In a recent blog post, I reflected on the adoption of both the MAKER MOVEMENT and STEAM in our schools. I noticed that while the maker movement in our schools bubbled up from curious creative teachers who saw making as a way to engage students with hands-on minds-on learning, STEAM mostly came down from school leadership looking for a framework that connected to content areas such as Science, Technology, Engineering, Art, and Mathematics.
Both approaches reveal that our hands and our brains are interconnected, and sometimes, our hands know before our brain does. This week I got the chance to see this phenomena in action during the design of a STEAM summer camp for 5th and 6th graders from NCSU Encore program. VREC (Vermont Rural Education Collaborative) offered STEAM fellowships to four educators interested in learning how they might bring STEAM into their own practice --and what resulted was a week filled with joyful powerful learning by both teachers and students.
It’s easy to imagine joy in summer camp, but the same joy can (and should) be part of learning throughout the school year. This week gave me a chance to model how game design with STEAM supplies and maker tools can become gateway to integrated STEAM learning that connects naturally to nearly any curricular area. Tweak the prompt slightly, and students could be designing games that reinforce curricular concepts in social studies, literacy, science or math.
Why game design? Obviously games have a built in fun factor. Also, kids are already game experts! Combining game creation and content knowledge increases the stickiness of those new curricular concepts. Game design is also a great vehicle for bringing in the Gold Standards of Project Based Learning. - a sound pedagogical approach for teaching and learning. And when you combine game design with STEAM supplies and maker tools such as circuits, 3D printers, laser cutters, cardboard cutters, you can create a culture of craftsmanship where the students create what Ron Berger (An Ethic of Excellence: Building a Culture of Craftsmanship with Students) calls “beautiful works”. So stick with me over the next couple of blog post as we explore how game design can be used to transform most any curricular content into a joyful learning experience where the students own their learning with pride in their eyes.
During the week long summer camp, I used the same sequence I use across my CREATE MAKE LEARN school based residencies . We started the Inspire, Create Confidence, and Meaningful Making sequence with the essential question "How might we INSPIRE our students and CREATE CONFIDENCE our teachers and students need to MAKE SOMETHING MEANINGFUL?"
During part 1 of this blog posts series, I’ll share how we used the first two phases (INSPIRE) and (CREATE CONFIDENCE) in our learning design, while the next blog post will pick up with what happens when students take everything from these first two phases and use it for MEANINGFUL MAKING and build something they are inspired to make.
Phase 1: Inspire
Even before the first tool came out, the Inspire phase did the important work of creating motivation needed to engage campers into the learning they would do this week. We opened Day 1 with introductions and creative light up name tags where campers built their first circuit.
The STEAM Fellowship educators who joined the camp brought their own middle-grades pedagogical toolkit with them, and they quickly arranged a circle of chairs in the room that could host a morning meeting, and that same circle formation returned throughout the week at transitions, after lunch, and again to close each day, often with a quick grounding game that got students physically and mentally re-centered before the next activity starts. The circle scaffolded relationships and belonging. They were short, but purposeful. I loved learning new prompts that the STEAM fellowship educators brought to the circle each day.
Your team huddles near its home (Start Zone)
Pick 1 person to be your cat. The cat will guard the Danger Zone.
The rest of you will be mice and huddle in the Start ZoneWhen the Game Master signals “Go” one person from your team will race towards the cheese. They must cross the Danger Zone without being caught/tagged by the cat to land in the Safety Zone. If that cat catches you, you become a cat for the team that catches you.
Once in the Safety Zone, they must use an objects they find here to access the cheese without stepping into the No Trespassing Zone.
When you successfully make contact with the cheese container causing a successful signal to sound, the game master will give you a piece of cheese point.
REPEAT until all the mice have a chance to try crossing the cheese. In the last round, the original cat can become a mouse so they get the final turn.
Phase 2: Create Confidence
The Create Confidence phase runs on short, deliberately incomplete lessons in the form of 30 - 45 minute Skill Builders lessons focused on creating confidence with one new tool or process, no attempt at full mastery. A Skill Builder isn't trying to teach everything about a laser cutter or a circuit board. It's trying to get a student to the point of "I understand enough about this that I could keep learning it on my own or with a mentor whenever I need to." That's a very different goal than competence — it's a foothold, not a finish line, and it's what lets a student walk into the meaningful making projects later with the confidence to try using unfamiliar tools.
On Day 1, we started building confidence with circuits using Makey Makey and FunKey circuit boards.
This first skill builder activity was meant to create a quick win as students plugged their circuit board into their chromebooks and created game controllers from playdough and other materials.
The Laser Cutter Skill Builder created confidence with using Cuttle.xyz to design assets for our game pieces. First the students learned how to create a hexagon game tile as a way to familiarize themselves with the process of creating a design file and then our method for sending files to the Glowforge laser cutter. Then they learned how turn an SVG graphic from the Noun Project into a game piece.
The confidence created with these skill builders became events as the campers started asking “When can we start building our own game?” We circled up again with a prompt "How might you use what you learned this week to design a game that uses circuits in at least one way?" and sent them out to brainstorm during an outdoor reflection time. By afternoon the students were ready for a MEANINGFUL MAKING challenge.
If you skip the Inspire phase the Skill Builders become just another rotation of disconnected tech demos, with no throughline for why any of it matters. If you skip the Create Confidence phase and the open-ended building phase turns into enthusiasm with nowhere productive to go, because nobody has enough command of the actual tools to act on their ideas.
Put them together, in sequence, and something different happens: a student walks into an open-ended challenge already believing two things at once — this is worth doing, and I have what I need to start. That's the setup for Phase 3: Meaningful Making. Stay tune for Part 2 -blog post to see the process and Game prototypes our campers made this week.
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