Youth STEAM Learning by Making in Libraries and Museums is an ongoing research project funded by the Institute of Museum and Library Services in 2014 and will be concluding in May 2018. The goal of this research is to investigate the processes of learning by making—learning as a process, creating artifacts that are personally meaningful and contribute to a community. The study also explores the ways professionals facilitate youth to become successful makers.
Using multiple data collection methods, the current findings include the development of a process map of learning by making, which reveals making actions, emotions, ups and downs, and facilitators and challenges that youth experience over the course of making. The research has design characteristics such as partnerships with stakeholders, youth and community involvement, and multiple contextual and longitudinal investigation of young makers. The research has been conducted at multiple sites to compare similarities and differences of the making processes, including a public library in Colorado, a middle school library and a high school class in Oklahoma, and a museum in Texas.
The impacts of the project include theoretical and practical contributions to the STEAM learning field. Conceptually, the process map informs the design of effective STEAM learning environments based on the understanding of how youth actually learn and make. The participatory design that involves multiple stakeholders sparked interests in making in the community and enabled strong sustainability efforts for supporting youth STEAM learning by making. For more information, please visit our website at http://infocreation.kyungwonkoh.com.
Youth STEAM Learning by Making in Libraries and Museums is an ongoing research project funded by the Institute of Museum and Library Services in 2014 and will be concluding in May 2018. The goal of this research is to investigate the processes of learning by making—learning as a process, creating artifacts that are personally meaningful and contribute to a community. The study also explores the ways professionals facilitate youth to become successful makers.
Using multiple data collection methods, the current findings include the development of a process map of learning by making, which reveals making actions, emotions, ups and downs, and facilitators and challenges that youth experience over the course of making. The research has design characteristics such as partnerships with stakeholders, youth and community involvement, and multiple contextual and longitudinal investigation of young makers. The research has been conducted at multiple sites to compare similarities and differences of the making processes, including a public library in Colorado, a middle school library and a high school class in Oklahoma, and a museum in Texas.
The impacts of the project include theoretical and practical contributions to the STEAM learning field. Conceptually, the process map informs the design of effective STEAM learning environments based on the understanding of how youth actually learn and make. The participatory design that involves multiple stakeholders sparked interests in making in the community and enabled strong sustainability efforts for supporting youth STEAM learning by making. For more information, please visit our website at http://infocreation.kyungwonkoh.com.
Continue the discussion of this presentation on the Multiplex. Go to Multiplex
Kyungwon Koh
Assistant Professor
Pam Pelletier
Director, K-12 STE, Boston Public Schools
Thanks for sharing this video--I am really curious about the Learning by Making Process Map. I am wondering about what was noticed as students shared their thinking and what new questions are coming from their maps and ideas. I work in a school district that is embracing "making" in a variety of ways and am left thinking about how this could be used to explore student learning and instructional practices.
April Lindala
Kyungwon Koh
Assistant Professor
Hi Pam, thanks for facilitating the discussion! The process maps really help us understand the actual processes of making—including actions, feelings, helps & challenges, etc. students experience over time. Once we complete data analysis (the project concludes in May 2018), we aim to generate specific implications for instructional practices. We can leverage the behaviors teens identified as helpful, at the same time providing supports for the actions they reported as challenging. For example, many teens reported finding information is both helpful and challenging actions, which has implications on how mentors (such as librarians in library Makerspaces) can/should promote information literacy skills for young makers.
Sue Doubler
Senior Leader
Kyungwon,
Your description of maker spaces is helping me to understand this new area of learning. Thanks. In your dual focus of museums and libraries are you seeing similar skills emerging for both context, or are the skills context specific? Do you have any insights or hunches yet about the skills and knowledge needed, and the balance between structure and allowing students to figure things out for themselves?
April Lindala
Kyungwon Koh
Assistant Professor
Sue, I’m so glad to hear our video was helpful! It’s a bit early to say because we’re currently analyzing data, but teens across the contexts all said they’re learning 21st century skills, such as ability to direct their own learning, inquiry skills, and social skills. The ways professionals arrange and promote Maker learning were definitely diverse (e.g., formal - informal, long- and short-term, independent - collaborative projects, etc.), which was interesting.
Kathryn Penzkover
This is a great project and has the potential to impact a large swath of students. I'm curious how you are evaluating students learning through making. What behaviors are you looking for while students are in the maker space which show to you that they are engaged and learning? Can these activities be mapped to an increase in STEM identity among your participants?
Kyungwon Koh
Assistant Professor
Thanks, Kathryn! In this project we investigate students’ learning by making mainly through their self-reports, because one of the goals is to understand the phenomena from the perspective of young Makers themselves. Although we didn’t attempt to “measure” their learning in this particular project, we gave students lots of reflection opportunities, such as journaling, interviews, and the process mapping activities. I think these self-report data can be used for evaluation as needed, if you create some rubrics for student responses. This project began with a broad, overarching question of how they are learning by making, and now I’m particularly interested in finding behaviors that show students’ sense of agency.
Lynn Goldsmith
I'm also curious about your "process map." Can you tell us a little more about your methodology? Do youth complete these maps in individual, interview settings with a researcher, or in some other context? How do you introduce the task and what role, if any, do researchers play in supporting youth during their process of creating the maps?
Kyungwon Koh
Assistant Professor
Hi Lynn, the process mapping activity is conducted in individual interview settings with a researcher. A researcher asks some probing questions, and teens are encouraged to think aloud as they create a map. We always begin with appreciating their time and expertise and ensure that there’s no right or wrong way because this is “your” map and "you" are the expert. Most teens we met, if not all, were excited and enthusiastic to share their experiences with us in this way. Our website has some info about process mapping methodology (http://infocreation.kyungwonkoh.com/research/pr...) and I can’t wait to share more through full papers and reports soon!
Deborah Hanuscin
Professor
The focus on dev21st Century Skills seems to be a big draw for districts-,are your process maps eliciting evidence of that?
Kyungwon Koh
Assistant Professor
Hi Deborah. Yes, both students and mentors reported students obtained 21st century skills as they engaged in making. Some of the skills included: ability to adapt and be flexible; ability to use technologies; ability to direct, monitor, and mange their own learning; ability to find information; ability create new knowledge; and ability to pursue personal interests and growth.
Sue Doubler
Senior Leader
Kyungwon,
I can see that the list of 21st Century skills will continue to evolve as society continues to innovate. I'm wondering if there are core goals of Maker Spaces other than skills?
Kyungwon Koh
Assistant Professor
Sue, I'm sure every Maker space has its own purpose, but to me sense of agency, equity, and community building are among the core goals/values. It's fascinating kids feel so empowered when they have ownership over their learning (e.g., creating artifacts based on their own interests and their own culture, students and teachers/professionals working as co-designers/partners). Students often create a project for other people, such as something that might solve a community problem. Since Making is so broad and involves a range of domains, it brings people from different organizations/fields and creates a community.
Calypso Gilstrap
Thank you for drawing the bridge not only between education and making but also libraries, schools, and museums! I can't wait to see your results.
Kyungwon Koh
Assistant Professor
Thanks, Calypso! Yes, it’s so important different organizations serving youth work together. Thank you for all you do for teens everyday!
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