This project was imagined based on a range of educational technology scholarship. Read below to see the key pedagogical ideas that support this project as well as links to further reading.
Inviting learners into the broader community motivates them to create, as well as creates tangible and positive impacts on their community.
Facilitating maker-spaces allows learners to create their own meaning through competencies such as collaboration, problem-solving, digital literacy, and meaning-creation.
Connecting teens and older adults in a social setting provides opportunities for growth, learning, and improved mental health.
All participants will continue to expand their digital literacy in a safe, supported environment.
Kafai, Y. & Peppler, K. (2011). Youth, technology and DIY: Developing participatory competencies in creative media production. Review of Research in Education, 35(1), 89-119.
Pilloton, E. (2010, July). Teaching design for change [Video]. TED Conferences. https://www.youtube.com/watch?v=aiIxdFBA0Sw
Barma, S., Romero, M., Deslandes, R. (2017). Implementing Maker Spaces to Promote Cross-Generational Sharing and Learning. In: Romero, M., Sawchuk, K., Blat, J., Sayago, S., Ouellet, H. (eds), Game-Based Learning Across the Lifespan. Advances in Game-Based Learning. Springer, Cham. https://doi.org/10.1007/978-3-319-41797-4_5
Brennan, K. & Resnick, M. (2013). Imagining, creating, playing, sharing, reflecting: How online community supports young people as designers of interactive media. In C. Mouza & N. C. Lavigne (Eds.), Emerging technologies for the classroom: A learning sciences perspective (pp. 253-269). Springer. New York, NY. https://doi.org/10.1007/978-1-4614-4696-5_17