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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
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
Family Learning, Processes & Shifting Roles
Stuff	
  
Processes	
  
Meet the Makers	
  
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
Family Learning




            Productive Participation Patterns




Making with the Young Child
h
•
•    h   t
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
  • 3.
  • 4.
  • 5.
  • 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
  • 18.
  • 19.
  • 20.
  • 21.
  • 22. Family Learning, Processes & Shifting Roles
  • 23.
  • 24.
  • 28.
  • 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
  • 35.
  • 36. Family Learning Productive Participation Patterns Making with the Young Child
  • 38.
  • 39.
  • 40.
  • 42. Questions, Comments & Discussion •  Consideration of Context •  Integration of Digital Media •  Others…