Event Information
Content and Engagement: Each station in the makerspace will be dedicated to a different content area (as many as we can gather). At each station, there will be a demonstration of the makerspace activity and participants will actually engage in the process of doing whatever activity the presenter brings to the table.
Time: Time will depend upon how long the playground lasts, how many stations there are, etc. Generally speaking each makerspace activity shouldn't last more than 10-15 minutes along with question and answer time.
Process: People who visit this playground will be engaged in the creation of a makerspace product based in the content areas, so they will be able to find something that meets their interests.
Learners will understand how they can apply the design thinking process to activities within their own classroom. Attendees will leave with a completed makerspace "project" that they engaged in on their own.
The purpose of this playground is to provide educators with a place to try out different makerspace activities that could be incorporated in their content area instruction.
After this session, participants will be able to..."
- engage in makerspace activities related to their content area of choice.
- practice problem-solving and design thinking skills
- engage in dialogue with presenters related to the makerspace activities presented.
- make connections between the makerspace activities and their own instruction.
Participants will not only leave with one or more completed makerspace activities, but lesson plans and materials lists to be able to implement these same activities in their own classrooms.
Design Thinking in the Classroom (2018), Lee
Worlds of Making: Best Practices for Establishing a Makerspace for Your School (2015), Fleming
Invent to Learn: Making, Tinkering, and Engineering in the Classroom, 2nd Edition (2019)
Aviary Alliance: 3rd Grade STEAM Takes Flight
Posters: Innovating with STEAM & AI