How might we inspire and empower a youth maker culture by supporting, aligning, and connecting real-world learning, deeper curricular understandings, and development of maker skills and dispositions throughout the school day?
Intention:
Through collaborative making activities, we will facilitate participants to identify and unify values and beliefs, design thinking processes, and dispositions/skills essential to both “making to learn” and “learning to make” user learning experiences in the Inspired Innovation program and Center model.
The agenda is designed so that participating staff will initiate and begin to develop actions “to change existing teaching practice to integrate real-world learning, which involves out-of-school mentors and hands-on learning experiences.” (Inspired Innovation Proposal)
The framework that will be used throughout the two-day agenda will include the following elements:
Defining the User Experience We Desire
Unpacking Program Goals for Inspired Innovation
Big Ideas of Making and Impact on Teacher Learners and Student Learners
Exploring How User Interface Impacts User Experience