
3 minute read
THE MIND OF A MAKER
Building Capacity In Young Learners Through Engineering

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A ride on an elevator, the traffic light at a busy intersection, or simply stapling papers together…. all things that might never have come to be if not for those with a “maker mindset.” This phrase is one that conjures up notions of both perseverance and experimentation. This approach to inquiry and learning reflects an even further elevated combination of curiosity and capability in the context of young learners. Maker learning isn’t just a subject or a designated space within a school; it’s a hands-on, design-centered way of engaging that can further enhance learning in both formal and informal environments. By referring to young learners as “makers”, we invite them to confidently demonstrate their thinking and interact with their learning spaces and materials as masters of their own curiosity By empowering young children to ask questions, challenge preconceived notions, and engage with unfamiliar materials and tools, we then provide them with chances to answer their own questions and one another’s questions. In turn, this approach helps to further develop the things they thought they already had the answers to.
"One of the most valuable roles of a modern educator is helping children become more aware of their own curiosity and more deliberate in their drive to seek answers. "

- Michelle Farkas, Director of Teaching and Learning and STEM teacher @CHS
Through a thoughtfully developed pilot partnership program for D.C. area schools, Bethesda-based KID Museum welcomed the young makers of Concord Hill School to their newly realized KID HQ space in the Spring of 2022 This thoroughly modern, openconcept workshop and maker lab provides students endless opportunities to work through circuitry, wood-cutting, computer coding, and everything in between.

Maker
This inspiring space is the manifestation of the vision of KID Museum’s Founder and Executive Director, Cara Lesser, who worked diligently for nearly a decade to bring KID Museum to life and ultimately oversaw this welcomed new space and location shift to downtown Bethesda (from the original location inside of Davis Library in Bethesda). While the mission and goals have remained since its inception, the incredible potential for this new location is undeniable given increased sq footage for learning and a now Metro accessible location.

Through a series of visits, CHS students from Kindergarten through Third Grade were challenged in robotics, coding, and engineering. The model of maker learning that we know to be most impactful for young learners is one where adults simply pose questions, answer minimal queries, and offer a range of materials, allowing learners the chance to “ go from there” as problem solvers. It’s not often that children are seen as fully capable in the areas of engineering and opportunities such as these remind us that young ch ld h b l t to problem-solve and develop e el supported and empowered.



For young learners, developing an understanding of coding and programming early on means that as they are ready for more complicated and multi-layer elements, they have a solid foundation to further build upon.



Coding (computer programming) being taught to young learners is a reflection of the increasingly digital world we are coming into. This new “language” is the foundational piece of many of the devices and technology that we have come to rely on daily in modern life. For young learners, developing an understanding of coding and programming early on means that as they are ready for more complicated and multi-layer elements, they have a solid foundation to further build upon. The next time you plug an address into your GPS or even log into your email, imagine what developments today’s young engineers might come up with in the years to come!
Try this (tech-free) coding game at home...

Feedthemouse!
This game teaches children about algorithms, which is a group of instructions written by the programmer to tell the computer what to do. They will also learn the concept of debugging, which is how to fix a problem in a program. In this game, adults can design a path for the mouse using a deck of cards and place some yummy "treats" for the mouse throughout the path.
The objective of the game is to move the mouse through the path without missing any treats on its way.
materialsneeded: A deck of playing cards
A toy "Mouse"

A few toy yummy "treats"
Howtoplay:
One player acts as the Computer (who moves the mouse by listening to the programmer ’ s instructions) and the other player acts as the Programmer (who gives the commands). The Programmer gives verbal instructions like " move forward" (state how many card spaces), 'Move Backward' (state how many card spaces), and 'Turn Right' or 'Turn Left' to guide the computer/mouse throughout the path, without missing any of the yummy treats. The challenge level of the game can be increased by creating a more complex maze and putting obstacles in pathways that the mouse has to escape from or maneuver around.