Mindful Makers: Question Prompts to Help Guide Young Peoples' Critical Technical Practices in Maker Spaces in Libraries, Museums, and Community-based Youth Organizations

In this episode I unpack Bowler and Champagne’s (2009) publication titled “Mindful makers: Question prompts to help guide young peoples' critical technical practices in maker spaces in libraries, museums, and community-based youth organizations,” which "examines question prompts as a means to scaffold reflection and reflexivity in the design, development, and use of technological artifacts in maker spaces for youth at public libraries, museums, and community-based organizations" (abstract).

  • Welcome back to another episode of the

    CSK8 podcast my name is Jared O'Leary

    this week I'm going to be unpacking some

    scholarship in particular I'm going to

    be building off of what kind of talked

    about two weeks ago with the article

    that was discussing different categories

    of questions or types of questions and

    I'm going to talk about some questions

    in some makerspaces the way I'm going to

    do so is I'm going to unpack an article

    about using questions within a

    makerspace now maker spaces and make

    your culture is pretty relevant to CS

    education as you'll have noticed in many

    of the podcast interviews that that have

    been appearing on the show many of the

    guests have talked about informal

    learning or rhizomatic learning or just

    learning in general that is not linear a

    part of maker culture and makeup

    practices often is the idea that

    learning is not linear or kind of goes

    in several different directions or at

    least can so for this episode in the

    next two episodes I'm going to talk a

    little bit about maker culture and maker

    practices as they kind of relate to CS

    education so today's article is by Liane

    bowler and Ryan champagne sorry if I

    mispronounced any names but the title is

    called quote mindful makers : question

    prompts to help guide young people's as

    critical technical practices in maker

    spaces in libraries museums and

    community-based youth organizations end

    quote pretty long title okay so here's

    the actual abstract from the paper

    itself quote this study examines

    question prompts as a mean to scaffold

    reflection in reflexivity in the design

    development and use of technical

    artifacts in maker spaces for youth at

    public libraries museums and

    community-based organizations

    qualitative analysis is applied to data

    gathered in four focus groups with teams

    three semi-structured interviews with

    adults who facilitate maker spaces and

    six observation sessions outcomes

    include a rich description of critical

    thinking in the context of technology

    practice and secondly a set of eight

    activation questions that serve as a

    toolkit to encourage reflection and

    scaffold mindful and critical practices

    in community-based maker spaces for

    youth results from the study support the

    development of instruments and practices

    to support mindful making and critical

    technical practice in maker spaces for

    youth in quote alright so if I were to

    actually summarize this paper in one

    sentence I'd go with the author

    description at the very beginning of the

    abstract which is this study examines

    question prompts as a means to scaffold

    reflection and reflexivity in the design

    development and use of technological

    artifacts in maker spaces for youth at

    public libraries museums and

    community-based organizations make

    that's actually an excellent one

    sentence summary of this particular

    publication as a friendly reminder if

    you're interested in actually reading

    this publication or in seeing other

    articles published by any of the

    author's mentioned in the show you can

    simply go to jared O'Leary comm and

    click on these show notes for this

    episode or just go into your podcast app

    and click on the show notes there and it

    should take you directly to it so again

    all of the author names will take you to

    the google scholar profile and then the

    actual title for the paper when you

    click on that it'll take you to the

    paper itself so the authors begin by

    kind of posing the question of whether

    and how critical thinking practices

    might occur within a makerspace with

    four young kids whenever you hear me

    talking about the questions that are in

    here and mention maker spaces just think

    of how you might be able to consider

    applying some of these within your

    computer science classroom or your

    classroom that happens to integrate

    computer science so here's a quote from

    page 117 the question prompt is a verbal

    tool that can reveal variables

    associated with self-regulation

    self-awareness reflection and

    reflexivity opening a window of thought

    processes during the making process

    question prompts can also if skilfully

    applied provide a metacognitive scaffold

    to help steer novice makers towards a

    critical technical practice in maker

    spaces and quote so in other words if

    kids are thinking through some of the

    question prompts that are posed within

    this particular publication the authors

    suggest that this might actually help

    kids think a little bit more critically

    about what they're creating in a

    classroom now one of the things that I

    really appreciated in this particular

    article is that the office posed a lot

    of questions throughout the article

    itself so I've included a list of some

    of those questions consider in the show

    notes and hopefully this kind of will

    serve as a teaser to read the full

    article itself which is definitely worth

    looking into more ok so in the

    literature review when they're

    discussing maker movements here are a

    few quotes on page 118 that kind of

    summarized what the makers movement is

    so quote maker spaces places for work

    and play that foster inventive

    production and X

    rushon in a communal environment offer

    individuals opportunities to experiment

    with digital and analog technologies as

    conduits for creation any central

    learning and quote so that actually

    sounds a lot like the coding classes

    that I used to facilitate in grades K

    through 8 and what we encourage people

    to do in the professional development

    that we provide through the nonprofit

    that I work for boot-up BD here's

    another quote from 118 o makerspaces

    embody making sharing giving learning

    tooling up playing participating

    supporting and changing in quote so in

    other words there's a lot of creativity

    and diverse ways of engagement going on

    within the class itself

    now the authors also suggests that maker

    spaces can kind of be described as

    multidisciplinary which is a common

    phrase used among maker culture which is

    often described by curriculum scholars

    as interdisciplinary or

    transdisciplinary as multidisciplinary

    means something else in curriculum

    scholarship and that's generally

    speaking there we want to actually read

    more about that my dissertation kind of

    unpacks the different ways that

    different fields related to education

    talk about multidisciplinary

    interdisciplinary transdisciplinary

    integrated etc but that's just me

    talking nerdy right now so I'm gonna get

    off that that soapbox now one of the

    things that is a kind of a big part

    about maker cultures is these following

    quote from also on page 118 it's quote

    production offers value beyond an end

    product for makers they develop new

    literacies by engaging with tools and

    processes that may not surface in

    conventional learning environments

    enclose so a big part about maker

    practices in general is that the process

    is extremely valued and this is also

    kind of one of the things that is also

    valued and constructivism or

    constructionism as well is that it's the

    process in engaging with or creating

    some kind of a computer science or

    coding project or anything in general

    that is more valuable than what is

    created itself in terms of learning so

    that's kind of their overview of the

    maker movement within education in their

    literature view they also discuss other

    areas such as critical technical

    practice which is the lens they use for

    analyzing the data that I'll discuss in

    a little bit and

    they kind of provide a short summary of

    scholarship on mindful making and it's a

    relationship with education agendas

    metacognition interpersonal knowledge

    and deeper learning so for interested in

    reading more scholarship about that

    check out this review of literature at

    the start of this particular publication

    okay so this study actually looks at

    three after-school makerspace programs

    in Pittsburgh there's a quote from page

    in in the focus group the numbers

    depending on attendance in the program

    on that day throughout the research

    project approximately 45 teams six adult

    mentors and six administrative staff

    members were engaged with during the

    course of this research project in quote

    so data was actually collected in spring

    of 2014 over six different observations

    four focus groups with the teens and

    then three semi-structured interviews

    with the adult mentors participated in

    this particular project

    now the actual analysis or theoretical

    lens that was used for this is called

    critical technical practice and on page

    technical practice questions our

    assumptions about how people interact

    with technology and emphasizes the role

    that designers have in mediating that

    interaction in quote to elaborate on it

    here's another quote from the same page

    coke CTP suggests that the process of

    making a technological artifact can be a

    political act with social consequences

    that impact not just the maker and final

    end user but also larger society the

    suggestion being that makers who are

    unaware of themselves as actors in the

    making process are in some way working

    blind in quote so the basic idea of

    looking at CTP critical techno practice

    and the questions that are kind of asked

    is to get kids to kind of understand

    that one they are or can be makers and

    to the things that they make can have an

    impact on society now as a general note

    the mentors within the makerspace tried

    to avoid becoming a crutch for the kids

    who participated in it so rather than

    answering questions directly or kind of

    giving lectures on how to do stuff they

    would often respond to questions by

    encouraging makers to figure out things

    on their own or by asking some more

    questions to kind of guide them through

    this so this kind of relates to the

    approaches that have been mentioned in

    some of the interviews and then two

    weeks ago the

    Scholarship episode where I kind of talk

    about some different questioning

    techniques the open guided closed

    analytical judicial and creative

    questions as well so on page 120 and 121

    they have a list of some questions that

    were intended to stimulate deeper

    thinking and critical practices through

    the maker processes that Cs educators

    might actually be able to use in their

    classroom so the questions are what will

    make me happy who is my audience what

    resources do I have in need what will

    inspire me to give my time and effort to

    a project what do I know can I let

    myself make a mistake how will my

    creation affect other people what kind

    of maker am i okay so let's kind of

    unpack each one of those both in terms

    of what the authors have for

    implications and then how this might

    relate to computer science education so

    the first one what will make me happy

    according to the teams in the study the

    heart of making processes is having fun

    or engaging in some kind of a

    pleasurable experience related to making

    within that space so that is something

    that I really tried to focus on in the

    classes that I was working with so the

    k-8 coding classes that I designed and

    facilitated in Avondale Arizona they

    they were mandated by all the kids in

    the school so several hundred kids were

    forced to be in the classroom that they

    may or may not have an interest in so my

    goal was to try and find some way to

    make this process in an engaging and fun

    experience for everybody who was

    required to be there now this is a

    approach that I mentioned before in

    interviews that is different than how I

    might approach a class where kids are

    opting to be there so like when I have

    facilitated elective courses or even

    graduate courses at the University of a

    level where people are paying to be

    there I know there's some kind of a

    buy-in inherently with either the course

    topic itself or the broader degree topic

    as a whole so I don't have to think

    about this as much as a course that is

    forced on a kid who might not have any

    kind of interest in computer science or

    coding to begin with now the second

    question who is my audience so I think

    this is an excellent question to think

    through to kind of get at some of the

    standards like the CSTA standards or

    even asti's standards that are on

    thinking through diverse perspectives

    and end users when creating or making

    some kind of a product or artistic

    expression so for example thinking

    through how someone who is dead

    might engage with a project that has a

    lot of sounds or music now the next

    question what resources do I have and

    need so this is a good question to think

    through in terms of like the constraints

    are important to consider like what kind

    of resources do I have and am i limited

    to so if I want to be able to create a B

    and C but I only have X Y & Z for

    resources I might not be able to do that

    but this is also kind of a good way of

    thinking through inspiration so here's a

    quote from page 121 so as quote as one

    teen explained one of her first actions

    when launching a maker project is to

    look around the space and ask herself

    what can I use to inspire me in quote so

    I think that's a really good way of kind

    of framing this in terms of affordances

    like what can this do for me

    and how many create something that's

    interesting to me using the resources

    that I have available to me now from a

    computer science perspective the

    resources might not just be the physical

    hardware that you're using within a

    class as is typical of many maker spaces

    in terms of like what kind of tools do I

    have and resources gonna make but also

    the software so thinking through what

    kind of platforms do I have what kind of

    languages do I have and several of the

    past interviews on this podcast have

    kind of talked through that in

    particular the interview with John

    Stapleton kind of unpacks affordances

    and constraints a bit more so the next

    question is what will inspire me to give

    my time and effort to a project here is

    a quote from page 121 makers assess the

    value of a project according to the

    balance between their knowledge and

    skills and the degree of meaningfulness

    that the project has for them too much

    interest coupled with too little

    knowledge might mean extra time and

    effort but if the project is interesting

    enough time and effort might be worth it

    by asking this question one begins to

    plan for engagement in the making

    process unquote now I think this is a

    really good point to take it in

    consideration this kind of builds off of

    Vygotsky is zone of proximal development

    or csikszentmihalyi's

    idea of flow and other people who kind

    of talk about things in different ways

    the idea that your level of effort and

    energy and time that you can put into

    something needs to be balanced with your

    current abilities and how difficult it

    is to complete what you're working on

    having had a lot of experiences in

    different subject areas with

    this particular topic I will say that I

    strongly recommend people engage in what

    they're interested in even if it is more

    difficult than what they are currently

    capable of doing at the moment in terms

    of skills or abilities so for example

    when I worked with young musicians who

    were working on a piece of music that

    was very difficult for them but if they

    are super motivated to learn that piece

    of music like they just loved that piece

    of music and I was like yeah great we'll

    just go really slow and as long as

    you're okay with that then I will help

    you through that however if they really

    liked a piece but they weren't willing

    to put in the time to work on it because

    it was too difficult for them then I

    usually say well here's how much time

    it's going to take to be able to play

    that thing really well are you willing

    to invest that amount of time into it

    and then often people would say no let's

    work on something easier so basically

    what I'm saying is it might help to kind

    of have kids think through whether or

    not their level of inspiration to work

    on something kind of matches the amount

    of time they're willing to put into a

    project or able to put into a project so

    the author's mentioned that

    self-assessment is kind of a key part of

    maker practices and the question what do

    I know is one excellent way of kind of

    getting at that now this can definitely

    be applied in computer science education

    so for example one of the things that I

    loved to do was to kind of ask questions

    like these related to a project whether

    it be through formative or ape sort of

    assessments so episode of assessments is

    kind of like a self-reflection of

    understanding in relation to prior

    understanding so like when a kid

    finished a project I'd be like great how

    does your understandings in this project

    compare to your prior project etc so if

    you're if you're not familiar if it's

    it've in the show notes I've got a

    couple links to some resources that

    unpack episode of assessment more so

    asking what do I know and engaging in

    those self assessment practices can be

    really helpful and is something that I

    highly recommend so not only are the

    self assessment type of questions

    something that I highly value it's

    actually something that I encourage in

    the free lesson plans that I create at

    boot up PD org you can find a link in

    the show notes you're interested in

    checking those out again all three

    hundred percent and then in the

    professional development at Buda so it

    is really something that I strongly

    recommend this is not just me paying lip

    service to self assessment it's

    something that we reiterate in every

    lesson that I create and then in the PD

    that we facilitate so the next question

    is can I let myself make amis

    yes all right so the next question no

    just kidding okay so a question that I

    might ask is when is failure so as an

    example from page 123 here's a question

    that the author's posed quote if the end

    product isn't used in the expected

    manner is it a failure in quote so I

    think questions like that are good

    things to think through I mean yes we as

    computer science educators are costly

    like yes debugging is a practice so that

    you're gonna engage in even if you don't

    want to it's just part of engaging in

    computer science and and hardware and

    software and whatnot you're gonna find

    mistakes they're gonna find bugs you're

    gonna find things that can be improved

    upon but my question is more about like

    well when do we actually consider

    something to be a failure and how can we

    reframe that into making it as something

    as a positive so the question how will

    my creation affect other people this can

    be used for thinking through like a

    range of impact from positive through

    negative so like a positive thing might

    be like how might what I'm creating help

    somebody whereas a negative might be

    well how might what I create

    unintentionally harm someone else or

    another group of people so this can

    relate to computer science standards

    that are about seeking diverse

    perspectives and considering other

    viewpoints when developing and designing

    accessible software and hardware and the

    final question what kind of a maker am I

    so from page 123 here's a following

    quote when asked to define himself as a

    maker one adult mentor described a

    complex collection of identities rather

    than a single stable identity and quote

    now this is something that really

    relates to me so on my website if you've

    been to it you'll notice that I have a

    comment underneath my name is the two

    slashes it says multiplicity so I

    describe myself as a multiplicity which

    kind of means that I am many different

    identities depending on the different

    contexts that I'm in and the reason why

    I do this is because I'm trying to point

    out that depending on who I'm talking to

    and where I'm at I might identify as a

    computer science educator or am I

    identify as a music educator or am i

    identify as somebody who has dogs or

    somebody who has a loving spouse or

    somebody who plays video games like

    there are many different things that I

    identify as but to kind of like put it

    back into this context within a

    makerspace

    there are so many different ways that

    you can engage with different practices

    whether it be soldering something

    or coding something or sewing something

    or designing something or a million of

    other different possibilities within a

    makerspace

    now this is also the case in computer

    science education so yes you might be

    engaging in coding practices if your

    class was a programming class however

    there are many different types of

    identities that can be associated with

    yourself when you are programming

    something the reason why I'm emphasizing

    this is because there is not one way of

    engaging in computer science or

    programming and there are many different

    kind of identities or ways of being that

    can be brought to the table when you

    engage in some practices that encourage

    kids to create things that are

    interesting to them especially if you're

    engaging what is often referred to

    nowadays as culturally relevant pedagogy

    and that being said I will say that the

    more you kind of identify within a group

    or domain the better the overall

    experience at least this is from my

    perspective and some of the scholarship

    on communities of practice and affinity

    spaces is if you can get kids to kind of

    understand that one of their identities

    can be as a computer scientist or as a

    programmer that will likely help them

    with their engagement in the classroom

    itself all right so those were the main

    prompts that they suggest asking kids

    within a makerspace and they don't

    suggest this it was like front-loading

    it at the beginning or putting at the

    very end but you can kind of ask this

    throughout a process so perhaps you

    might consider trying some of these

    questions or modifying similar questions

    within the computer science classes that

    you are working with I've got a couple

    of lingering questions for this

    particular study one of them is when and

    why our maker or inquiry based practices

    encouraged or discouraged now here's a

    quote from page 122 learning and

    makerspaces may require a different take

    on the typical approach to knowing what

    you know in the classic version of the

    inquiry process learners begin by

    questioning the boundaries of their

    knowledge and then end with a new

    creation in makerspaces

    the inquiry process is inverted turn

    upside down as it were makers start by

    creating and then in with understanding

    the question what do I know should be

    asked within the context of creating and

    not as a precursor to the process

    include so while I love this overall

    sentiment and approach I do wonder where

    such an approach may or not be

    encouraged

    in an educational context so for example

    some administrators want to have

    predictable outcomes in a lesson project

    or unit or some educators want kids to

    know what they're going to create before

    they create it yes you can iterate on it

    but we need to have some kind of idea

    what you're gonna do rather than just

    flying by the seat of your pants so

    another question that I have is what

    kind of questions are prompts might CS

    educators reflect upon to improve their

    own pedagogical practices or

    understandings so this publication is

    more about potential questions that an

    adult might be able to ask a kid within

    an educational context however I'm

    wondering what are some of the questions

    that we as educators or facilitators

    might be able to ask ourselves to kind

    of further improve our own

    understandings for example perhaps

    engaging in a weekly monthly or

    quarterly review where you kind of think

    through okay what are some of the things

    that I'm trying to have improved upon

    with my pedagogy or with my own

    understandings in computer science so as

    an example if you are a brand-new

    computer science educator and you've

    been in the classroom for a while you

    might be like okay how am i trying to

    improve my understanding of a particular

    language or platform that is being used

    in a class or if you're brand new to

    education in general and have an

    understanding computer science you might

    ask questions like how might I improve

    student engagement within the classes

    that I facilitate so thinking through

    some of the pedagogy now I will say that

    as positive as these questions are and

    as the maker movement is discussed in

    many articles including the one that

    will release two weeks from now the

    article that I'm going to unpack in four

    weeks is actually a pretty critical of

    maker culture discourse so I just wanted

    to give you a little teaser on that

    because this isn't all just positive

    things maker culture isn't this like

    grand thing that's gonna revolutionize

    education there are some problematic

    things in terms of the discourse that

    we'll talk about later on that kind of

    summarizes the main points of this

    article and some of the main questions

    that you might be able to ask in

    relation to CS education and some of my

    own questions that are lingering after

    having read this so as a friendly

    reminder if you're interested in

    learning more about some of the

    questioning techniques I do have a video

    that I created for Buddha that is shared

    within the show notes for this that you

    can find at Ghirardelli recom or by

    clicking the link in the description for

    your podcast

    with in the shownotes you also find link

    to chapter 2 my dissertation which also

    summarizes more scholarship on maker

    culture I hope you enjoyed this episode

    next week is going to be another

    interview and then the week after that

    we'll be back again with another

    unpacking scholarship episode


Abstract

“This study examines question prompts as a means to scaffold reflection and reflexivity in the design, development, and use of technological artifacts in maker spaces for youth at public libraries, museums, and community-based organizations. Qualitative analysis is applied to data gathered in four focus groups with teens, three semi-structured interviews with adults who facilitate maker spaces, and six observation sessions. Outcomes include a rich description of critical thinking in the context of technology practice, and secondly, a set of eight activation questions that serve as a tool kit to encourage reflection and scaffold mindful and critical practices in community-based maker spaces for youth. Results from this study support the development of nstruments [sic] and practices to support mindful making and critical technical practice in maker spaces for youth.”


One Sentence Summary

"This study examines question prompts as a means to scaffold reflection and reflexivity in the design, development, and use of technological artifacts in maker spaces for youth at public libraries, museums, and community-based organizations" (abstract).


Some Of My Lingering Questions/Thoughts

  • When and why are maker or inquiry-based practices encouraged or discouraged?

  • What kind of questions or prompts might CS educators reflect upon to improve their own pedagogical practices or understandings?


Resources/Links Relevant to This Episode

  • Other podcast episodes that were mentioned or are relevant to this episode

  • Some of the questions and prompts posed within the article:

    • "Can [critical technical] thinking be supported in the context of a maker space for young people and if so, how?" (p. 117)

    • "How might we develop this critical attitude in young people? How can young people's experiences as digital makers go beyond product-oriented activities focused on procedural “how-to-do-it” learning, to include notions of reflection, critique, assessment, and agency in relation to the technology that they make?"(p. 118)

    • "What are the questions that adult mentors (expert makers) ask themselves when they create technological artifacts? • What are the questions that adult mentors (expert makers) ask young people when they (youth) create technological artifacts in maker spaces? • What are the questions that youth (novice makers) ask themselves when they create technological artifacts in maker spaces? • What problematics and self-reflective thinking are captured by these questions?" (p. 118)

    • "What assumptions do I have about this object and how it will work? Why do I like this? Or, why does it bore me? What do I know about this technology and equally, what do I not know?" (p. 118)

    • "What will be the effect of this technology not just on me but on others? On society?" (p. 119)

    • "How can such habits of mind be developed in maker spaces for youth in libraries, museums, and community centers, environments guided by interest-driven learning rather than the formal lessons of the classroom, and where teens can easily drop in (and out) of activities?" (p. 119)

    • "• What will make me happy? • Who is my audience? • What resources do I have and need? • What will inspire me to give my time and effort to a project? • What do I know? • Can I let myself make a mistake? • How will my creation affect other people? • What kind of maker am I?" (pp. 120-121)

    • "But given that maker spaces for teens may be one of their few entry points to rich, constructionist learning, one wonders which site might inspire deeper learning and better practices of mindful making—the one that overflows with resources or the one with very little? If creativity (or at least, a sense that one is creative) and inspiration are tied to the nature of the available physical objects then to what degree must provide a well-stocked maker space?" (p. 121)

    • "How exactly can a voluntary, after-school program inspire “stick-with-it-ness”, so essential to facilitating the deeper questions about making?" (p. 122)

    • "If the end product isn't used in the expected manner, is it a failure?" (p. 123)

    • "To what degree should questions about the politics of artifacts arise in a youth-oriented maker space? How can complex sociological arguments be raised in the rough and tumble world of a drop-in, after-school program?" (p. 123)

  • Standards

  • A short article I wrote on assessment

  • Free lesson plans I have created that included a wide variety of questions embedded throughout each lesson

  • Chapter Two of my dissertation briefly summarizes maker culture

  • Find other CS educators and resources by using the #CSK8 hashtag on Twitter



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