3,991 research outputs found

    Epistemic roles of materiality within a collaborative invention project at a secondary school

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    In this study, we examined maker‐centred learning from an epistemic perspective, highlighting the agentic role of material engagement and artefacts in learning and creativity. The use of physical materials plays a crucial role in maker activities where the socio‐epistemic aspects of knowledge creation entangle with the designing and making of physical artefacts. By taking a case study perspective, we analysed video data from nine design sessions involving a team of students (aged 13 to 14) developing an invention. First, we analysed knowledge that was built during the process. Our analysis revealed how design ideas evolved from preliminary to final stages and, together with the expressed design problems and conversations preceding the ideas, formed an epistemic object pursued by the team. Next, we included non‐human agencies into the analysis to understand the role of materials in the process. Features of materials and human design intentions both constrained and enabled idea improvement and knowledge creation, intermixing meanings and materials. Material making invited the students to not only rely on human rationalisation, but also to think together with the materials.In this study, we examined maker-centred learning from an epistemic perspective, highlighting the agentic role of material engagement and artefacts in learning and creativity. The use of physical materials plays a crucial role in maker activities where the socio-epistemic aspects of knowledge creation entangle with the designing and making of physical artefacts. By taking a case study perspective, we analysed video data from nine design sessions involving a team of students (aged 13 to 14) developing an invention. First, we analysed knowledge that was built during the process. Our analysis revealed how design ideas evolved from preliminary to final stages and, together with the expressed design problems and conversations preceding the ideas, formed an epistemic object pursued by the team. Next, we included non-human agencies into the analysis to understand the role of materials in the process. Features of materials and human design intentions both constrained and enabled idea improvement and knowledge creation, intermixing meanings and materials. Material making invited the students to not only rely on human rationalisation, but also to think together with the materials.Peer reviewe

    Invention Pedagogy – The Finnish Approach to Maker Education

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    This collection, edited and written by the leading scholars and experts of innovation and maker education in Finland, introduces invention pedagogy, a research-based Finnish approach for teaching and learning through multidisciplinary, creative design and making processes in formal school settings. The book outlines the background of, and need for, invention pedagogy, providing various perspectives for designing and orchestrating the invention process while discusses what can be learnt and how learning happens through inventing. In addition, the book introduces the transformative, school-level innovator agency needed for developing whole schools as innovative communities. Featuring informative case study examples, the volume explores the theoretical, pedagogical, and methodological implications for the research and practice of invention pedagogy in order to further the field and bring new perspectives, providing a new vision for schools for decades to come. Intermixing the results of cutting-edge research and best practice within STEAM-education and invention pedagogy, this book will be essential reading for researchers, students, and scholars of design and technology education, STEM education, teacher education, and learning sciences more broadly

    Invention Pedagogy – The Finnish Approach to Maker Education

    Get PDF
    This collection, edited and written by the leading scholars and experts of innovation and maker education in Finland, introduces invention pedagogy, a research-based Finnish approach for teaching and learning through multidisciplinary, creative design and making processes in formal school settings. The book outlines the background of, and need for, invention pedagogy, providing various perspectives for designing and orchestrating the invention process while discusses what can be learnt and how learning happens through inventing. In addition, the book introduces the transformative, school-level innovator agency needed for developing whole schools as innovative communities. Featuring informative case study examples, the volume explores the theoretical, pedagogical, and methodological implications for the research and practice of invention pedagogy in order to further the field and bring new perspectives, providing a new vision for schools for decades to come. Intermixing the results of cutting-edge research and best practice within STEAM-education and invention pedagogy, this book will be essential reading for researchers, students, and scholars of design and technology education, STEM education, teacher education, and learning sciences more broadly

    Materiality in Invention Pedagogy

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    Peer reviewe

    Bringing maker practices to school : tracing discursive and materially mediated aspects of student teams' collaborative making processes

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    The present investigation aimed to analyze the collaborative making processes and ways of organizing collaboration processes of five student teams. As a part of regular school work, the seventh-grade students were engaged in the use of traditional and digital fabrication technologies for inventing, designing, and making artifacts. To analyze complex, longitudinal collaborative making processes, we developed the visual Making-Process-Rug video analysis method, which enabled tracing intertwined with social-discursive and materially mediated making processes and zoomed in on the teams' efforts to organize their collaborative processes. The results indicated that four of the five teams were able to take on multifaceted epistemic and fabrication-related challenges and come up with novel co-inventions. The successful teams' social-discursive and embodied making actions supported each another. These teams dealt with the complexity of invention challenges by spending a great deal of their time in model making and digital experimentation, and their making process progressed iteratively. The development of adequate co-invention and well-organized collaboration processes appeared to be anchored in the team's shared epistemic object.Peer reviewe

    Epistemic Objects and Knowledge Creation in Invention Projects

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    Open-ended, materially mediated invention projects offer ample opportunities for knowledge creation and multifaceted learning in educational settings. This chapter describes how knowledge creation takes place in invention projects when students solve open-ended design challenges together, using tangible and digital tools and materials. Learning to innovate, to create knowledge, and to solve multifaceted, complex problems with perseverance and without being afraid of failure are skills that we consider will be essential in the future society. As an example of multifaceted knowledge creation through an open-ended invention process, a case from an invention project conducted at a secondary school in Helsinki, Finland is presented. The invention project of one team of student inventors is described from the perspective of the dimensions of conceptual knowledge that they built and created during the project.Peer reviewe

    Introduction : Roots and Key Elements of Invention Pedagogy 

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    In this chapter, we embark on a journey to invention pedagogy. The chapter describes the origins and key elements of invention pedagogy along with how and why it was developed over the course of several years of joint efforts of researchers and practitioners. It discusses invention pedagogy in the context of Finnish education and in relation to similar international concepts, such as maker education and the science, technology, engineering, arts, and mathematics (STEAM) approach.Peer reviewe

    The development of pedagogical infrastructures in three cycles of maker-centered learning projects

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    The purpose of the present investigation was to analyze the pedagogical infrastructures in three cycles of seventh graders’ co-invention projects that involved using traditional and digital fabrication technologies for inventing and creating complex artefacts. The aim of the projects was to create high-end multi-material makerspaces by expanding Finnish craft classrooms with instruments of digital fabrication, such as micro-processors, wearable computing (e-textiles), and 3D design and making, for enabling creation of student-designed multi-faceted inventions.  Through a qualitative meta-analysis of the three successive learning-by-making projects, we explored the kinds of pedagogical infrastructures required for fostering knowledge-creating practices of learning. Pedagogic infrastructures refer to the designed arrangements and underlying conditions of implementing an extensive study project in classroom practices needed for reaching the learning objectives. We analyzed the epistemological, scaffolding, social, and material-technological dimensions of the enacted pedagogic infrastructures. In accordance with design-based educational investigations, we collected a variety of data (classroom video recordings, teacher and tutor interviews, invention challenges, learning assignments, and working schedules) across three year-long developmental cycles. We discuss the limitations and opportunities of maker-centered learning settings as well as considerations for future development of makerspace as pedagogical innovations for integrating socio-digital and material-technical practices and spaces for learning

    The development of pedagogical infrastructures in three cycles of maker-centered learning projects

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    Riikonen, S., Kangas, K., Kokko, S., Korhonen, T., Hakkarainen, K. & Seitamaa-Hakkarainen, P. (2020). The development of pedagogical infrastructures in three cycles of maker-centered learning projects, Design and Technology Education: an international Journal.The purpose of the present investigation was to analyze the pedagogical infrastructures in three cycles of seventh graders’ co-invention projects that involved using traditional and digital fabrication technologies for inventing and creating complex artefacts. The aim of the projects was to create high-end multi-material makerspaces by expanding Finnish craft classrooms with instruments of digital fabrication, such as micro-processors, wearable computing (e-textiles), and 3D design and making, for enabling creation of student-designed multi-faceted inventions. Through a qualitative meta-analysis of the three successive learning-by-making projects, we explored the kinds of pedagogical infrastructures required for fostering knowledge-creating practices of learning. Pedagogic infrastructures refer to the designed arrangements and underlying conditions of implementing an extensive study project in classroom practices needed for reaching the learning objectives. We analyzed the epistemological, scaffolding, social, and material-technological dimensions of the enacted pedagogic infrastructures. In accordance with design-based educational investigations, we collected a variety of data (classroom video recordings, teacher and tutor interviews, invention challenges, learning assignments, and working schedules) across three year-long developmental cycles. We discuss the limitations and opportunities of maker-centered learning settings as well as considerations for future development of makerspace as pedagogical innovations for integrating socio-digital and material-technical practices and spaces for learning.Peer reviewe
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