October 1st, 2019 | RESEARCH
Described by Wohlwend, Peppler, Keune and Thompson (2017) as “a range of activities that blend design and technology, including textile crafts, robotics, electronics, digital fabrication, mechanical repair or creation, tinkering with everyday appliances, digital storytelling, arts and crafts—in short, fabricating with new technologies to create almost anything” (p. 445), making can open new possibilities for applied, interdisciplinary learning in science, technology, engineering and mathematics (Martin, 2015), in ways that decenter and democratize access to ideas, and promote the construction of new understandings (Blikstein, 2013). Further, when learners develop a nuanced understanding of the designed dimensions of things, systems, and knowledges, they begin to understand that the objects, ways of operating, and even ideas in their world are constructed, and therefore, changeable (Clapp, Ross, Ryan, & Tishman, 2016). There is power in this understanding, and it is fundamental to contemporary approaches to learning that encourage making as inherently agentive and empowering for learners.
In this Rapid Community Report, we make the case for centering equity in the design of Science, Technology, Engineering, the Arts, and Mathematics (STEAM) learning-through-making. When the foci of design, critical problem-solving, and creation reflects learners’ lived experiences and interests, it is more likely for learners to feel empowered as designers and makers of things that matter to them and their communities, thereby shifting the culture of learning-through-making to be more expansive and responsive to inequities that learners experience in their daily lives.
Document
Principles_for_Equity_centered_Design_of.pdf
Team Members
Jill Castek, Editor, University of ArizonaMichelle Schira Hagerman, Editor, University of Ottawa
Rebecca Woodland, Editor, University of Illinois, Chicago
Funders
Funding Source: NSF
Funding Program: STEM + Computing (STEM+C) Part
Award Number: 1825076
Related URLs
Tags
Access and Inclusion: Asian Communities | Black | African American Communities | English Language Learners | Ethnic | Racial | Hispanic | Latinx Communities | Immigrant Communities | Indigenous and Tribal Communities | Low Socioeconomic Status | Pacific Islander Communities | People with Disabilities | Rural | Urban | Women and Girls
Audience: Educators | Teachers | Elementary School Children (6-10) | Middle School Children (11-13) | Museum | ISE Professionals | Youth | Teen (up to 17)
Discipline: Art | music | theater | Education and learning science | Engineering | General STEM | Materials science | Technology
Resource Type: Reference Materials | Report
Environment Type: Making and Tinkering Programs | Public Programs