This presentation looks at two popular themes in technology education, computational thinking and makerspaces. Computational thinking involves solving problems, designing systems, and understanding human behavior, by drawing on the concepts fundamental to computer science. Makerspaces, and the maker movement, encompass a range of definitions and implementations that sometimes make it difficult to define exactly what we mean when using these terms. However, they usually refer to shared spaces that have hardware, software and other craft materials available for the anyone to use to create, explore, invent and learn. We suggest that coupling the recognised value of exposing all learners to computational thinking with a shared, inclusive makerspace designed appropriately for tertiary learners could create many synergies.
Separation of Lanthanides/ Lanthanides and Actinides
Makerspaces and Computational Thinking at The Mind Lab by Unitec
1. The Mind Lab by Unitec | 2016
Makerspaces and Computational
Thinking at The Mind Lab by Unitec
David Parsons
Milla Inkila
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With 20 regional centres nationwide, we provide
experiences in developing digital fluency that
works across sectors, regions and deciles.
The Mind Lab by Unitec
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Our students are in-service
teachers from all subject areas
They do not necessarily
normally work with ICT
We introduce them to
makerspace-style activities,
integrating hardware, software
and creativity, that can be used
in their own classrooms
Our Students
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There is a distinction between making (as activities),
makerspaces (as communities of practice within a physical
space) and makers (as the identities of those who
participate). Thought needs to be given to all three of
these dimensions when designing makerspace activities
for the tertiary learner.
Makerspace Dimensions
Halverson, E.R.& Sheridan, K.M. The Maker Movement in Education. Harvard Educational Review, 84(4), 495-504.
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Maker Communities
Sharing and questioning together
F2F, G+ Communities, Collaborative
OneNote, SharePoint Communities,
Facebook groups...
Maker Activities
KC’s and 21CS’s (ITL Research Rubrics)
Maker Identities
Problem solvers, Lifelong learners, Collaborators, Leaders, Risk takers with Growth
Mindset.
Preparing for the Now/Future
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Some Things That We Do
● Stop motion movies with creative materials
● 3D design and printing
● Customised design thinking process
● Programming Makey Makey with Scratch
● Using Scratch for computational thinking
● Creating MeArm robotic arm kits for students
to assemble
● Programming MeArms with mBlock
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Stop Motion
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Stop Motion Student Video
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3D Design
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Real World Problems
Are experienced by real people
Have solutions for a specific, plausible
audience other than the educator as grader
Have specific, explicit contexts
If students are using data to solve a problem,
they use actual data
ITL. (2013). 21st Century Learning Design. Retrieved from:
http://www.itlresearch.com/itl-leap21
Walking The Walk
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Design Thinking Kite Model
Empathise
Define
Ideate
Prototype
Test
Reflect
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DT Model in Action
https://www.instagram.com/explore/tags/mindlabdt/
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Computational Thinking Means...
Solving problems
Applying abstraction and decomposition
Thinking algorithmically - what’s the process?
Thinking conceptually - what’s the model?
Understanding how things repeat and scale
Dealing with errors
...among other things (depends who you read)
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Computational Thinking
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Makey Makey Music
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Robots Vs Human Teachers
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Laser Cutting Robot Components
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MeArm Robot Makers
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mBlock
Robot Coders
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● Maker Communities
○ Safe environment to fail
○ Collaborative environment to share
● Maker Activities
○ Practical takeaways for the classroom
● Maker Identities
○ New experiences
○ New skills
○ Growth mindset
Making a Difference
➔ What else could we do?
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Would you like to raise your
voice?
We are crowdsourcing ideas
for NZ’s education future at
http://hackeducation.co.nz
Thank you!
Hacking NZ Education
Editor's Notes
Dave can start :)
Dave explains
Milla
Some of them are using 0365, some Google services, some love Linux and others are excited about Rasberry pies. Some don’t own a smartphone, yet.
We bring them all together, to work and problem solve together using all of their strengths. Collaboration is power.
We provide the makerspace… and by that we mean… →
.
Dave
Milla
Letting go and giving it a go - together!
Dave
Dave
We do a lot of videos - and we do recommend Movie Maker. We use that ourselves a lot. Our portal is video based.
Dave
Milla
We ask the students to design objects that they are missing from their classrooms, using Tinkercad. We are asking them to redesign their classroom, using Sketchup.
Some of them are designing Makerspaces for their schools, many of them give the design challenge for their students, they even let them lead.-
Sculptrus.
.
Milla
When we design the activities, we try to walk the walk. ITL rubrics are helpful.
They can gather the data, or use open real data.
We also develop our own content forward, every time.
Are experienced by real people.
For example, if students are asked to diagnose an ecological imbalance in a rainforest in Costa Rica, they are working with a situation that affects the real people who live there.
Have solutions for a specific, plausible audience other than the educator as grader.
For example, designing equipment to fit a small city playground could benefit the children of the community.
Have specific, explicit contexts.
For example, developing a plan for a community garden in a public park in their town has a specific context; learning which vegetables grow best in which parts of one’s country does not.
If students are using data to solve a problem, they use actual data.
For example, real scientific records of earthquakes, results of their own experiments, or first-person accounts of an historical event, not data developed by an educator or publisher for a lesson
Milla
We do the same thing ourselves. Every time it is different. That what learning is about.
Iterative nature of the content.
We are a bit bored with Aurasma already… Next Week it’ll be Seppo (same finnish tool some of you chatted about yesterday) / our students are teachers, so we have to design something where they are the designers and innovators. We get to teach the teachers that are tehaching teachers to help their studens to innovate. To be creative.
Milla
This is our Design Thinking Model. This week the students are problem solving online learning related issues that they have, for each other. Being the customer and the designer.
This is what we do in 14 locations this week. (NEXT SKIDE INSTAGRAM)
Milla
Show 2 videos
https://www.instagram.com/p/BGJe0EYFuBF/?tagged=mindlabdt
They are engaged, they are solving real problems. We are opening their eyes to see Computational thinking also as PROBLEM SOLVING (NEXT SLIDE)
Dave
Dave
Dave
Milla
Dave
Dave
MeArm Robotics share the design of their robotic arm so anyone can cut their own componentsPhoto-illustrated build instructions for version 0.4 are on the Instructables web site
Dave
Milla
Questions?
Yesterday there was a discussion on Aurasma and Seppo