2. Who We Are?
Ruth Barreiro, RA
Founder / Board Chairwomen
• Bachelor of Architecture, Drexel University
• Mentor with ACE Program
• Clearview Regional High School Teacher of
Technology Education
- Computer Aided Drafting & Design
- Robotics
- First Tech Challenge Coach
- Unicef Advisor
- Achievement Coach
- Wrote CAD & Robotics Curriculum
• Passionate about STEM Education
Joshua Barreiro
Founder / President
• Bachelor of Science in Kinesiology,
Temple University (Anticipated in May)
• President of Exercise Science
Association at Temple
• Program Specialist with After School
Program for Middle Schoolers
• Written and Implemented After School
Program Curriculum
• Passionate about the importance of
play and movement in education and
the learning process
3. Agenda
Introductions and Overview of Make & Move Club, Inc.
Programs Offered
Phase Implementation
Phase 1
Phase 2
Community Outreach
Makers Day NJ
Day of Play
South Jersey Science Festival
What do we Need?
Questions
Today we will cover many components of the Make & Move Club philosophy – but not all – and
will provide demonstrations and examples of how we intend to implement them with youth.
4. Make & Move Vision:
An out-of-school time program that provides area youth with
a safe, engaging and nurturing environment in which to grow
and learn through activities and services designed to meet
their academic and personal enrichment needs.
5. Make & Move Club Overview:
Make & Move Club is a non profit organization that believes:
• Youth should have access to STEM resources.
• Provides the opportunity to learn skills to help them be successful in the 21st Century.
• Provides students with project based critical thinking skills
• Learning is enhanced by movement and play.
• An outlet of energy
• An important part of the creative and critical thinking process.
Goals
• Foster positive relationships with youth in economically disadvantaged areas of Cumberland County
• Provide exposure to Science, Technology, Engineering and Mathematics through robotics and other
hands on activities.
• Encourage unstructured learning through play.
• Provide an environment that offers health & fitness services to the low income market segment that is
often not addressed by mainstream for-profit competitors.
6. Make & Move Club is forming to provide a place for youth to be after school before their caregivers get home and to provide a
sense of community and belonging to at-risk youth. Make & Move will form partnerships with local school districts and the
community.
Make & Move Club Purpose
Community
• Foster positive relationships with the youth of Cumberland County and surrounding communities, specifically at-risk,
economically disadvantaged youth, and minorities.
• Provide a place for youth to belong in the community where they can feel valuable, important, and a part of
something bigger than themselves.
Academics
• Increase interest in the Sciences, Technology, Engineering and Mathematics
• Expose youth to STEM resources and provide a framework for self directed learning about their interests as well as
more structured lessons.
• Increase youth access to learning opportunities outside of school
Health
• Increase youth access to an environment which encourages free play opportunities
• Encourage physical activity and healthy eating to youth
• Encourage positive health and fitness experiences through structured games, unstructured (or self structured) play
and fitness workouts.
7. Make & Move Club Target Population:
Youth in Cumberland County, NJ, particularly:
• Kids ages 8-18
• At risk youth in need of a safe place after school
• Economically disenfranchised youth
• Underrepresented minorities and women in STEM
This is our target market because this is the segment most in need of academic
and community support, and often times the needs of this market are not
fulfilled by the for-profit sector.
8. Make & Move Services:
• Student Services:
• After School Programs
• School Break Programs
• Summer Programs
• Adult Family Members Services:
• Parental Involvement
• Scientific Literacy
9. Make & Move Funding:
Currently the club is being funded solely by the
founders until 501c3 status is obtained and
grant application is possible.
11. Why is STEM important?
A retrospective study of FIRST alumni was conducted by researchers at Brandeis University
who surveyed participants who graduated from the program between 1999‐2003 in New
York City and Detroit. The study found that:
• 80 %of respondents reported an increased understanding of the role of science and
technology in everyday life.
• 86 % reported an increased interest in science and technology generally
• 69% had an increased interest in STEM careers.
• 89% reported increased self‐confidence
• 70% had an increased motivation to do well in school.
Afterschool Alliance. "STEM Learning in Afterschool: An Analysis of Impact and
Outcomes." Afterschool Alliance Sept. 2011: 1-20. PDF file
12. Why STEM as an Afterschool Program
An evaluation of research conducted on afterschool programs, done by Afterschool Alliance
has found that afterschool programs offer several positive impacts on youth, such as:
• Inspire youth
• Provide them with the confidence to pursue STEM fields both academically and
professionally.
• Develop the skills, knowledge and communication skills
• Work in groups, which is an essential skill in any career.
Afterschool is playing a key role in supporting STEM learning. To maximize potential impact,
future STEM education policy should support afterschool and summer opportunities for
STEM engagement
Afterschool Alliance. "STEM Learning in Afterschool: An Analysis of Impact and
Outcomes." Afterschool Alliance Sept. 2011: 1-20. PDF file
13. Why is Movement is important?
• Physical Activity helps to facilitate improved academics
• Physical activity promotes positive mental health, builds strong bones and muscles, and
reduces the likelihood of developing risk factors for obesity and chronic disease. Physical
activity also affects a child’s academic achievement, helping to improve concentration, memory
and classroom behavior. Compared to those who spend less time in physical education classes,
children who meet the guidelines for physical activity have higher test scores in both math and
reading (CDC 2008)
• Physical Inactivity has disastrous consequence
• Overweight and obesity, which are influenced by physical inactivity and poor diet, can increase
one’s risk for diabetes, high blood pressure, high cholesterol, asthma, arthritis, and poor health
status. (Daniels et al. 2012)
• Physical inactivity increases one’s risk for dying prematurely, dying of heart disease, and
developing diabetes, colon cancer, and high blood pressure. (US dept. Human Services, 2008)
1. Center for Disease and Protection.. Physical Activity Facts, 2008
2. 2. Daniels S, Arnett D, Eckel R, et al. Overweight in children and adolescents: pathophysiology, consequences, prevention, and
treatment. Circulation 2005;111:1999–2012.
3. U.S. Department of Health and Human Services. Physical Activity Guidelines Advisory Committee report. Washington, DC: U.S. Department of Health
and Human Services, 2008.
14. Why Free Play?
• What is Free Play?
• Unstructured free play can be defined as times when an adult is not structuring the interaction
between children
• Why is it important?
• Free play has been recognized by the United Nations High Commission for Human Rights as a
right of every child (Unicef, 1989)
• Serves as a mental break (Corbin, 1979; Pellegrini, 1991)
• Contributes to healthy brain development (Shonkoff & Phillips, 2000; Frost, 1998; Tamis-
LeMonda, Shannon, Cabrera, & Lamb, 2004)
• Teaches youth to work in groups, share, negotiate and resolve conflicts (Blasi & Hurwitz,
2003; Erickson, 1985; Pellegrini & Smith, 1998; McElwain & Volling, 2005; Vygotsky, 1980)
• Helps children develop their abilities to control their own cognitive and emotional processes, or
to ‘self-regulate’ (Vygotsky, 1980).
• This is important because self-regulation is a predictor of a child’s academic achievement
and their emotional well-being (Whitebread, 2012).
• When play is child driven, as opposed to being adult led, children are able to learn decision-
making skills, move at their own pace, and independently discover areas of interest to them
(Blasi & Hurwitz, 2002; Erickson, 1985; Pellegrini & Smith, 1998).
16. Service Descriptions:
Make & Move essentially is comprised of two components and
within those several programs will be offered.
17. Make
Science: This program focuses on basic physics topics including momentum, gravity, and gear
ratios through hands on activities. Students will complete multiple challenges and create their own
simple machines.
Technology: This program focuses on basic computer skills and computational thinking. Key goals of
this program is to co-relate the teaching of programming languages to real-life examples, prepare
youth for the next wave of computing, discuss the big picture and introduce systems thinking.
Engineering: Provides open ended challenges to allow students to creatively solve a problem using
provided resources.
Mathematics:This program emphasizes applications and problem solving, estimation, and
conceptual understanding. Sessions are built around hands-on work, group activities, in-depth
exploration, and interdisciplinary projects.
18. Move
Play: This program is designed to teach youth fundamental movement patterns along with giving
youth the space and opportunity to create on their own.
Habitry: This program is designed to teach and explain the benefits of developing healthy habits
such as being active, goal setting, and making healthy food choices.
19. Ice Breakers
• Build community among youth.
• Help youth build relationships with their peers as they get to know each other.
• Also help youth feel more comfortable engaging in further games and activities.
Sample Games
• Movement Name Game
• Tornado
20. Readiness Games
• These games help to build a foundation of basic skills that both develop movement capacities
Sample Games
• Cookie Jar
• Skills Practiced: Running, tagging and
evading
• Develops active listening and evasion
skills.
• Drop the Cookie!
• Skills Practiced: Agility, pivoting, body and
spatial awareness, evasion, safe tagging
• Develops sense of boundaries, eye-foot
coordination, listening to directions
21. Tag Games
• Tag games have a timeless popularity. Many people may have a hard time viewing tag as a ‘real’ game in the
context of sports. However, tag games are not only uniformly successful and fun for elementary age youth, but
these games are readily accessible and teach a number of basic movement skills that lead toward other more
complex games and sports.
Sample Games
• Animal Tag
• Skills Practiced: Evasion, agility, safe tagging,
body and spatial awareness and running
• Develops hand-eye coordination and an ability
to listen to directions
• Cat and Mice
• Skills Practiced: Evasion, spatial
awareness
• Develops sense of shared space
25. Phase 1:
Make & Move Mobile
• During Phase 1, Make & Move will commute to
partnering middle schools and provide mobile after
school services to the students.
Target population
• Middle Schools
26. Phase 2:
Make & Move Stationary
• During Phase 2, Make & Move will acquire a building and will
perform after school programs for middle school and high school
students in the area. Make & Move will continue to visit partner
schools and provide services. High school students will serve as a
mentors for the middle school students, and the high school students
will be mentored by volunteers and staff.
Target population
• Middle and High Schools
27. Phase 3:
Make & Move Community Center
• During Phase 3, Make & Move will eventually expand its building and
offer a broad variety of services to both youth and the community as
a whole. Make & Move will become a community center that can
host various educational and fun events for the community.
Target population
• Elementary, Middle, High Schools & Beyond
29. Our goals are to start to reach out to the community in order to:
- Foster relationships within the community
- Spread the word about our mission
- Increase awareness of our vision to increase access to STEM, Play & Fitness
Planned events for the next year:
- NJ Makers Day, March 2016
- South Jersey Science Festival, June 2016
- Day of Play, September 2016
30. NJ Makers Day, March 2016
Make & Move’s Role:
- Team up with Vineland Library
- Promote event to community
- Provide volunteers & staff to
work with youth to
experience a hands-on STEM
related learning experienceGoal: To enhance community engagement and
develop connections among New Jersey residents by
collaborating with multi-type libraries, museums,
small businesses and others to promote and explore
new opportunities for entrepreneurship, innovation
and hands-on learning experiences.
31. South Jersey Science Festival, June 2016
Make & Move’s Role:
- Promote event to community
- Find sponsors & partners
- Coordinate exhibitors &
volunteers
- Organize activities
Goal: To enhance community engagement and
develop connections among New Jersey residents by
collaborating with colleges, universities and
businesses to expose youth to STEM related exhibits,
activities, and experiences.
32. Day of Play, September 2016
Make & Move’s Role:
- Promote event to community
- Find sponsors & partners
- Coordinate volunteers
- Organize activities
Goal: To enhance community engagement and
develop connections among New Jersey residents by
organizing a family fun day promoting play,
movement and physical fitness.
34. What We Need:
People
- Board Members
- Advisory Board
- Volunteers
- Student Organizations
Logistics
- Grant Writing
- Legal Consulting
Donations
- Supplies
- Space for Workshops
- Professor’s Time
- Monetary Donations
Marketing
- Referrals
- Raise Company Awareness