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Student Making That Makes a Difference

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Colorado Convention Center, Bluebird Ballroom Lobby, Table 13

Participate and share: Poster
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Presenters

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Teacher Librarian
Thompson School District
Carin Barrett has taught in the Thompson R2-J School District since 2000; she received her Masters in School Library Education in 2010 and transitioned from a Social Studies Teacher to a Librarian in 2012.

Session description

Explore a makerspace option that allows students to be creative, learn skills and simultaneously practice compassion and empathy. Donation opportunities, funding ideas and the mental health benefits these activities offer students will be discussed and multiple resources for getting started, including a variety of project options, will be offered.

Purpose & objective

The purpose of this poster presentation is to inform and inspire educators to implement a makerspace in their school or classroom that incorporates a compassionate element by offering students the opportunity to iterate, design, and make things that are donated to nonprofits. Participants will learn how to acquire and maintain materials which are appropriate for the space and will be able to identify a number of nonprofit partnership opportunities that expose students to a variety of real world issues that people and animals face and offer students concrete ways to assist in solving or alleviating the suffering from those problems. Participants will also develop an understanding of the mental and physical health benefits of offering these types of opportunities to students as part of their school day and the difference in can make in their capacity to seek and create change as productive adults in the future.

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Outline

Content and Activities: The audience will learn how implementing a compassionate making program in their school or classroom can benefit students academically, socially, and physically. Suggestions and methods for acquiring materials and area setup and operation will be shared, and the audience will have an opportunity to view and handle some of the creations of our space. Most importantly, participants will learn a wide variety of options for projects that serve a wide variety of skill levels and help students to learn about and empathize with a wide range of people with needs and lives potentially very unlike their own. Participants will leave with immediately actionable ideas for how to get started in their own communities and understand how this type of activity can improve their relationship with their school community and community at large.
Time: As an intended poster presentation, actual engagement time will be spent mostly on project types and previews with the poster providing the more basic information (and a link to more information). If it were an EdTalk or Interactive session, time would include: Impetus, Benefits, Basics: 10 minutes, Space, Methods and Materials: 20 minutes, Project ideas and methods, Nonprofit partnerships, community impacts: 30 minutes (with an interactive session participants would brainstorm issues in their home community to address and we would discuss project ideas related to those issues).
Process: Peer-to-Peer interaction

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Supporting research

This generalized article about the benefits of volunteering makes many points that are applicable to the model of bringing it to a school setting, including how important it can be to helping a person to maintain physical and mental health: https://www.wcsu.edu/community-engagement/benefits-of-volunteering/

This brief overview outlines the many benefits of students having access to a makerspace: https://www.invent.org/blog/trends-stem/benefits-makerspace

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Session specifications

Topic:
Maker activities and programs
Grade level:
9-12
Skill level:
Beginner
Audience:
Library media specialists, Teachers
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
Pinterest App/Account
ISTE Standards:
For Educators:
Facilitator
  • Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
For Students:
Innovative Designer
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
Creative Communicator
  • Students choose the appropriate platforms and tools for meeting the desired objectives of their creation or communication.