Start Making!: A Guide to Engaging Young People in Maker Activities
Start Making! is a program developed by the Clubhouse Network to engage young people all over the world in Maker-inspired activities. With this guide, you will discover how to plan and coordinate Start Making! projects in your home, school, library, community center, after-school club, or makerspace. You'll learn strategies for engaging young people in creative thinking, developing individual and team projects, and sharing and reflecting on their creations.

Each session includes a list of the supplies you'll need, step-by-step instructions for completing the projects, and prompts for stimulating discussion, curiosity, and confidence. These fun do-it-yourself (and do-it-together) projects teach fundamental STEAM concepts — science, technology, engineering, art, and math — while introducing young people to the basics of circuitry, design, coding, crafting, and construction. They'll make paper cards and creations that light up, play music using a MaKey MaKey keyboard and Scratch programming, join together to make paintings with light, design and construct 3D sculptures, build a vibrating art-bot that makes drawings, and sew fabric creations with wearable circuits.

Dip into the activities once a week, run them as a week-long summer activity, or go through the guide in any way that works for you. By offering your own Start Making! program, you can inspire young people in your community to develop creative ideas, learn new skills, and share their creations.

The Clubhouse Network is a global network of community-based centers led by Boston's Museum of Science in collaboration with the MIT Media Lab.

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Start Making!: A Guide to Engaging Young People in Maker Activities
Start Making! is a program developed by the Clubhouse Network to engage young people all over the world in Maker-inspired activities. With this guide, you will discover how to plan and coordinate Start Making! projects in your home, school, library, community center, after-school club, or makerspace. You'll learn strategies for engaging young people in creative thinking, developing individual and team projects, and sharing and reflecting on their creations.

Each session includes a list of the supplies you'll need, step-by-step instructions for completing the projects, and prompts for stimulating discussion, curiosity, and confidence. These fun do-it-yourself (and do-it-together) projects teach fundamental STEAM concepts — science, technology, engineering, art, and math — while introducing young people to the basics of circuitry, design, coding, crafting, and construction. They'll make paper cards and creations that light up, play music using a MaKey MaKey keyboard and Scratch programming, join together to make paintings with light, design and construct 3D sculptures, build a vibrating art-bot that makes drawings, and sew fabric creations with wearable circuits.

Dip into the activities once a week, run them as a week-long summer activity, or go through the guide in any way that works for you. By offering your own Start Making! program, you can inspire young people in your community to develop creative ideas, learn new skills, and share their creations.

The Clubhouse Network is a global network of community-based centers led by Boston's Museum of Science in collaboration with the MIT Media Lab.

19.99 In Stock
Start Making!: A Guide to Engaging Young People in Maker Activities

Start Making!: A Guide to Engaging Young People in Maker Activities

Start Making!: A Guide to Engaging Young People in Maker Activities

Start Making!: A Guide to Engaging Young People in Maker Activities

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Overview

Start Making! is a program developed by the Clubhouse Network to engage young people all over the world in Maker-inspired activities. With this guide, you will discover how to plan and coordinate Start Making! projects in your home, school, library, community center, after-school club, or makerspace. You'll learn strategies for engaging young people in creative thinking, developing individual and team projects, and sharing and reflecting on their creations.

Each session includes a list of the supplies you'll need, step-by-step instructions for completing the projects, and prompts for stimulating discussion, curiosity, and confidence. These fun do-it-yourself (and do-it-together) projects teach fundamental STEAM concepts — science, technology, engineering, art, and math — while introducing young people to the basics of circuitry, design, coding, crafting, and construction. They'll make paper cards and creations that light up, play music using a MaKey MaKey keyboard and Scratch programming, join together to make paintings with light, design and construct 3D sculptures, build a vibrating art-bot that makes drawings, and sew fabric creations with wearable circuits.

Dip into the activities once a week, run them as a week-long summer activity, or go through the guide in any way that works for you. By offering your own Start Making! program, you can inspire young people in your community to develop creative ideas, learn new skills, and share their creations.

The Clubhouse Network is a global network of community-based centers led by Boston's Museum of Science in collaboration with the MIT Media Lab.


Product Details

ISBN-13: 9781457187919
Publisher: Make Community, LLC
Publication date: 04/22/2016
Pages: 208
Product dimensions: 7.00(w) x 9.10(h) x 0.50(d)
Age Range: 8 - 12 Years

About the Author

Danielle Martin served as Knowledge Manager and led the Start Making! program across the global Clubhouse Network. She started her Clubhouse career as a Coordinator at the Charlestown, MA Boys & Girls Club and previously served as an AmeriCorps VISTA supporting community-based media and technology programs. After obtaining a Master in City Planning degree from MIT, she co-created a research group within MIT's Center for Future Civic Media, Department of Play, mapping mobile technologies and youth activism methodologies. Now she manages programs for Team4Tech.org, focused on advancing 21st century education in underserved communities by engaging U.S. based technology volunteers and IT solutions in collaboration with local non-governmental organizations.

Alisha Panjwani is a designer and educator interested in exploring experiential and experimental ways of integrating storytelling, craft, wellness, play, and interactive technologies to create participatory learning practices. Her practice centers on nurturing children's creative confidence with new technologies and encouraging their involvement in creative acts within their communities. She completed her Master's degree in Media Arts and Sciences at the Massachusetts Institute of Technology and worked as a research assistant in the Lifelong Kindergarten group at the MIT Media Lab. Before coming to the MIT Media Lab she was working as a Design and Research associate at Project Vision, an international research initiative based in India that focuses on developing appropriate instructional strategies and technology-related tools that foster creative cognitive architectures in young children from urban poor communities.

Table of Contents

Foreword v

Acknowledgments x

Part I Get Ready to Start Making!

Welcome to Star Making! 3

Part II Start Making! Sessions

Start Making! Session Flow 19

Session 1 Light It Up: Paper Circuits 35

Session 2 Make It Sing: Programmable Musical Creations 57

Session 3 Paint with Light: Illuminated Wands and Photography 79

Session 4 Give It Form: 3D Forms 99

Session 5 Change the Move: Art-Making Bots 117

Session 6 Sew the Circuits: E-Textiles 135

Session 7 Final Open Make: Personalized Projects 155

Session 8 Show and Share: Community Showcase 167

Part III Keep Making: Encouraging Your to Keep Making 178

Afterword: A Message to All Makers 181

About the Clubhouse Community 185

About the Authors 189

Index 193

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