This document summarizes a presentation about making projects for real world audiences. It discusses the core values of empathy, audience, relevance, social aspects, reflection, iteration, and "hard fun". Examples of maker projects discussed include connected composting with an entrepreneurial approach, a game makers collaborative unit where students design board games, a video tour exchange between schools in different countries, and a high altitude balloon launch carrying student experiments. The presentation aims to provide opportunities for making across schools to increase engagement for students.
Micro-Scholarship, What it is, How can it help me.pdf
Making that Matters: MURSD Ed Tech Teacher Summit Presentation
1. Making that Matters: Projects for the Real World and Real Audiences
Katie Cardemone
Alice Gentili
David Quinn
Mendon – Upton Regional School District
Slides & Other
Resources
http://wp.me/p6LC2a-gZ
2. Standing Survey
Skim the questions below and choose one to ask three ore more people in the
room who are not seated near you. Make a mental note of their answers and be
prepared to share:
• Which education authors / speakers have shaped your thinking about education
and/or maker education?
• What does Maker Ed look like in your classroom/school/district?
• What is the purpose of MakerEd in schools?
• What is the personal creation (besides your children) that brings you the most
pride?
• If we offered you a $10,000 grant to increase opportunities for MakerEd in your
classroom/school/district, how might you use it?
5. “Give the pupils something to do, not something to learn; and the doing is of such
a nature as to demand thinking; learning naturally results.”--Dewey
6. “What the hand does, the mind remembers” –
Maria Montessori
7. “The maker movement is about making things that you care about, things that are meaningful to you and
others around you. Sometimes, it gets misapplied if we just get people creating something. That's part of it,
but to support rich, creative learning experiences, we need to provide people with opportunities to make
things in collaboration with others—and to make things they care about”. --Resnick
Image Source https://www.linkedin.com/pulse/meeting-prof-
mitch-resnick-father-scratch-ollie-bray/
22. Game Makers Collaborative Unit
Explore
• Research board games
• Define constraints
• Group reflection,
discussion, ideation
Create
• Formulate plan
• Gather Materials
• Follow the plan for board
game and game pieces
Share
• Share with classmates
• Revise as needed
• Plan commercial
• Film commercial
• Family Game Night
56. Turn & Talk
Read the following questions below and discuss with the
person next to you.
• After this presentation what excites you about MakerEd
• After attending to this presentation what makes you nervous
about MakerEd?
• What ideas in this presentation would you like to hear more
about?
• What is one action step that you can take when you return
to school to increase opportunities for making for your
students?
59. I want to avoid this dichotomy of
Rigor
&
Whimsy
Creative experiences require both. People neet to be able to have a playful
approach for experimenting, exploring, testing the boundaries, but also
systemic thinking to make progress on what they are working on…
Mitch Resnick http://web.media.mit.edu/~mres/press/CHE-2017.pdf
Hinweis der Redaktion
LiveSlide Site
https://twitter.com/EduQuinn/status/872436639100018689
LiveSlide Site
https://twitter.com/SraCardamone/status/864553001444364288
LiveSlide Site
https://twitter.com/EduQuinn/status/873189912518037505
LiveSlide Site
https://twitter.com/jahmedjussaume/status/913831318840102913
LiveSlide Site
https://twitter.com/EduQuinn/status/925779775108665344