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Getting Started with Tinkering & Making

Getting Started with Tinkering & Making. A presentation deck for training educators on the Project MASH approach to Tinkering & Making, from The Exploratory. 90-minute version. Today’s explorations. Understand What Tinkering and Making Is. Experience A Tinker.Make.Innovate. Activity

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Getting Started with Tinkering & Making

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  1. Getting Started with • Tinkering & Making A presentation deck for training educators on the Project MASH approach to Tinkering & Making, from The Exploratory. 90-minute version

  2. Today’s explorations • Understand What Tinkering and Making Is. • Experience A Tinker.Make.Innovate. Activity • Discuss how you can incorporate Tinkering and Making into the classroom

  3. What is tinkering?

  4. Tinkering is to engage with materials, tools and ideas to construct knowledge of their possibilities.

  5. Tinkering is open-ended and encourages self-motivated engagement in learning

  6. What is making?

  7. Making is learning by DOING. Making develops the capacity for innovative problem solving by engaging students in hands on and creative skill building projects that incorporate science, technology, engineering, art, and math subjects.

  8. Making is social. Making provides opportunity to collaborate and develop effective communication skills.

  9. Making develops a growth mindset that demonstrates how grit, flexible thinking, perspective-taking, perseverance and embracing failure leads to achievement and success.

  10. Learning environments that are rich in tinkering and making require students to develop the dispositions of designers and innovators and build in them the confidence and competence to solve real world problems.

  11. Tinker.Make.Innovate. is a three-step process developed by The Exploratory that combines tinkering, making and design thinking to provide students the opportunity to build the skills they need to propose and devise innovative solutions to complex challenges.

  12. Tinker Phase: Developing Engagement

  13. Make Phase: Building Skills and Knowledge

  14. Innovate Phase: Demonstrate skills and knowledge by inventing a solution to a problem

  15. TINKER: SpyvsSpy • TIME10 Minutes • GOALAssess what you know about electricity and circuitry and what you want to know about electricity and circuitry. • During this activity, you will construct your own knowledge of how electricity and circuitry work by playing with Squishy Circuits and Circuit Blocks.

  16. MAKE:Circuits Blocks/Squishy Circuits • TIME30 Minutes • GOALConstruct a fundamental understanding of simple circuits and parallel circuits • PROVOCATION • What kind of animal could you make that could be a fun spy character. Use Squishy Circuits to add 2 LED lights and maybe a buzzer.

  17. PLUSSING SESSION: • Circuit Blocks/Squishy Circuits • TIME10 Minutes • GOALShare Ideas, Get Ideas, Get Support, Give Support • During the plussing session, you will come togetheras the whole group to: • Share your experience with the circuit blocks and the squishycircuits. • Share what worked and what didn’t work. • What you would do differently next time? • Ask questions of other participants.

  18. Reflection Activity • What other provocations might you use for the squishy circuit activity? • How else might you use the squishy circuit activity in different subjects/topics?

  19. Common Core and NGSS • TIME10 Minutes • What connections do you see between tinkering and making and the skills identified in the Common Core standards? • Which Next Generation Science Standard could you see fulfilled by the circuit blocks and squishy circuits?

  20. Tinkering and making offer an approach to teaching and learning that is at the heart of Project MASH, a social network for educators, students, and the organizations that serve them. Visitwww.projectmash.orgfor student activities and projects from The Exploratory and others that rely on these and other unique teaching strategies.

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