Marble Maze Modules

Beyond the Marble: How Modular Mazes Build Skills and Spark Wonder

Building a marble maze is more than just a fun challenge—it’s a gateway to exploring a world of scientific, mathematical, and creative concepts. But what if those explorations could go even further? Modular marble mazes are designed specifically to foster open-ended play, collaboration, and a deep understanding of how physical forces interact with our designs.

Why Modular Marble Mazes?

  • STEAM in Action: Students directly experience scientific principles like gravity, momentum, and friction as they design and build intricate marble runs. They’ll also explore artistic elements like design, balance, and cause-and-effect. Explore the concepts of kinetic energy (the energy of motion) as the marble travels through the maze, and potential energy (stored energy) as the marble sits at the top, ready to begin its journey.
  • Engineering and Design Thinking: The modular nature encourages hands-on experimentation, critical thinking, and spatial reasoning. Students collaborate to build, test, refine, and see the direct results of their changes.
  • Stackable for Extended Fun: The magic of these modules lies in their ability to be stacked vertically and connected horizontally. The four strategically placed holes on the top and bottom of each module allow for a variety of configurations, enabling students to create expansive and complex marble runs. This fosters collaboration, communication, and teamwork as students work together to achieve a common goal.
  • Flexible Timeline: Projects can be worked on for several weeks or compressed into a single, focused workshop day. The modular system means they’re easy to store and pick up again later, making them ideal for ongoing projects within smaller class blocks.
  • Differentiation for All Learners: Start with simple modules and gradually increase complexity as students master concepts. Offer challenges based on:
    • Timeframe: Set time limits for completing the maze or specific sections.
    • Upward Movement: Challenge students to incorporate features that move the marble upwards, defying gravity.
    • Material Constraints: Specify materials that must be used or avoided in the design.
    • STEAM Integration: Introduce coding elements by building in objects that can be controlled with servo motors, robots, or sensors. This adds a layer of computer science and problem-solving to the activity.
    • Conductors and Circuits: Consider using steel balls, as they can conduct electricity. This opens doors for even more STEAM exploration by allowing students to design sections that trigger electronic components like lights or sounds as the marble rolls through.

Beyond STEM: Unlocking Creativity and Learning for All

The beauty of modular marble mazes isn’t just about physics and engineering. They provide an entry point for learners of all levels and interests:

  • Artistic Exploration: Designing modules taps into shape, pattern, and a sense of visual balance. Can students create elements that are both functional and aesthetically pleasing?
  • Iterative Design Thinking: Students build a section, predict the marble’s path, test, then tweak and improve based on results. This mirrors the engineering process at its most playful!
  • Storytelling Through Design: Marble paths can be seen as ‘plots.’ Challenge learners to build suspense, surprise, or even tell a short story through the twists and turns of their maze.
  • Real-World Connections: Ask students to seek inspiration from nature (river systems?), architecture, or even Rube Goldberg machines. Discuss how these mazes reflect systems we see around us.
  • Collaboration as Core: As modules are combined, students learn to communicate their ideas, find ways to connect segments, and solve complex problems as a team.
  • Scaling Up, Scaling Down: The flexibility of a modular system means projects start small and simple, reducing the “fear factor” for new makers. It also allows for growth over time, with the potential for ever-larger and more intricate marble runs.

A student built a timer using a microbit and two photoresitors that can be attached to each side of a module.

Going horisontally is where the challenge really begins

First module iteration test. The frame was not so modular, but the fun and experience was there

Students in action

Maker Faire 2024 – workshop format

Invitation to Make, Learn, and Share

I’ve designed these modular marble maze modules with the maker-educator in mind. The files, guides, and images for building them are available this website Marble Maze Modules. But, that’s only the beginning. I believe true learning happens in the doing, the redesigning, and the moments of shared discovery.

  • Request Access: Get the files and start experimenting in your own classroom, makerspace, or fab lab.
  • Share Your Successes (and Failures too!): How did your students surprise you? What were their design breakthroughs? Let’s build a community around this open-ended exploration.

Modular marble mazes are simple to start, but their potential is endless. They remind us, just like the students we guide, that learning at its best is both joyful and deeply meaningful.

Data Literacy: Fueling Educational Innovation in the Digital Age

 

In the Data Age, where data is as valuable as oil in shaping our world, how can 21st-century schools prepare learners and educators to effectively navigate this reality?

 

 

The 21st-century school arrived over 20 years ago, a fact that the calendar does not allow us to contradict. This school finds in the challenges of today the need to promote an education for student protagonism, intellectual autonomy, environmental and social responsibility. These skills are increasingly necessary and valued for a holistic formation of the individual.

The discussion on the implementation of disruptive educational actions that break with the status quo is not recent. The American philosopher and pedagogue John Dewey (1858-1952) indicated the need for the school to be a space for the integral formation of the individual, incorporating theory and practice. Seymour Papert (1928-1016), a mathematician, educator, and computer scientist born in South Africa, highlighted that the role of the teacher is to create conditions for exploration and creativity, allowing learners to build and experiment with their ideas independently and express them through the use of digital technologies.

Brazilian educator and philosopher Paulo Freire (1921-1997) pointed out that education should provide the development of a critical reading of the world, promoting the freedom of the individual to have their own point of view about their reality. This approach is urgent in the Data Age due to the immense amount of information that is currently produced and made available by different media.
In this sense, Data Literacy connects the classroom with the reality that surrounds the learner, promoting a Data Culture, and making the individual fluent in this domain. The National Common Curricular Base (BNCC, 2018) highlights the importance of proposing initiatives in the school so that the student learns to work with data as a way to make good decisions and identify the veracity of information that circulates in society.

“Argue based on facts, data, and reliable information, to formulate, negotiate and defend ideas, viewpoints, and common decisions that respect and promote human rights, socio-environmental awareness, and responsible consumption at a local, regional, and global level, with an ethical stance in relation to the care of oneself, others, and the planet” (BNCC, 2018, p.9)

Thus, in the context in which our society is inserted, where discussions on the use of technologies such as Artificial Intelligence (AI), the Internet of Things (IoT), and Big Data intensify, the static classroom that does not dialogue with the constantly moving reality of the current world loses valuable learning insights.

The Value of Data

Considering that we live in a technological, connected, and networked society, one of the essential fuels to propel this society is data. Data plays a crucial role in the digital economy and in strategic decision-making. They are the raw material that drives innovation, allows the development of new technologies, and fuels AI.

According to Davenport (1998), data are observations about the state of the world. Analogously, they are considered as a set of raw facts from which conclusions can be drawn. British mathematician Clive Humby states that “Data is the new oil,” referring to the value that this asset possesses in the present. We live in the Data Age, and knowing how to deal with the power that this resource has to take actions based on facts is an important skill to be developed by every citizen.

However, raw data are like crude oil. To have value, oil needs to be refined, just as data need to be processed and analyzed to become useful and relevant information. Data Literacy plays a fundamental role in this process, enabling people to understand, interpret, and extract meaningful insights from data, allowing for more informed decision-making and a deeper understanding of the world around them.

According to the Massachusetts Institute of Technology (MIT), Data Literacy, also known as Data Fluency, refers to the ability to read, work with, analyze, and argue with data. Jordan Morrow (2021), considered a “guru” in Data Literacy, highlights that the ability to argue is directly related to communication with data, which is of great value when it comes to personal, interpersonal, and corporate processes.

Data Literacy Flow: Read, Work with, Analyze, and Communicate with Data

Data Literacy in Basic Education: Ethical Implications, Privacy, and Infodemic

The development of Data Fluency is a path that allows the school to insert itself meaningfully into its local, regional, and global reality, transforming the world into a constantly updated textbook full of relevant issues.

It is important to consider that an education that liberates promotes critical thinking and intellectual autonomy, empowering the learner to become a researcher and explorer of the world around them, essential skills in today’s society.

In curriculum activities in the area of Humanities and Social Sciences, Data Literacy provides, for example, the possibility of connecting the history of industrial revolutions to themes such as ethics and morality. This perspective allows important reflections on issues such as power, dominance, and politics in the digital age.

Furthermore, Mathematical Sciences, driven by Languages, Codes, and their Technologies, collaborate with the reading and analysis of information made available by the media, confronting them with open data from reliable sources. The search for these reliable sources is a crucial aspect explored by Data Literacy.

Some themes are prominent and important to be brought into the classroom, such as data privacy and the use of Apps and Social Networks, as well as debates on Artificial Intelligence and Fake News. These topics have a significant impact on our daily lives, and exploring them in school can empower students to develop a deeper, more critical, and conscious understanding of the dynamics and challenges present in these fields.

Apps: The discussion on the use of ordinary citizens’ personal data to gain market advantages is a recurring and important topic to be debated. In 2012, the New York Times magazine published a warning through the article called “How Companies Learn Your Secrets,” which mentioned how the American retailer Target used data analysis techniques from menstrual cycle apps to identify customers who were pregnant and target ads and offers related to baby products.
Cases like this are common because the careful reading of the terms and conditions of use of apps is not a culture among users, thus allowing their personal information to be collected and shared without full awareness of the potential risks and consequences involved.

Social Networks: A study conducted by researchers from Cambridge and Stanford, cited in an article by Revista Galileu (Galileu – O Globo, 2015), revealed that Facebook has a (surprising) ability to know a person based on their likes. According to the study, with every 10 likes, Facebook can understand the person better than a work colleague. With every 70 likes, Facebook surpasses even a friend or roommate in terms of knowledge. And with every 150 likes, Facebook proves to be more efficient than a relative in understanding the person in question.The documentary “The Great Hack,” released in 2019, exposed an investigation into the company Cambridge Analytica, revealing how it used Facebook data to influence the United States presidential elections in 2016 through targeted propaganda. This discovery raised questions about data protection and the manipulation of American citizens’ personal information for political advantages.

Artificial Intelligence: Joy Buolamwini, a postgraduate student at MIT, played a key role in the debate regarding flaws in artificial intelligence algorithms in the field of computer vision. During tests, Joy discovered that the algorithm, trained with biased data, did not correctly recognize the faces of black women. Faced with this discovery, she undertook a legal battle in American courts to highlight and prove the biases present in the data that fed these algorithms. The story can be checked in the documentary “Coded Bias” released in 2020.Joy Buolamwini’s struggle served as an important warning about the need to address and correct algorithmic biases to promote fairer and more equitable systems. The film also highlights the importance of Data Literacy and collective responsibility in the search for fairer and more ethical solutions in the use of these technologies. The case highlights the relevance of the human element in the Data Age.

Fake News: Another theme that converges with the reality of the society we live in is the Infodemic. This term was popularized by the World Health Organization (WHO) during the COVID-19 pandemic and is defined as “an excess of information, some accurate and some not, that makes it difficult to find reliable sources and trustworthy guidance when needed.” In this context, misinformation and false news (Fake News) emerge. To combat conspiracy theories and discourse wars, which use data manipulation and distortion of real information to create biased rhetorics, actions aimed at transparency, media education, and promotion of critical thinking are essential.

Data Literacy in Practice:
For the development of activities related to Data Literacy, it is essential to establish a meaningful and contextualized strategy through a methodology that is active, such as Project-Based Learning.
In this approach, the generating theme of the proposal can be a relevant local, regional, or global issue. It is extremely important that activities related to reading, working with, analyzing, and communicating with data are connected to the real world.

To become data literate, it is not necessary to have training in Data Science, but it is important to understand the four levels of data analysis: descriptive, diagnostic, predictive, and prescriptive analysis (Morrow, 2021).

Descriptive analysis: serves to describe the data, including relevant characteristics, qualities, and events – what happens;
Diagnostic analysis: identifies the nature of an issue or problem, examines symptoms, and seeks insights – why it happens;
Predictive analysis: announces a behavior in advance – what may/will happen;
Prescriptive analysis: suggests an appropriate solution to the potential behavior that was pointed out – what to do.

Furthermore, it is necessary to cultivate an emancipatory educational attitude characterized by curiosity, creativity, and critical thinking, recognizing that Data Literacy enhances the human element in the use of data. These attitudes are essential to identify biases and discriminations present in the technologies used in decision-making, as well as to promote analytical reflections on the information made available by the media. Such competence is relevant for the general public, students, educators, and public and private managers, assisting them in understanding and facing the challenges associated with the use of data and information in their respective areas of action.

On the path to creating a Data Culture, as a potentializing agent for discussions related to current themes, Data Literacy can follow different structures. To begin, for example, it is important to organize with the participants a data dictionary, creating a glossary that describes the variables and terms used.

Likewise, it is relevant to define the theme, identifying a problem or situation that one wishes to explore.

In this sense, it is suggested that the learner develops the following skills:

1. Reflect and ask good questions: Think critically about the data and formulate relevant questions.
2. Handle the data: Prepare the data for analysis. This may involve cleaning and transforming the data, such as dealing with missing values, removing duplicates, standardizing formats, normalizing scales, among other procedures.
3. Analyze and find insights: Use visualizations and analysis techniques to understand the data and obtain insights.
4. Communicate and argue with data: Communicate findings clearly and persuasively, using visualizations and reports.
5. Ethics and data legislation: Consider the ethical and legal issues related to data, including privacy and compliance with regulations.

Tools: Free tools, such as Google Sheets and Google Data Studio, can be used complementarily, offering powerful resources for classroom actions, and collaborate in the promotion of multidisciplinary, active, and meaningful activities.

Data Literacy, Generating Themes, and Applications
The Generating Themes (Freire, 1971) are important elements for Data Literacy activities to be carried out, which can be local, regional, or global issues. For this purpose, the Sustainable Development Goals (SDGs) are a potent source of inspiration.

The 2030 Agenda for Sustainable Development (UN BRAZIL, 2022) is characterized by “a global call to action to end poverty, protect the environment and the climate, and ensure that people everywhere can enjoy peace and prosperity.” Below are some examples of data analysis applications to promote reflection on the SDGs, dialoguing with the school curriculum through active methodologies.

Educational Robotics and Natural Sciences: By using sensors from electronic platforms such as Arduino and GoGo Board, students can collect relevant environmental data for the natural sciences, such as soil moisture, air humidity, air quality, and atmospheric pressure.

This data collection enables the investigation of natural phenomena, exploration of the interactions between environmental elements, and analysis of patterns and relationships. Furthermore, students can create practical solutions to environmental challenges (SDG 13), using automation and prototyping to develop customized devices and solution projects.

These activities promote interest in science, develop scientific skills, and provide a deeper understanding of the natural world.

Government Open Data and Languages: The concept of Open Data is not widely known by the general population, but it is an important topic to be addressed in the classroom and is a potent source for developing interpretation and argumentation skills.

Open Data is defined as “a methodology for publishing government data in reusable formats, aiming to increase transparency and promote greater political participation by citizens”. Institutions such as the Chamber of Deputies, the Senate, the Brazilian Institute of Geography and Statistics (IBGE), and the Ministry of Health are examples of bodies that make their data available openly.

For example, as mentioned above, an activity with the theme “Fires in the Pantanal” can be debated using data from the National Institute for Space Research (INPE) and comparing it with news released by the media. In this way, it is possible to promote debates and relevant insights in the classroom to discuss combating fake news and raising awareness of the importance of preserving biomes (SDG 15).

These activities allow students to explore the importance of critical analysis of information, understanding of data, and evaluation of the reliability of sources.

Primary Research and Humanities and Social Sciences: By conducting primary research, such as surveys, interviews, and focus groups in their own school, students have the opportunity to address relevant themes for the school community and promote meaningful reflections.
Themes such as school infrastructure, bullying, gender issues, and improvements in the teaching and learning process can be explored by the students themselves, resulting in valuable contributions to improve the quality of education (SDG 4).

These research projects enable students to actively engage in data collection, analyze the responses obtained, and draw conclusions based on their own experiences. By involving students in this process, the school promotes active participation of students, encouraging student protagonism, critical thinking, and the ability to express their opinions and concerns.

Conclusion
Data Literacy for Data Fluency is essential in 21st-century education and plays a fundamental role in emancipatory education. By empowering students to understand, interpret, and communicate data meaningfully, it prepares students to face the challenges and seize the opportunities offered by the Data Age.

Through Data Literacy, students develop skills in reading, analyzing, and communicating with data, becoming critical thinkers and informed decision-makers. These skills are essential in the present, where the ability to collect, analyze, and act based on data is crucial for success.

The integration of Data Literacy can occur in a multidisciplinary manner, through contextualized approaches, enabling students to apply these skills in different areas of knowledge. Moreover, the use of free tools such as Google Sheets and Google Data Studio enhances learning, making activities more engaging and practical.

Thus, Data Literacy, coupled with emancipatory education, empowers students to face the challenges of the current world, explore opportunities, and make data-based decisions.

References
BRAZIL. Ministry of Education. “National Common Curricular Base”. Brasília: MEC, 2018.

Davenport, Thomas H. “Information Ecology: Why technology is not enough for success in the information age”, 1998.

Freire, Paulo. “Pedagogy of the Oppressed”, 1971

Galastri, Luciana. “Facebook knows you better than your mother – and only needs to analyze 150 of your ‘likes’ for that.” O Globo – Revista Galileu, Jan 14, 2015,revistagalileu.globo.com/Tecnologia/Internet/noticia/2015/01/o-facebook-te-conhece-melhor-do-que-sua-mae-e-so-precisa-analisar-150-de-seus-curtir-para-isso.html. Accessed on: Jul 9, 2023.

Morrow, Jordan. “Be data literate: The data literacy skills everyone needs to succeed”. Kogan Page Publishers, 2021.

UN BRAZIL. “The Sustainable Development Goals in Brazil”. United Nations Brazil. 2022. Available at: https://brasil.un.org/pt-br/sdgs. Accessed on: Jul 8, 2023.

Curiosity heals at the Repair Café

About 11 years ago I founded the first Repair Café in a German high school near Dusseldorf where we started to fix devices, repair chairs, and made things work again which were broken, abandoned, or out of function. The kids volunteered to stay after school and learned to fix things.

Boys are looking into the back side of an open tv set

Sometimes we just open devices to investigate what’s inside.

Once, a 12-year-old boy from my class came to the Repair Café with a big bag. The bag contained a complete automatic coffee machine including a water tank, coffee and filter holder, and even a printed manual. He told us that he pulled it out of the garbage because he thought it was wrong to discard a machine that was only two years old. His mother told him it’s out of order and she already ordered a new machine. He was a curious kid and wanted to know: what’s the problem with this thing? So, he brought it to our repair appointment. Fortunately, he saved all the accessories for the machine, so we could fill the water tank, install the filter holder, and do a check.

After connecting the machine to electricity and switching it on, a tiny red light on the front appeared, and the machine did … nothing. OK, what does this red light mean? For the boy’s mother the light was telling her: “I’m done, throw me away.” For us, a little gang of technically interested kids and two adults, the light said: “Hey, I have a problem, could you please care for me?” The kids around the table speculated: “What’s inside this machine?” How does it work exactly? Which parts do what? There’s still life in it, so the cable must be OK, otherwise, there would be no red light.” So, we instantly were sucked into a technical investigation. They searched for the screws that held the whole thing together and one of the boys got a screwdriver.

I would have let them open the machine and investigate what’s inside and what could be wrong. However, my Repair Cafe colleague who was not a teacher, but a very skilled technician, stopped them. He explained that he would try to first find out what this tiny red light was trying to tell us before investing a lot of effort into opening the machine. And yes, we even had the manual! So, four or five boys huddled over this tiny booklet and searched for the meaning of the red light beneath the three push buttons on the front. After a while they found the German chapter and later a description for the push buttons and the red light. The kids had to read carefully and exactly in order to decode the meaning of the text.

Eventually, they discovered that the light was saying that the machine needed to decalcify. What’s that? My experienced colleague helped with a perfect short explanation of the chemistry of water and what chalky deposits, caused by water evaporation, can do inside the different parts of the machine. We needed a liquid for decalcification. Now! Instantly! We only had one small grocery store nearby, so we sent three kids out with some coins for a bottle of vinegar. When they came back, we made a diluted vinegar solution and filled the water tank. After that, the kids followed the instructions in the manual for the decalcification routine. They all had a big surprise when they pushed two of the front buttons at the same time, as described in the manual, and the water pump inside came to life  and made a deep humming sound. The routine worked exactly as described. They had to repeat the routine several times, at first with the vinegar solution, then with fresh water. And after running this routine properly – surprise! – the red light was off! The machine worked as it had on its very first day.

Desk full of stuff, man repairs a film projector

Repairing things with kids is always fun, and always a gathering of young and old!

For some of the kids, that afternoon was an awakening. They didn’t miss even one of our Repair Café meetings throughout the years! Later we found out a lot more about these kinds of machines —how to open them, and how to change fuses, water hoses, the boiler, or the water pump. We learned that most of the cases are connected simply to decalcification and the disability (or inability) of adult people to read and understand a manual.

Two girls at a desk repair a tiny lamp

Soldering isn’t an ability just for itself, it’s a skill that kids can use to fix broken devices.

For the boy with the big bag, it was a great triumph that day when he arrived home and presented the working machine and what he learned to his parents. And they also learned something! Not only that their son is a smart boy but also that it’s worth it to think about our modern life and to reflect on what is waste and what things are of value.

For many of the students who have come to the Repair Cafe, it is more than just things that are healed. They heal themselves, as they learn that they are smart and have value in society.

There is a well-known German phrase that applies here, “Alle sagten: ‘Das geht nicht!’ Dann kam jemand, der wusste das nicht und hat es einfach gemacht.” It translates to English as “Everyone said, ‘That’s not possible!’ Then someone who didn’t know that came along and just did it.”

Two students investigate a kitchen machine

Students investigate a kitchen appliance. They know that electricity is dangerous, and they are careful with it If they are not sure what to do, they can ask. Otherwise we trust them to be responsible.

For our after-school-initiative, this story was one of the sparks and reasons why it succeeded. We were able to grow and open it up from the small school community to the wider public. At least one Repair Café per month was held over many years where hundreds of people got advice and help with their technical stuff. A lot of communication and new connections developed between students and the community. Many elderly people who still understood the value of repairing, were impressed when they met our smart and by then trained kids who knew how to deal with mechanical and electrical problems.

Repair Cafe Banner on a fence, school buildings in background

The Repair Cafe is open about a dozen times per year here.

Parents have been very engaged in our project over the years in a variety of roles— as learners, as supporters, as our advocates in the community. I believe the Repair Cafe experience helped parents understand or maybe even to remember what they already knew, that education can and must be more than sitting six hours a day, five days a week in a room only to learn theory and facts.

Over the years, the Repair Cafe has proven time and time again that learning is best done in a community. The fact that a few appliances are fixed is secondary to the valuable experiences of a community coming together and learning about each other. We see every year that lives are changed as young people see themselves as important, competent members of a community, and learn how smart and skilled their older counterparts are. The older generation sees that young people are capable, caring, and compassionate, perhaps dispelling myths about how “kids today” are lazy and glued to video games.

The Repair Cafe may seem like a simple idea, one that could not possibly solve such a complex problem as healing communities. But even complex, difficult problems can be solved. It may not be easy, but has to be done anyway, so as we say in our Makerspace “Einfach machen!”—just make it!

 

Makerland: Exploring the Synergies Between Makerspaces and Seymour Papert’s Mathland for an Innovative Math Education

Digital Fabrication in Education – Empowering Math Classes with an Active and Meaningful Approach

Introduction

When it comes to the learning process of Mathematics, studies show that different factors lead students to have poor performance in the subject. Ziegler & Loos (2017) indicate that the difficulty that students have in their learning is related to the lack of connection between the subjects covered at school with the real world. Niss and colleagues (2017) point out that the need for mathematics to be taught within a functional context has been the basis of educational reforms in some countries.

To collaborate with this discussion, this article seeks to relate Mathematics in the Makerspace resources with the metaphor of the term Mathland presented by Seymour Papert in his book Mindstorms: Children, computers, and powerful ideas (2020), in which the author compares the Math language learning process with the way a person learns French when growing up in France.

Thus, inspired by the term coined by Papert, this work presents the Makerland metaphor, when considering that the Makerspace and its resources are elements to enhance the learning of Mathematics concepts while the student develops their projects.

Based on this reflection, two complementary points in the prototyping of learning objects stand out. The first is the development of projects that aim at the explicit application of Mathematics concepts. These projects are related to the production of resources that aim the learning the discipline during the planning, execution and presentation stages. For example, the project carried out by the students was called Polygonal Jewels (Figure 1).

FIGURE 1 – Polygonal Jewelry Project

The objective of this project was to carry out a study on polygons in a concrete way. Students modeled their objects using paper, pencil, ruler, compass and protractor and later these sketches were transferred to the Illustrator® vector illustration software. The final objective was the elaboration of MDF Jewels with varied combinations of polygons, within the scope of Plane Geometry.

However, for the final execution, the students did not explore the Mathematics concepts that were used when transferring the project to the Laser Cutter software (Figure 2), nor the concepts used during the use of the equipment. This observation indicates the second point, which is the learning of Mathematics concepts in the use of Makerspace resources during the prototyping and production process.

In the Laser Cutter, for example, the relationship between the speed of the equipment while cutting a resource and the laser power to perform this cut, the definition of perimeter and area to be cut, the time to perform the cut, symmetry relationships, relationships between variables and Cartesian coordinates, are usually applied.

FIGURE 2 – Mathematics in the Control Panel of a Laser Cutter software

This paper discusses this second point, where the use and learning of Mathematics subjects in the Makerspace are directly linked to the concept of learning without being taught (Papert, 2020).

Theoretical foundation

Considering the great advance of new information and communication technologies, Seymour Papert’s theory of learning, Constructionism, stands out. The theory is based on Piaget’s Constructivism and highlights that the educational process happens more effectively when students are co-authors of their own knowledge and share it with their peers. (Blikstein, 2008).

In his book The Children’s Machine: Rethinking school in the age of the computer Papert states that:

“One of my central mathetic tenets is that the construction that takes place “in the head” often happens especially felicitously when it is supported by construction of a more public sort “in the world” […]. Part of what I mean by “in the world” is that the product can be shown, discussed, examined, probed, and admired. It is out there”. (Papert, 1993, p. 142)

Papert also argues that technology is not a means to improve traditional education, but a powerful resource to promote emancipatory learning, making it possible to meet different learning styles.

The constructionist learning theory was forged on the exploration and teaching of Mathematics concepts through technological resources and contributed to pointing out a new path for Mathematics Education.

Thus, as the Logo Language was created by Papert’s research group for a teaching process where students and educators are learners and everyone learns from their mistakes (Papert, 2020), the Makerspace’s prototyping resources also provide for the creation of Microworlds (Papert, 2020) for learning Mathematics. Considering that each personal project has its own narrative, which Seymour Papert saw in the use of the computer and Logo Language elements for learning carried out by students, today this concept can be extended to Makerspaces.

The Makerspaces are inspired by the Digital Fabrication and rapid prototyping environment called FabLab, which originated in 2002 at MIT through the collaboration between the Grassroots Invention Group and the Center for Bits and Atoms (CBA) to bring Digital Manufacturing to ordinary people (Blikstein & Krannich, 2013). These spaces leverage and boost the production of learning objects, enabling projects closer to reality to be prototyped.

Thus, Maker-based Learning teaches the student how to deal with challenges and face unexpected problems for which there is no pre-established explanation, acquiring the necessary skills to participate in the construction of new skills (Gavassa, 2020). However, it is important to consider the integration of Makerspaces in the school curricula accompanied by actions so that their use provides authentic and meaningful learning experiences (Fernandez et al., 2021).

When it comes to Mathematics Education, Brazil has undergone significant reforms. In 2018, the Brazilian Ministry of Education approved the Common National Curricula Base (CNCB – BNCC in Portuguese), a document that defines the essential knowledge that all basic education students have the right to learn.

In the field of Mathematics and its technologies, the BNCC conceptualizes the discipline as:

“Human science, the result of the needs and concerns of different cultures […] and a living science, which contributes to solving scientific and technological problems and to underpin discoveries and constructions, including impacts on the world of work”. (BRASIL, 2018, p. 267)

In Brazilian reality, the Mathematics discipline is organized into 5 Thematic Units (TU). They are:

  • Numbers: developing skills related to numerical thinking and the meaning of operations.
  • Algebraic Thinking: identifying the dependency relationship between two quantities and solving problems through equations and inequations.
  • Geometric Thinking: interpreting and moving a figure on the Cartesian plane, and identifying isometric transformations and producing enlargement and reduction of figures.
  • Quantities and Measures: building and expanding the notion of measure by studying different quantities, in addition to obtaining means for calculating areas of plane surfaces and the volume of some geometric solids.
  • Probability and Statistics: building sample space for equiprobable events, in addition to planning and carrying out sample research.

In addition, the CNCB also includes Computational Thinking (CT) in the scope of Mathematics. The CT is an approach used to carry out thinking processes, in the formulation of problems and their solutions, and can be applied in areas of knowledge that go beyond Computer Science (Wing, 2011).

Methods

To carry out this work, an exploratory study was conducted with 21 students, users of Makerspace, from a school in a state capital in Brazil. The objective was to obtain further clarification on how they perceive the use of Mathematics concepts in the use of equipment during the preparation of their projects. Thus, a questionnaire was designed for this study by observing the routine of students when prototyping their projects in Makerspace.

The first questions in the questionnaire investigated how much students perceived the use of Mathematics concepts in the Makerspace, and at which stage of project development their use was noticed. In addition, it sought to identify which equipment is the most important to students.

The remaining questions were related to a preliminary study, which identified the main Mathematics issues that are explored during the use of resources in the Makerspace. These subjects were organized in Thematic Units (except for Probability and Statistics, which were removed from the scope of this work because their use was not observed in a significant way).

The Makerspace resources listed in this study were Laser Cutter, 3D Printer, Robotics & Automation and Low Tech Resources such as Drill, Scissors, Box Cutter and Glue.

Collected Data and Discussion

The responses collected in the applied questionnaire revealed important insights into the interaction of students in the Makerspace using Mathematics concepts.

Initially, the majority, 57.1%, indicated that, about how resources are used, the most important equipment for their projects is the Laser Cutter, followed by Low Tech Resources, 3D Printer and finally Robotics & Automation. This result aligns with what is observed in the Makerspace. Regarding the perception of the use of Mathematics in the process of carrying out projects, 57.1% stated that its use is very frequent and 19% reported that it was only frequent. The others stated that it is occasional or that they do not notice the use of Mathematics.

Regarding the stage that noted the greatest use of this area of knowledge, between Modeling and Production, 61.9% of respondents said that for them in both stages Mathematics is used, and 38.1% said that only during Modeling they see the use.

The following table (Table 1) shows which Math concepts students perceived being explored while using Makerspace resources. It is important to highlight that these concepts were addressed in Thematic Units according to the organization of the scope of the discipline in Brazil, but they can inspire and be adapted to the educational realities of other countries.

TABLE 1 – Math concepts that students perceive being explored in each resource

Laser Cutter 3D Printer Robotics & Automation Low Tech Resources

Numbers

6.8% 5.7% 6.7% 3.7%

Algebraic Thinking

23.8% 19.7% 15.6% 6.2%
Geometric Thinking 16.0% 13.9% 15.6%

19.8%

Quantities and Measures 31.6% 37.7% 28.9%

40.7%

Computational Thinking 21.8% 23.0% 33.3%

26.9%

From the results presented in the table, it can be seen that students understand that Quantities and Measures are the most used TU in Modeling, Prototyping and Execution processes. This result points to the perception of the importance of this TU when dealing with material resources, which require calculations related to measurement units, figure areas and solid volumes. Computational Thinking and Algebraic Thinking are the next ones. The manipulation of variables and methodologies to break down problems were themes highlighted by the students. It was surprising that the TU Numbers had such a low indication since the use of elements and operations with rational numbers is the foundation for carrying out the projects.

Conclusions

First, the study sought to analyze the resources available in Makerspace, from equipment to software, to list the main Mathematics subjects that are used during its use. This is one of the contributions of this research.

Subsequently, the application and analysis of the questionnaire pointed to the relationship between the Mathland metaphor and the proposal of a Makerland where resources used in the Makerspace are Microworlds and issues related to Mathematics are naturally explored.

It was observed that the Makerspace creates an environment where Mathematics is a natural vocabulary for those who prototype projects, thus providing the use of the discipline’s resources as naturally as when learning to speak French living in France.

The students identified the use of Mathematics concepts during the Modeling, Prototyping and Production processes and their perceptions aligned with what was identified in the preliminary study. The next step of this study is to systematically organize these issues so that they can be explored in an objective way when the student carries out projects in the Makerspace, so that what is applied and learned from the discipline, during the prototyping process, can be evaluated. The result of this new research will be published in the future.

References

Blikstein, P. (2008). Travels in Troy with Freire: Technology as an agent of emancipation. In Social Justice Education for Teachers (pp. 205-235). Brill Sense.

Blikstein, P. & Krannich, D. (2013). The makers’ movement and FabLabs in education: experiences, technologies, and research. In: Proceedings of the 12th international conference on interaction design and children. ACM, 2013. p. 613-616.

Brasil. Ministério da Educação. Base Nacional Comum Curricular. Brasília, 2018.

Fernandez, C., Hochgreb-Haegele, T., & Blikstein, P. (2021). From “Playful Activities” to “Knowledge Building”: A Case Study about a Teacher’s Percpetions on the Role of Experiments. In de Vries, E., Hod, Y., & Ahn, J. (Eds.), Proceedings of the 15th International Conference of the Learning Sciences – ICLS 2021. (pp. 999-1000). Bochum, Germany: International Society of the Learning Sciences.

Gavassa, R. C. F. B. (2020). Educação maker: muito mais que papel e cola. Tecnologias, Sociedade e Conhecimento, 7(2), 33-48. DOI: https://doi.org/10.20396/tsc.v7i2.14851

Niss, M., Bruder, R., Planas, N., Turner, R., & Villa-Ochoa, J. A. (2017). Conceptualization of the role of competencies, knowing and knowledge in mathematics education research. In Proceedings of the 13th International Congress on mathematical education (pp. 235-248). Springer, Cham.

Papert, S. (1993). The children’s machine: Rethinking school in the age of the computer. BasicBooks, 10 East 53rd St., New York, NY 10022-5299.

Papert, S. A. (2020). Mindstorms: Children, computers, and powerful ideas. Basic books.

Wing, J. (2011). Research notebook: Computational thinking—What and why. The link magazine, 6, 20-23.

Ziegler, G. M., & Loos, A. (2017). “What is Mathematics?” and why we should ask, where one should experience and learn that, and how to teach it. In Proceedings of the 13th International Congress on Mathematical Education (pp. 63-77). Springer, Cham.

OpenAI – ChatGPT and Codex – Coding with AI

“In recent years, there has been an increasing interest in using artificial intelligence (AI) to improve the way we teach and learn. One promising application of AI in education is in coding, where tools like OpenAI Codex are changing the way students and teachers approach programming. OpenAI Codex is a state-of-the-art language model that can understand natural language and generate high-quality code in a variety of programming languages. In this blog post, we’ll explore the potential of OpenAI Codex as a powerful tool for coding in education, and how it can be used to enhance the learning experience for students and teachers alike.” 

This is how ChatGPT introduces Codex given the prompt “write an introduction to a blogpost about using openAI codex for coding in education

It would be tempting to let it write the remaining blog but I will take it from here…

I have shown Codex to some of the kids that come in the lab and they have made different programs with it. At the time we didn´t save the code so I have only a picture from one of the games they made
I have since then learned that it’s fairly easy to save it as HTML and embed it on a website. I made this little program out of only 3 prompts:
The code could be a part of an escape room game (that was the idea). Click on the screen and type “Morpheus”, see what happens. I have written down the 3 prompts, and will try to feed it the same prompts in a couple of weeks to see the difference. You can see the prompts and the code generated here: https://sites.google.com/view/openaicodexexamples/escaperoom/next-level/prompt?authuser=2
Besides the turtle jumping game you can see in the picture (cookie clicker style), they made an “what’s the meaning of life game” a game where 42 is the answer. The AI itself chooses 42 as the answer (if you know it, you know).
They also tried to have it make horrible games like “killing babies game with fire”, which it had no ethic problems in programming. Midjourney on the hand would not let me prompt it to create a image of the game.

One thing that I have observed is that a lot of them seem to have fun with trying to mess with the AI. They told me about convincing the AI that 10+9 is 21, which is some meme, and when trained enough will accept that answer.
Same kid wrote a paper on ChatGPT using ChatGPT to write it and got a 12 (highest grade possible i Denmark), he was transparent about using the tool.
I think AI´s like Codex, which is actually only a limited beta at the moment, is showing us a small peek into the future of programming. And actually watching the code being generated, reading it and making changes to the generated code, has given me insight into java that I have had little knowledge about prior to using codex.
In the “Enter the matrix” code I have linked to, I was changing some variables to have the green text background move a bit different than it suggested in the first place. I also changed the string for the correct password in the code. This was done by trial and error, but Codex is genrally good at naming functions and variables that makes sense.
In the lab I have a software developer, who tried out codex as well. He had a hard time making it work, he was talking to “programmy” to it. Setting up variables, naming them and doing all the stuff you would normally do. But it seems to work better when it has to be creative about what to do.
Another programmer I talked to uses Codex to start his projects now. According to him Codex gives him a 5 hours head start of the software he is writing. He also used ChatGPT to look at some piece of a code that was flawed and it solved the issue right away.
Codex is already changing the way professionals do their work, but it is just as potent in the hands of students. Just imagine when it gets good at 3D-modelling and microcontroller programming! One of my students succeeded in setting up an Arduino with code generated from ChatGPT. And with the AI functioning together with any API, that will be really interesting.
In April I will be having a workshop at the Danish Fablearn conference, that will use Codex or similar tools.
It is not just about using the tool for programming, AI also raises a lot of good questions and debates that I think is important to have with our students.
I also thought about creating an afterschool AI-club where we play around with the different engines and discuss pro´s and con´s of the tools.
In Denmark, the debate about ChatGPT as a tool for cheating with school assignments is ongoing. The debates range from banning the tools, restricting WiFi and so on. Probably not a good approach. One of the better suggestions is about changing the assignments and working together with AI instead:  Analyzing the output that is generated. Checking the facts and statements that is generated. Letting the students prompt ChatGPT to writes about a topic that is well known to the student… will they agree with what is being generated? Or how about becoming a bias-detective?
How this technology will affect education in general will be interesting to see. I predict that it holds the potentiel to strengthening creativity, critical thinking and empowerment.
Lastly, I have been thinking about the role of humans and technology. I am not concerned or frightened by the technology, but I understand most of the concerns. Will programmers be unemployed in the future? Well, they will probably have a different task. I could imagine it being something like this image I have stitched together from three AI generated images made with Midjourney.
Almost 200 years ago Morse made the telegraph, and it required special knowledge to send and receive the code that enabled us to communicate. Today everyone can communicate over distance without that special skill. One could say that the morse code has evolved a better GUI – The telephone.
Coding has for a long time also been a special skill, and a lot of mysticism has been around coding. Now code can be generated by an AI, anyone can code if they can prompt their idea.
Imagine the AI being allowed, or being able, to write code that a human never would be able to think through or have the great overview in – which could give us software that is unimaginable today. Let us say that the telegrafist should morse the code that is running a zoom meeting, he would be hopelessly slow of course. Maybe that is how it would look for programmers in the future looking back at their colleagues in the 2020´s.
But where does that leave us as educators? Is it worth teaching them to code python for example? Is it more a question of learning to create prompts and think of algorithms?

Is ChatGPT a threat to education? For banking model of education, yes.

Artificial Intelligence: Is ChatGPT a threat?

OpenAI’s ChatGPT is a newly developed Artificial Intelligence (AI) agent designed to perform high-level cognitive tasks and produce original text that is indistinguishable from the human-generated text. https://openai.com/blog/chatgpt.

It is essential to highlight that AI only reproduces the processes of our society, in activities for which it was trained, performing them with greater speed and, many times, greater accuracy than a human being. And this would not be different in the school context, revealing how outdated our educational system is.

For example, if a teacher proposes an activity in the classroom with the command “Make a dissertation about elections” the students will search for the theme on the internet and, rewriting the texts found and trying to connect them in a consistent way, they will present an original essay. ChatGPT performs the exact same process.

However, it is important to emphasize that writing a text does not mean learning and internalizing issues related to the topic, but only demonstrates the ability to carry out searches on Google and write respecting syntax and semantic rules. That’s what OpenAI’s application does… only faster.

Thus, when asking ChatGPT to talk about elections on two consecutive occasions, the platform presented two distinct and unpublished texts (which were classified as originals on platforms that identify plagiarism).

ChatGPT – Make a dissertation about elections – Text 1 (first paragraph only)

Elections are a fundamental aspect of democratic societies, as they allow citizens to participate in the selection of their leaders and the direction of their government. The process of holding an election is both complex and vital, as it must be fair, transparent, and representative of the will of the electorate.

ChatGPT – Make a dissertation about elections – Text 2 (first paragraph only)

Elections are a process by which citizens of a country or members of a organization choose their leaders or representatives. This is typically done through a vote, in which eligible individuals cast their ballots for their preferred candidates or party. Elections can be held at different levels, such as national, state or local level, and are used to select leaders for government, political parties, and other organizations.

Schools that value banking model education (a model based on the “deposit” of ideas and content in students) would give good grades to students who write texts like these, considering them prepared for society’s demands, as they “write well”. But education for the 21st century, which needs critical thinking, creativity and real problem solving, seeks to develop student skills and competencies that go beyond formal writing.

There are amazing, creative, critical, innovative and sensitive students who might not write as well as ChatGPT. In fact, writing skills and performing good searches in search engines are extremely important, but they are not the only resources that should be used to assess the student’s academic development.

AI and its applications need to be seen as allies for a constructionist education based on the ideas of Seymour Papert and also for a transformative education based on the critical and reflective pedagogical practice of Paulo Freire.

Mathematics, Languages ​​and Humanities dialogue with each other when the school understands that the advancement of new technologies expands the opportunities for student-centered learning, promoting a multidisciplinary educational process, while seeking solutions for the real world.

Emerging technologies provide opportunities in the school context for an active and meaningful learning environment, provoking important reflections on what is expected from the 21st century school.

ChatGPT has other functions, in addition to creating unpublished texts, which can be checked at the aforementioned web address. However, this application of AI is fomenting an important discussion: Where should Education for the New Millennium go?

STEM Education: Purpose, Process and Scalability

Science, Technology, Engineering & Mathematics

STEM Education finds consistent support in Maker-Based Learning through Design Thinking

“STEM Education is far more than a “convenient integration” of its four disciplines, rather it encompasses “real-world, problem-based learning” that links the disciplines “through cohesive and active teaching and learning approaches” ” (STEM Task Force Report, 2014)

STEM was initially proposed in the 90s in the United States, with the acronym SMET, as the integration of areas of knowledge aimed to promote an educational process with applications in the real world.

At the end of the first decade of the 21st century, the approach gained strength in the United States through the Innovate to Educate Program, proposed by the Barack Obama administration. The US president referred to this program as “America’s new Sputnik moment”, referring to the Soviet rocket launch in the 1950s, beating the Americans in the space race. The “Sputnik moment” led his country to invest in research and education, promoting a wave of innovation in the country, creating many jobs.

The multidisciplinary approach is also transdisciplinary, covering areas of knowledge that break with the four disciplines of the acronym, and open doors for rethinking the fragmented education model, in force for decades.

By promoting the development of skills related to critical thinking and problem-solving, STEM Education also makes students understand their place in society as protagonists of the world they live in. An important ally for STEM education is Maker-based Learning.

  • Maker-based Learning: the power of learning by doing

Experiential education places the student at the center of their learning. Currently, schools and educational networks are investing in innovation spaces, with resources for rapid prototyping such as Laser Cutters, 3D Printers, Plotters, Milling Machines and equipment such as Dremel rotary tools, drills, screwdrivers and equipment generally used in workshops (hammers, handsaw, screwdriver). These spaces are named Makerspaces.

One of the inspirations for Makerspaces is the Digital Fabrication and rapid prototyping environment called FabLab, which originated in 2002 at MIT through the collaboration between the Grupo de Invenções de Base and the Center for Bits and Atoms (CBA) with the objective of bringing Digital Fabrication to common people (Blikstein & Krannich, 2013). These spaces enhance and streamline the production of artifacts, enabling projects that are closer to reality to be prototyped.

In this way, Maker-Based Learning teaches the learner how to deal with challenges and face an unexpected problem for which there is no pre-established explanation, acquiring skills necessary to participate in the construction of new skills (Gavassa, 2020). However, it is important to consider the integration of Maker Spaces into the school curriculum, accompanied by actions so that their use provides authentic and meaningful learning experiences (Fernandez et al., 2021).

  • Purpose, Process and Scalability

The triad purpose, process and scalability are important elements for STEM Education to be implemented in a local context, that is, in a classroom or school, and in a broader context, such as public and private education networks.

I – Purpose – Case: Brazilian School Initiative “Math Maker”

Purpose (noum) – why you do something or why something exists (Cambrige Dictionary, 2023)

It seems obvious, but having a well-defined purpose is very important for the successful implementation of initiatives related to STEM Education in schools and teaching networks.
For example, it is important to define a generative theme, such as sustainability, environmental protection or renewable energy, which are important topics to be debated by students anywhere in the world, because how the next generation will deal with these issues will shape the future.

Botany STEM Project through chart reading

Botany STEM Project through chart reading

A case developed in a Brazilian high school is the Math Maker Project. The initiative was built with the purpose of introducing educational activities in basic education that encourage debates for the implementation of actions carried out by students that contribute to solutions for the Sustainable Development Goals (SDGs) during STEM classes.

Math Maker Project – In order to explore Mathematics as a language in which students are empowered to put their ideas into practice through STEM projects, Mathematics Maker is an elective course created for high school students to be protagonists in their educational process, appropriating it if from Makerspace resources.

It’s a school subject based on Discovery Learning (DL) and the Project-Based Learning (PBL) methodology.

The DL considers that activities where students initially explore concepts, asking themselves questions and formulating their own theory of a phenomenon, before receiving formal instruction, provide learning that goes beyond a specific subject (Schneider and Blikstein 2015).

Learning occurs as a result of handling, structuring and transforming information, generating new knowledge. In learning mathematical concepts, from the development of projects, the student elaborates a conjecture, formulates hypotheses and makes discoveries using inductive or deductive processes, observations and extrapolation. The essential element in discovering new information is that the student must actively participate in formulating and obtaining knowledge (Prasad, 2011).

In addition, the methodology that guides the Math Maker subject is Project-Based Learning. The PBL proposes the construction of knowledge through a long and continuous work of research, with the objective of answering a question, a challenge or a problem. From then on, students begin a process of exploration, establishing hypotheses and looking for resources to develop the project. It involves the practical application of the information obtained until reaching a final product or a satisfactory solution to the initial question. Learning assessment is done during the process and after the presentation of the final product.

An important factor in the successful implementation of STEM education is the process. DL and PBL in Maker Math are conducted through the Design Thinking Process.

II – Process – The power of Design Thinking

Process (noum) – a series of actions that you take in order to do something (Cambrige Dictionary, 2023)

After defining the purpose of the educational activity, the organization of processes for the development of projects is a very important step for the implementation of actions related to the STEM discipline.

Educators and students are frustrated when the steps are not clear, so the implementation of processes for the development of the projects, such as Design Thinking, is very important.

Design Thinking (DT) is the set of ideas and insights to address problems related to future acquisition of information, knowledge analysis and proposed solutions. As an approach, the ability to combine empathy in the context of a problem is considered, in order to place people at the center of the development of a project; creativity to generate solutions and reason to analyze and adapt the solutions to the context.

Design Thinking Process - Understand x Explore x Materialize

Design Thinking Process – Understand x Explore x Materialize

Through the DT process students can learn how to approach problems from a human-centered perspective, which can help them develop the skills needed to become more effective problem-solvers and innovators.

The packaged and accessible nature of design thinking makes it scalable, and it’s an important subject to be discussed: How to make STEM Education become more than a particular experimental project?

III – Scalability – FabLearn organization in the city of Sobral / Ceará – Brazil

Scalabilty (noum) – the ability of a business or system to grow larger (Cambrige Dictionary, 2023)

Thinking about scalability for actions related to STEM Education is very important for this teaching approach to become increasingly democratic in the context of basic education, increasing its reach and efficiency.

Educational policies aimed at popularizing technological resources, digital literacy and scientific literacy, as well as investment in sick training and incentives that enable educators to specialize in building a multidisciplinary school environment, are important initiatives so that the approach is no longer implemented in particular situations and gain breadth in the educational context.

In fact, the implementation of an active and significant educational process, which breaks with the status quo, depends on the union between educators, managers, parents and students, who need to agree on the importance of education in the current millennium undergoing changes and dialogue with the current global context. A powerful path is the establishment of a new culture of integration and collaboration between Academia and Society.

In the Brazilian city of Sobral, Ceará, the democratization of technological resources, digital literacy and teacher training is a public policy. To structure these actions, in 2018 the municipality inaugurated the first FabLearn Laboratories, in partnership with the Transformative Learning Technologies Lab (TLTL – Columbia University). The objective of implementing the laboratories is to integrate principles of engineering, design, robotics and computing in the Science classes of students in its teaching network, introducing STEM Education actions in K12 schools.

FabLearn - Partnership between TLTL (Columbia University) and the Educational Department of Sobral

FabLearn – Partnership between TLTL (Columbia University) and the Educational Department of Sobral

This partnership between the Education Department and Academia has generated important results such as studies and publications, notably the IDEIA Curriculum (Acronym in Portuguese for Invention, Discovery, Investigation and Learning). The team that wrote the proposal points out that the curriculum is based on three pillars: 1 – different levels so that schools with different realities, 2 – teacher training and 3 – student participation, that is, Laboratories and Curriculum, aligned, in promoting of a personalized education that meets the local demand but that promotes a global vision.

Scaling up initiatives for an education that values ​​investigation and experimentation is a challenge, but the current context in which society finds itself requires urgent changes in the training of the current generation of students who will lead the public and private sectors in the future.

Issues such as climate change, hunger, poverty and pandemics need to be discussed at school, but not just discussed, they need solutions, and it is important that the school train future problem solvers, prepared to promote innovative, sustainable and collaborative solutions.

An example of public policy on a national scale is underway in the United States and is called the STEM Education Strategic Plan, Charting a Course for Success: America’s Strategy for STEM Education. The initiative implemented in 2018 is defined as “a federal strategy for the next five years based on a vision for a future where all Americans will have lifelong access to high-quality STEM education and the United States will be the global leader in STEM literacy, innovation, and employment”.

  • Conclusion

The implementation of STEM Education in a broad and systematic way in schools and teaching networks depends on the implementation of a culture of purpose and process, which breaks with traditionalism in the classroom and takes ownership of progressive teaching methodologies.

Understanding, Exploring and Materializing are pillars of Design Thinking that collaborate with an active and meaningful education, supporting the development of a student-centered educational process.

Although discussions that reinforce the importance of student protagonism have been carried out since the beginning of the last century by John Dewey and have found complementary ideas in other educators/researchers such as Vygotsky, Piaget, Papert and Freire, the recent democratization of emerging technologies make these discussions increasingly most current and urgent.

References
Blikstein, P. & Krannich, D. (2013). The makers’ movement and FabLabs in education: experiences, technologies, and research. In: Proceedings of the 12th international conference on interaction design and children. ACM, 2013. p. 613-616.
Fernandez, C., Hochgreb-Haegele, T., & Blikstein, P. (2021). From “Playful Activities” to “Knowledge Building”: A Case Study about a Teacher’s Percpetions on the Role of Experiments. In de Vries, E., Hod, Y., & Ahn, J. (Eds.), Proceedings of the 15th International Conference of the Learning Sciences – ICLS 2021. (pp. 999-1000). Bochum, Germany: International Society of the Learning Sciences.
Gavassa, R. C. F. B. (2020). Educação maker: muito mais que papel e cola. Tecnologias, Sociedade e Conhecimento, 7(2), 33-48.
Prasad, K. S. (2011). Learning Mathematics by Discovery. Academic Voices: A Multidisciplinary Journal, 1, 31-33
Schneider, B., Blikstein, P. (2015) Using exploratory tangible user interfaces for supporting collaborative learning of probability. IEEE TLT. in press.
STEM Task Force Report. (2014). Innovate: a blueprint for science, technology, engineering, and mathematics in California public education. 

“STEM Girls” – a project to encourage girls to pursue STEM careers

This text was written with the collaboration of Nicolly Figueiredo, my 11th year math student, at Polo Educacional Sesc in Rio de Janeiro. Thanks Nicolly!

Motivation:

On March 9, 2019, a Saturday, I was in New York City attending the FabLearn Conference, and in one of the hallways of the Teachers College (TC) at Columbia University a very polite lady asked me about the auditorium where the event was taking place.

We went together to the auditorium, sat in the upper circle, and in that morning Professor Paulo Blikstein announced that the 2020 FabLearn Lifetime Achievement Award would go to her, computer scientist Cynthia Solomon. Yes, the same very polite lady I escorted to the venue.

Cynthia is a pioneer in the field of Artificial Intelligence, Computer Science and Educational Computing. In partnership with Seymour Papert and Wally Feurzeig, she co-created the Logo Programming Language for children, in addition to countless other innovative actions involving technology.

Cynthia Solomon, co-creator of Logo and pioneer of technology in education

But when I met her that Saturday in the hallway at the TC, I did not recognized her. I knew the Logo Language, and whenever I heard about the impacts of this Language, here in Brazil, the emphasis was given to the work of the mathematician Seymour Papert.

In fact, Papert has an undeniable and extremely important contribution in the field of education through technology, in the creation of constructionist theory and in the metaphor of a Mathland, which has mathematics education as its focus. His work, and these themes, were always present in the lectures I attended when it came to the creation of Logo Language and educational technologies. But I did not hear, with the fair enphasis, the importance of Cinthia’s work.

Actually, here in Brazil, many people also don’t know the work of women in technology areas like Ada Lovelace, Grace Hopper and Dorothy Vaughan. This is something that must be fixed.

Returning to Brazil, I researched Solomon’s biography, and I was impressed by the work of this important computer scientist. I realized that maybe I did not know Cinthia’s work well because generally productions made by men have more visibility in society than the ones made by women.

I also understood that this happens because of an issue that is gaining more and more space for discussion in our society: the lack of female representation in different areas of knowledge, especially areas that involve computing.

At that time, I was studying for a Masters in Computing at the Federal University of Rio de Janeiro (UFRJ), where there is a university extension (project for social impact) called “Minervas Digitais”. “Minervas Digitais” is an extension project linked to the UFRJ Computing Institute focused on diversity and female empowerment in the areas of exact sciences and which carries out, among different initiatives, actions aimed at k12 education. I realized that it would be an opportunity to bring the discussion about gender equity and female representation to the school where I work.

Thus, in November 2019, we carried out a first action at our school, focused on female empowerment in the area of computing. I suggested that we invite the “Minervas Digitais” project to visit our institution and talk to some of our students. The action was a success.

“Minervas Digitais” – First action in 2019

From that moment on, I started to integrate this extension, with the aim for more girls and women to enter STEM  (Science, Technology, Engineering in Mathematics) areas, and with the intention of promoting the theme in different spaces of society.

The low female representation in these areas is an issue that has its origins in k12 education. It is during this school time that students generally make professional choices that will define the spaces they will occupy in the job market.

The article called “ABC of Gender Equality in Education”, from the OECD (Organization for Economic Co-operation and Development), presents the results of a survey carried out in 64 countries. The work highlighted that parents were more likely to expect their sons, rather than their daughters, to work in science, technology, engineering or mathematics.

The study also showed that only 14% of women entering university for the first time chose science-related fields, including engineering, manufacturing and construction. In contrast, 39% of men entered university for the same fields. This is significant not only because women are severely underrepresented in STEM fields of study and occupations, but also because graduates in these fields are in high demand on the job market, with salaries among the highest paid.

“STEM Girls” Project

In 2022, with face-to-face classes being normalized after the start of vaccination against COVID-19, I resumed the discussion that it is important that, during k12 education, girls can experience curriculum activities focused on computing and new technologies.

In our school, students have 7 (seven) elective subjects (through academic paths) aimed at STEM areas, and we observed that the number of girls in them was significantly lower than the number of boys. After observing this, we started a project called “STEM Girls” at school, with the aim of encouraging the presence of more girls in careers related to new technologies.

“STEM Girls” Project Meetings – 2022

An important Survey – “STEM Girls” Project

A student from “STEM Girls”, Nicolly Figueiredo, wanted to survey exactly how many students were enrolled in these subjects. So she did exploratory research to identify the reasons that led girls at school who chose STEM electives to do so.

Two procedures were used.

The first was the survey of the number of students enrolled in each of these 7 (seven) subjects, organizing the data related to gender.

The second was the application of a questionnaire so that the girls who opted for these subjects could report their school relationship with technology, how they feel about participating in the subjects and their desire to pursue a career in the STEM area.

Thus, the first step was to identify the number of students who are enrolled in subjects focused on the STEM areas of the school.

The survey showed that among the 105 registered, 76 are boys and 29 are girls. However, it was observed that some students chose more than one subjects in these areas.

By filtering the information to identify general numbers, considering the intersections of students who enrolled in more than one subject, the following data was obtained:

– Total individual enrolled in STEM subjects: 64

– Number of girls enrolled in STEM subjects: 22

– Number of boys enrolled in STEM subjects: 42

Through this survey, a questionnaire on the Likert Scale was organized to be applied to the 22 girls who participate in these subjects.  The form had the following answers: 1- I totally agree; 2-I agree; 3-I do not know; 4-I disagree; 5- I totally disagree.

The applied form had 10 statements directly related to the participation of girls in the subjects according to the table below:

Respondents’ statements

The figure presents the results obtained through the questionnaire with the statements presented in the table below.

When analyzing the data from S1, we observe that the respondents feel very safe when getting their hands dirty in the classroom. In relation to S2, we see that when stating about the number of girls in the class there is a division of the answers between agreement and disagreement, 50% each. The result shows the imbalance in the number of girls in the class.

Regarding experiences with educational technologies (S3), it is worth mentioning that the term Educational Technology was not made explicit, which implies the interpretation through the respondent’s own background. Still, there is a large percentage (14.3%) who say they do not know, which can be understood as a lack of knowledge of the term.

S4 shows that there is a percentage of more than 50% that disagrees or totally disagrees with the statement about adaptation, which suggests good adaptation in the environment.

According to the data obtained in S5, it can be inferred that most of the respondents had no contact with robotics or programming in elementary school , given that our institutios is only a high school.

In view of the answers obtained in S6, it is found that half of the respondents agree with the statement, although only 14.6% fully agree. Regarding disagreement, 14.6% said “I disagree”. It is worth mentioning that there is a percentage of 21.4% that answered “I do not know”, which exceeds the number of responses to “I disagree”.

S7 (I believe that my lack of interest in technology in elementary school is somewhat related to gender issues) highlights that half of the respondents say they agree or totally agree with the sentence presented, the majority being “I Totally Agree”. It is notable that 28.6% of the respondents said they did not know their opinion on the sentence, which highlights the possible need for discussions that promote the theme.

Analyzing the answers obtained in S8, we observe that there is a large percentage that claims to disagree with the statement and, therefore, at some point, related their choices to gender.

In S9 there is a strong agreement, more than 50% of the respondents claim to be motivated to take part in the IF because of curiosity. From this data, it is possible to deduce that the area is a new environment for the respondents, and they are curious to learn something that is not yet known.

In statement S10, which highlights the willingness to get involved with a career directly associated with technology, it is observed that agreement stands out, with 35.7% of the answers being “I totally Agree” and 14.3% “Agree”, a fact that may present an inclination of the respondents to the career due to the contact with the area. Still, it is possible to notice that the percentage “I do not know” exceeds the disagreement as a whole.

 Conclusion:

The first data obtained through this research was in line with what studies on gender equality in society show: the number of girls is smaller in relation to boys enrolled in STEM subjects in the initiatives available at school. Currently, female students represent approximately 34% of the total enrolled, pointing to the importance of the “STEM Girls” project for the institution.

Another important result was obtained through the questionnaire answered by the girls participating in these subjects. Their answers help to understand the motivations that led them to participate, the challenges they faced and how they see future possibilities, helping the project to propose actions to increase the number of girls participating in activities aimed at STEM areas.

Promoting initiatives in k12 education that provide students with an environment for reflection on the society in which they live is an important step so that in the future there can be more policies aimed at inclusion and equity, so that social justice can be developed.

In the future, these students will occupy roles in the job market and will be responsible for managing actions in the spaces they will occupy. Thus, awareness today is vitally important for the changes that are expected tomorrow.

I hope that the story I told at the beginning of this text is not something naturalized in our society, and that women who develop projects like Cynthia Solomon can always be highlighted when their discoveries and collaborations are presented.

Lets Think, Code!

In January 2022, Edutab Africa had a great opportunity to facilitate a robotics session during the 12th edition of Think Young Coding Summer School in Nairobi, Kenya. This presented a chance for collaboration between two Fablearn fellows, Michael Mumbo, the co-founder of EduTab Africa, and Brenda Nyakoa from the International Rescue Committee. Our avid love for Maker education brought us together to share best practices in student-centered learning to create an engaging, interactive, and fun workshop for the boot camp participants.

Kids creating and Coding Robots at the coding camp

 

The participants were largely children from Kenyan primary and a handful of secondary schools from around Nairobi. The age of the participants was between 6-16yrs. The boot camp was structured to run through 2 weekends and had sessions on Web and Game Development, Robotics, and Drones technology. Over the first weekend, we had two, three-hour introductory sessions which covered basic concepts of robotics, one in the morning and the other in the afternoon.

Since most of the learners were participating in a Robotics session for the first time, we initiated conversations with them to understand what they thought “Robotics” was all about. We used guided simple probing questions like,

“What comes to mind when you hear the word robot?”, “What can robots do?”, “Why do we need robots?”,” what does it take to make a robot”, have you ever seen a robot?

We observed that the participants started sharing their opinions and discussing them amongst themselves.  We also watched a short video clip showing how Rwanda, a country in East Africa, was using robots during the COVID-19 pandemic to reduce human contact between health care workers and patients by temperature measurements and checking the proper wearing of masks and reporting to doctors about the condition of Covid-19 patients. 

We then started the robots building process where Brenda gave an overview of the different components of the programmable Lego Spike Prime kit. These components include Motors, sensors, and bricks. Through the facilitator’s guidance, the learners were able to assemble these components and built a simple driving robot. The kit uses block-based programming called the Lego Spike Prime app and so the participants were able to learn assembling easily. By the end of the session, they could program the robots to perform simple motions including moving front and back, making turns at different angles, making sounds, and using different sensors like colors and motion sensors to control the motion.

Introducing Coding to Children

Reflecting on Seymour Papert’s own words  in The Children’s Machine book is credited for stating that:

 “Construction that takes place ‘in the head’ often happens especially felicitously when it is supported by the construction of a more public sort in the world”

On the second weekend, most of the participants were familiar with the different components of the Lego kits. Instead of going through the guided process of building the robot and programming it, we gave them the freedom to explore different designs and build their robots to their liking. We gave them a simple assignment: to design a moving object that has wheels. While working in groups of about 6 students, they created and presented different creations. It was amazing to see the deep collaboration and creativity of the teams as they strategically divided themselves into smaller task forces within their groups as designers, engineers, and programmers to effectively complete the task.

 

In our last session with the learners, we had a moment of reflection to collect feedback to improve future workshops for different learners. Here is what some of them had to say about their robotics experience. 

“One of my favorite moments was when I was able to build up a robot from scratch because that’s what engineers do”

“During the robotics session, I learned how to be open-minded and appreciate other people’s decisions”

Some learners were able to showcase their robots in the closing ceremony where parents, caregivers, and other guests were invited. It was impressive how different teams were creative from different angles. For instance, one team used only color sensors to control their assembled robot to navigate the room.  Another team used color sensors, motion sensors, and touch sensors to achieve similar navigation. It was encouraging to see organizations willing to support learners in their journey to creativity. 

Maureen Mbaka, the Chief Administrative Secretary in the Ministry of ICT, Innovation and Youth Affairs, who attended the showcase event said,

“We are determined to facilitate universal access to ICT infrastructure and services for the Youth through our programs.”

This collaboration opened our eyes to the possibilities that we can achieve in improving learning outcomes for students through global partnerships to share best practices and resources.

 

Game of Drones – and the beaty of mistakes

This summer we wanted to host a MakerCamp for Kids in their first week of the summer vacation. My initial idea was to run it as an open lab, but since many kids doesn´t really know what they could expect by turning up, we decided to buy a classroom kit of 6 Air:bits for building drones and gave it the theme “Game of Drones”.

The invite, translated from danish sounds something like this:

“Welcome to MakerCamp 2021. You will be working in a team of 4-5 kids, where each team gets an Air:bit drone to assemble. Your task is to improve the software, tweak the drone, create an identity for your drone. Finally your drone will compete with the other drones on a field that we create together as well. During the MakerCamp there will be introduction workshops for 3D-modelling in fusion360 and Micro:bit programming.”

My alarm bells rang different tunes:

  1. Would making it into a contest, be counterproductive towards the willingness to take risks in their designs?
  2. I´m no fan of KITS in general. You could call it DIY but it is more DIBSEHADIFY (Doing It Because Someone Else Has Already Done It For You) A term my first visit to the BETT conference in London gave birth to back in 2015.
  3. What about their own ideas, would there be room for messing about with other stuff?

My concerns were not met, and there were several reasons for that. One of them was that the MakerCamp took a turn on day 1 that changed the whole setup.

After having learned a bit about each other – most of them didn´t know each other beforehand – we made our first modelling in fusion360. Next step was to create teams, unpack the Air:bit kits and get to work. But, when I open the box, there were no Drone kits in it. My boss had accidentially ordered a classroom set of Hover:bits instead! Uh-oh was my first thought, but then again, the controller board was the same and the motors were almost complete in terms of having two clockwise and two counterclockwise motors for each drone – I had ordered a few spare motors prior to the Camp, which was just about enough. But everything else we suddenly had to make on our own. It was a little crisis! And a crisis gives birth to authentic problems that needs to be solved.

What happened was that the kids went head on in getting the missing parts made in the lab. The air was filled with determination and urgency in getting the job done. The newly achieved 3D-modelling skill went into making the spacers needed for the drone to be set a bit above ground. The body of the drone was lasercut. We used the base that is provided as a resource from the Air:bit website, but they also made personal tweaks to it. Though the day took a turn and a lot of extra time was needed for covering the basic parts of the drone, it was a much more interesting as it would have been otherwise.

Finding screws from scrap materials

Finding screws from scrap materials

Screws from the guitarhero controller was used

Screws from the Guitar Hero controller was scrapped for mounting the spacers

3D-printed spacer

3D-printed spacer – and the screws fit!

Designing protectors for the propellers

Designing protectors for the propellers

Drawing it out

Drawing it out

Designing protectors for the propellers

Designing protectors for the propellers

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The race field version 1. It was made a bit more simply in the end.

The race field version 1. It was made a bit more simply in the end

On the hunt for a strong neodyne magnet to make the drone pick up metal

On the hunt for a neodymium magnet to make the drone pick up metal

 

 

 

 

 

 

 

 

The lesson here could be – buy the wrong kit or use kits another way than they were intended. On a more serious note I would say, just buy the controllerboard, battery, some motors and make the rest yourself.

As for the concerns on having a competitive setting. The students were more engaged into making it fly and redesigning it to fly better, than in winning the race. Let me share the story of one of the most daring design, build by the brilliant student Mikkel.
On the first day he found a prototype I had build for an arcade machine – an analog  joystick and a few buttons. He wanted to use that as the controller. He ended taking it home with him and worked the whole evening. He continued working through day 2 and succeeded in having it  working smoothly on the final day. But he was the only one able to fly it properly, the rest of his team had focused on the drone body, protectors, stabilizers etc.
First heat of the race went well and they had a lot of points. One of his team mates, actually the one who by far contributed the least to the project – doing all sorts of other stuff – asked if he could fly the second heat, and Mikkel handed him the controller just like that – go ahead he said. He had no experience with that controller and it was a disaster, but no one was angry with him. In fact Mikkel had already won, his own game anyway. He had make it work the way he imagined, and succeeded!

Redesigning an arcadecontroller to fly a drone

Redesigning an arcade controller to fly a drone. A Raspberry Pi connected to a micro:bit.

I will be doing this workshop again this summer but the next time I will frame it as “make something move”. It could be a drone, hovercraft, boat, car or maybe something completely different. And I think I will let it be up to them if want to make a race.

Embrace the mistakes you make and allow it to take you in an unexpected direction. Lesson learned.