What is Tinkering?
Tinkering, defined as hands-on experimentation and problem-solving to iteratively construct artifacts, offers an experiential learning environment that diverges from traditional classroom settings. It encourages learners to engage directly with materials and concepts, promoting creativity, innovation, and critical thinking, in an achievement setting to create artefacts. We will introduce students to challenging tasks requiring them to develop competencies such as coding and problem solving. Such an approach is particularly resonant with the principles of Achievement Goal Theory, which distinguishes between mastery goals (focused on learning and competence development) and performance goals (focused on demonstrating competence relative to others). This theory provides a robust framework for understanding how goal orientations influence students' motivation, engagement, and achievement. Tinkering as a programme can provide the mechanisms and valuable insights through which hands-on, creative learning activities can support positive educational outcomes. This programme can contribute to the broader discourse on effective educational practices that address the unique needs of underserved student populations, ultimately fostering a more inclusive and equitable learning landscape.
Students will be tasked to create artefacts given some challenges and goals through various activities:
constructions of marble machines and light sculptures
engaging in computer coding and creating an embroidery pattern with a sewing machine
learning cooking techniques to creatively whip up dishes