Searching...
English
EnglishEnglish
EspañolSpanish
简体中文Chinese
FrançaisFrench
DeutschGerman
日本語Japanese
PortuguêsPortuguese
ItalianoItalian
한국어Korean
РусскийRussian
NederlandsDutch
العربيةArabic
PolskiPolish
हिन्दीHindi
Tiếng ViệtVietnamese
SvenskaSwedish
ΕλληνικάGreek
TürkçeTurkish
ไทยThai
ČeštinaCzech
RomânăRomanian
MagyarHungarian
УкраїнськаUkrainian
Bahasa IndonesiaIndonesian
DanskDanish
SuomiFinnish
БългарскиBulgarian
עבריתHebrew
NorskNorwegian
HrvatskiCroatian
CatalàCatalan
SlovenčinaSlovak
LietuviųLithuanian
SlovenščinaSlovenian
СрпскиSerbian
EestiEstonian
LatviešuLatvian
فارسیPersian
മലയാളംMalayalam
தமிழ்Tamil
اردوUrdu
Invent To Learn

Invent To Learn

Making, Tinkering, and Engineering in the Classroom
by Sylvia Libow Martinez 2013 252 pages
4.17
802 ratings
Listen
2 minutes
Try Full Access for 7 Days
Unlock listening & more!
Continue

Key Takeaways

1. Embrace Constructionism: Learning by Making Meaningful Products

Then we extend the idea of manipulative materials to the idea that learning is most effective when part of an activity the learner experiences as constructing a meaningful product.

Knowledge construction. Learning isn't about passively receiving information; it's an active process where individuals build new knowledge by connecting experiences with what they already know. This core idea, known as constructivism, emphasizes that all learning is profoundly personal and happens inside the learner's head. It challenges the notion of "personalized learning" as a new concept, asserting that learning has always been personal.

Action-oriented learning. Constructionism, coined by Seymour Papert, takes constructivism a step further: learning is most effective when learners are actively engaged in creating a tangible, shareable product outside their heads. This product could be a robot, a poem, a film, or a scientific hypothesis. The "meaningful" aspect means the project stems from the learner's own questions or impulses, fostering deep engagement and ownership, liberating them from dependency on being taught.

Maker movement alignment. The maker movement naturally embodies constructionist principles, even if its proponents aren't formally aware of the theory. It celebrates learning by doing, creating, and sharing, aligning with the idea that powerful ideas are best understood when constructed through firsthand experience. This approach contrasts sharply with traditional "instructionist" models that prioritize rote memorization and transmission of pre-organized knowledge.

2. Making, Tinkering, and Engineering are Foundational Ways of Knowing

Making, tinkering, and engineering are ways of knowing that should be visible in every classroom, regardless of the subject or age of the students.

Active creation. Making involves active creation with materials, both new and familiar. It's a powerful, personal expression of intellect that fosters ownership, even if the creation isn't perfect. The "IKEA Effect" shows that people value things they've made more, even if flawed, than perfectly crafted items by experts. Sharing the process and products online creates a "virtuous circle" of inspiration and learning.

Playful problem-solving. Tinkering is a mindset—a playful approach to problems through direct experience, experimentation, and discovery. It values serendipity over rigid structure, allowing children to experiment, take risks, and trust their own ideas. This "soft mastery" contrasts with linear, analytical "hard mastery," recognizing diverse problem-solving styles and fostering creativity, as play is crucial for mental growth and development.

Applied science. Engineering applies scientific principles to design, build, and invent. It bridges intuition and formal science by creating tangible solutions to human problems within real-world constraints. Children are natural engineers, and nurturing this inclination through hands-on projects provides meaningful context for abstract science and math concepts, aligning with new standards that emphasize engineering practices from an early age.

3. Rethink "School Thinking" with Iterative Design

For planners, mistakes are steps in the wrong direction; bricoleurs [French for tinkerers] navigate through midcourse corrections.

Critique of traditional methods. Traditional "school thinking," especially in STEM, often presents science as a rigid "scientific method" checklist and math as memorized procedures. This "science appreciation" rather than actual science stifles wonder, risk, and imagination, teaching the "end of the story first" rather than allowing students to grapple with real problems. This approach fails to prepare students for the creative, independent problem-solving needed in the real world.

Real-world design models. Modern engineering and design, especially with computers, have moved beyond the linear "waterfall method" to iterative, spiral, or agile development. These "tinkering-friendly" models involve continuous cycles of planning, building, testing, and refining prototypes. This approach is less risky and more efficient for digital products and physical prototypes, allowing designers to "tinker with the design in ways never before possible."

TMI: Think, Make, Improve. For classroom learning, a simple iterative model like "Think, Make, Improve" (TMI) is highly effective. It minimizes instruction and maximizes doing, allowing students to:

  • Think: Brainstorm, plan, research, set goals.
  • Make: Play, build, tinker, create, program, experiment, document.
  • Improve: Fix, refine, ask questions, seek feedback, adapt.
    This cyclical process encourages continuous progress, deepens understanding, and aligns with children's natural inclination to act quickly rather than over-plan.

4. Craft Purposeful Projects and Ambiguous Prompts for Deep Learning

A project is something you want to share is a sufficient definition for learners of all ages.

Elements of a good project. Effective projects are substantial, shareable, and personally meaningful, fostering complex, long-term learning adventures. Key elements include:

  • Purpose and Relevance: Intriguing enough to invest time and creativity.
  • Time: Sufficient for thinking, planning, execution, debugging, and revision.
  • Complexity: Combines multiple subjects, leverages prior knowledge, and leads to serendipitous insights.
  • Intensity: Taps into children's remarkable capacity for sustained engagement.
  • Connection: Links students to peers, experts, ideas, and the wider world.
  • Access: Wide variety of concrete and digital materials, anytime, anyplace.
  • Shareability: Provides motivation, authentic audience, and reciprocal learning.
  • Novelty: Avoids repetition; encourages learning from others' discoveries.

The power of good prompts. The best prompts emerge from a learner's curiosity, wonder, or dilemma, rather than being overly prescriptive. They should be:

  • Brevity: Fit on a Post-It! note, clear, concise, self-evident.
  • Ambiguity: Allow learners freedom to satisfy in their own voice, using unforeseen strategies.
  • Immunity to assessment: Focus on learning and personal growth, not arbitrary grades.
    A good prompt, combined with appropriate materials, sufficient time, and a supportive culture, is worth a thousand words, enabling students to exceed expectations.

Raising standards. While process is vital, the final product provides context and motivation. Teachers should aim for projects that are beautiful, thoughtful, personally meaningful, sophisticated, shareable, moving, and enduring. This means challenging students to achieve high quality, not just "cute" results, and fostering a perspective that children are competent, talented, and capable of producing truly great work.

5. Adopt "Less Us, More Them" for Student-Centered Teaching

Piaget suggests that it is not the role of the teacher to correct a child from the outside, but to create conditions in which the student corrects himself.

Shifting agency. The "Less Us, More Them" (LUMT) mantra encourages teachers to pause before intervening and ask how to grant more authority, responsibility, and agency to the learner. This approach empowers students to own their learning process and the knowledge they construct, fostering self-reliance. It means demonstrating concepts, then stepping back to support when asked, and celebrating accomplishments as a group.

Learning from "mistakes." LUMT embraces the idea that "you can't get it right without getting it wrong." Mistakes are natural learning opportunities, not failures to be judged. Instead of artificially producing or fetishizing failure, teachers should create authentic projects where mistakes are self-correcting and lead to continuous improvement. This prevents students from narrowing their exploration due to fear of being "wrong," as instruction can inadvertently limit discovery.

Constructionist teaching in practice. Constructionism, as a teaching theory, advocates creating experiences where students naturally stretch their understanding. Teacher roles transform from lecturer to:

  • Ethnographer: Understanding what students already know.
  • Documentarian: Making invisible thinking visible through artifacts.
  • Studio Manager: Providing tools, materials, and resources.
  • Wise Leader: Guiding inquiry towards big ideas without coercion.
    This involves skipping "pre-loading" instruction, avoiding over-teaching planning, and encouraging continuous improvement through peer support and reflection, allowing students to "play the whole game" of learning.

6. Leverage Game-Changing Technologies: Fabrication, Physical Computing, Programming

The best way to predict the future is to invent it.

Fabrication for tangible creation. 3D printing and other fabrication tools (laser cutters, milling machines) are revolutionizing design and manufacturing, making it possible for students to design and build real-life objects. This technology allows for rapid prototyping and iterative design, expanding engineering possibilities in the classroom. Students learn precision, measurement, and problem-solving as they move from digital design (CAD) to physical object (STL, G-code), while also grappling with issues like intellectual property and the "keychain syndrome" of trivial projects.

Physical computing for interactive machines. This involves creating "smart" machines that interact with their environment, providing a tactile context for STEM. Tools like Raspberry Pi, LEGO robotics, and Arduino microcontrollers allow students to design, construct, and program working machines.

  • Raspberry Pi: A $25 credit-card-sized computer for programming, media, and controlling electronics via GPIO pins.
  • LEGO Robotics: Snap-together kits (WeDo, Mindstorms) for building and programming robots, ideal for introducing behaviors to machines.
  • Arduino: Open-source microcontroller for prototyping interactive objects, using breadboards, sensors, and actuators.
    These tools bring electronics back into children's lives, fostering problem-solving and debugging skills in both hardware and software.

Programming for intellectual mastery. Computer programming is the "nervous system" of the maker revolution, empowering children with intellectual mastery over technology. It teaches precise communication, systemic thinking, and debugging skills. Languages like Logo (and its variations like Scratch, MicroWorlds, Turtle Art, Snap!), Python, and Processing offer diverse entry points for students of all ages and learning styles. Programming provides a powerful context for constructing mathematical understanding, telling animated stories, creating games, and bringing physical inventions to life, making computer science accessible and engaging for every child.

7. Cultivate a Rich Learning Environment and Empower Student Leaders

The role of the teacher is to create the conditions for invention rather than provide ready-made knowledge.

Designing the "third teacher." The learning environment itself acts as a "third teacher," inspiring and nurturing creativity. This means filling the space with diverse "stuff"—electronics, craft supplies, building materials, junk, and a rich library—to support serendipitous learning. The space should be gender-neutral, welcoming all interests and problem-solving styles, and visually signal that it's a place for ideas, experimentation, and "hard fun."

Flexibility and functionality. Makerspaces, whether dedicated labs or flexible classroom centers, must prioritize flexibility and functionality. Movable furniture, ample electrical outlets, and brainstorming surfaces (like chalk walls) maximize adaptability. Creating "quiet zones" or allowing choices in how students use the space enhances individual creative potential. Safety and security are paramount, but rules should promote careful behavior rather than stifling exploration, with students involved in setting and maintaining them.

Student agency and leadership. Makerspaces are prime opportunities for student leadership. Students should be entrusted with maintaining equipment, planning projects, and mentoring peers. This "letting go" by teachers, though challenging, fosters expertise, confidence, and self-efficacy. Students can lead cleanup, manage resources, recruit for clubs, and even teach others, transforming them from "objects of change" into "agents of change" who are engaged and empowered to shape their own learning and lives.

8. Advocate for Making by Demonstrating Success and Inspiring Others

Seeing engaged and excited students using nearly magical tools and technology will ultimately be the convincing factor for many people.

Beyond test scores. When advocating for making, tinkering, and engineering, avoid basing the case solely on test scores, as this invites comparison with cheaper, faster test-prep methods. Instead, emphasize the profound, long-term benefits: fostering creativity, problem-solving, critical thinking, and deep content knowledge. The goal is to prepare students for a future where they are "makers of things, not just consumers of things," aligning with calls from business leaders and politicians for STEM and creativity.

Show, don't just tell. The most powerful advocacy comes from demonstrating student engagement and success. Organize a "Maker Day" where students showcase their inventions and lead hands-on activities for the community. This event, distinct from a competitive science fair, celebrates creativity and collaboration, allowing attendees to experience the joy of making firsthand. Involve students in planning, marketing, and running the event to maximize their learning and impact.

Strategic communication. When making the case, frame arguments positively:

  • Instead of "expensive," highlight investment in R&D and efficient use of existing resources.
  • Instead of "future world," emphasize engaging in real work today.
  • Instead of "technology is engaging," focus on addressing learning disengagement and empowering students.
  • Instead of "just a tool," assert that computers are integral to modern knowledge construction.
  • Instead of "go slowly," advocate for immediately closing the digital divide and expanding learning opportunities.
    By strategically communicating the value and impact of making, educators can build consensus, secure funding, and inspire a broader community to support this transformative approach to learning.

Last updated:

Want to read the full book?
Listen2 mins
Now playing
Invent To Learn
0:00
-0:00
Now playing
Invent To Learn
0:00
-0:00
1x
Voice
Speed
Dan
Andrew
Michelle
Lauren
1.0×
+
200 words per minute
Queue
Home
Swipe
Library
Get App
Create a free account to unlock:
Recommendations: Personalized for you
Requests: Request new book summaries
Bookmarks: Save your favorite books
History: Revisit books later
Ratings: Rate books & see your ratings
250,000+ readers
Try Full Access for 7 Days
Listen, bookmark, and more
Compare Features Free Pro
📖 Read Summaries
Read unlimited summaries. Free users get 3 per month
🎧 Listen to Summaries
Listen to unlimited summaries in 40 languages
❤️ Unlimited Bookmarks
Free users are limited to 4
📜 Unlimited History
Free users are limited to 4
📥 Unlimited Downloads
Free users are limited to 1
Risk-Free Timeline
Today: Get Instant Access
Listen to full summaries of 73,530 books. That's 12,000+ hours of audio!
Day 4: Trial Reminder
We'll send you a notification that your trial is ending soon.
Day 7: Your subscription begins
You'll be charged on Feb 14,
cancel anytime before.
Consume 2.8× More Books
2.8× more books Listening Reading
Our users love us
250,000+ readers
Trustpilot Rating
TrustPilot
4.6 Excellent
This site is a total game-changer. I've been flying through book summaries like never before. Highly, highly recommend.
— Dave G
Worth my money and time, and really well made. I've never seen this quality of summaries on other websites. Very helpful!
— Em
Highly recommended!! Fantastic service. Perfect for those that want a little more than a teaser but not all the intricate details of a full audio book.
— Greg M
Save 62%
Yearly
$119.88 $44.99/year/yr
$3.75/mo
Monthly
$9.99/mo
Start a 7-Day Free Trial
7 days free, then $44.99/year. Cancel anytime.
Scanner
Find a barcode to scan

We have a special gift for you
Open
38% OFF
DISCOUNT FOR YOU
$79.99
$49.99/year
only $4.16 per month
Continue
2 taps to start, super easy to cancel
Settings
General
Widget
Loading...
We have a special gift for you
Open
38% OFF
DISCOUNT FOR YOU
$79.99
$49.99/year
only $4.16 per month
Continue
2 taps to start, super easy to cancel