they can apply classroom-gathered knowledge to real-world problems. §  Active-learning practices have a more significant impact on student performance than any other variable, including student background and prior achievement. §  Students are most successful when they are taught how to learn as well as what to learn.
  13. 13. It seems relatively obvious, but this is the first objective evidence of the neural basis that if you have the building blocks of certain behaviors, it is easier to learn tasks versus more novel tasks. -Stephen Ryu-
  14. 14. Schneider, Blikstein & McKay (2012) 0 9.6 12.5 0 6.4 9.1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Pre-test Mid-test Post-test LearningScore Table → Text Text → Table
  15. 15. Video professor A B
  16. 16. Schneider & Blikstein 2015  
  17. 17. 1980s                                1900s                                2000s   to  blink   forever  [    a,  on    wait  10    a,  off    wait  10   ]   end   ‘{$STAMP  BS2}   ‘{$PBASIC  2.5}   OUTPUT  14   DO    HIGH  14    PAUSE  1000    LOW  14    PAUSE  1000   LOOP   int  ledPin  =  13;   void  setup()  {    pinMode   (ledPin,  OUTPUT);   void  loop()   digitalWrite(letPin,   HIGH);   delay(1000);   digitalWrite(ledPin ,  LOW);   delay(1000);   }  
  18. 18. “The question is not what the computer will do to us. The question is what we will make with the computer”
  19. 19. Idea  Power-­‐Papert   •  Par[cipants  will  be  able  to  use  the  idea  to   solve  a  real  problem  that  had  come  directly   out  of  a  personal  project.  Powerful  in  the  use.   •  Use  made  of  the  idea  is  directly  connected   with  other  situa[ons  in  the  world.  It  leads  to   the  understanding  of  a  large  class  of   phenomena.  Powerful  in  its  connec[ons.   •  Syntonic.  Has  roots  in  intui[ve  knowledge  the   par[cipant  has  internalized  over  a  long  [me.   Powerful  in  its  roots  
  20. 20. Internet
  21. 21. EXAMPLES  
  22. 22. hap://fablabcatapult.weebly.com/ fablabulus-­‐experiences.html   Middle  School  Da  Vinci  +  Simple   Machines  Mul[disciplinary  Ac[vity  
  23. 23. hap://fablab-­‐pd.weebly.com/dpm-­‐-­‐ ac[vity.html       Brooklyn  Interna[onal  High  School   Project.  English  +  Electromagne[cs  +   Programming      
  24. 24. ntense  project  in  Mexico.  Digital   Fabrica[on  +  Design  Thinking   haps://www.youtube.com/ watch?v=kQayN86RVB0  
  25. 25. Barcelona:  Mul[disciplinary  Project   Music  +  English  +  History  +  Math  +   Art  +  Technology   .  
  26. 26. Nancy Otero nancy@beamcenter.org @LeSheepo

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