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Viewing: Blog Posts Tagged with: Week of Making, Most Recent at Top [Help]
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1. Week of Making: Maker Faire

To end out our week of making I've asked my colleague Michelle Angell to share her experiences with Maker culture. She started out with programs and wanted to create makerspaces, but found that a Maker Fair was an even better way to celebrate and embrace the Maker community. The following is Michelle's response.

Libraries have a long tradition of providing making resources to the public. We offer information on gardening, landscaping, furniture and toy making, home and car repair, sewing, knitting, drawing, painting, computer programming, electronics, robotics and countless other DIY topics. As the role of libraries in the community continues to evolve, we have an opportunity to provide maker services that go beyond the customary print medium. Many libraries across the nation are developing their own makerspaces. The creation of a successful makerspace is not something that can happen overnight, however. Makerspaces require planning, adequate physical space, substantial staff time and somewhat prohibitive set-up costs.

makerfestMaker Faires are alternative opportunities for libraries to participate in the maker movement. Maker Media, publisher of Make Magazine, hosts two annual, large scale Faires -in the Bay Area and New York. Hundreds of licensed Mini Maker Faires are also held around the world each year. In the spring of 2013, the Lakewood Branch Library became aware of an interest in the community to host a Maker Faire type event. This was spurred by Kurt Sample, coordinator of the Lakewood Computer Clubhouse. The Computer Clubhouse is a free outreach program for youth, sponsored by Intel. Adding our local Pierce Community College as an additional partner, also secured a free venue for the event on their beautiful campus.

Lakewood MakerFest initiated the Mini Maker Faire license application process, but due to time constraints and some concerns with fulfilling contract costs and requirements, we went with an independently produced event. Our event is ultimately inspired by Maker Media’s Maker Faires, but not affiliated with or endorsed by the MAKE brand or company. The first Lakewood MakerFest held in 2013 at the Pierce College Fort Steilacoom campus, in Lakewood, WA. A total of 144 people attended the 2013 inaugural event. MakerFest was absolutely free to attend and there was no cost for exhibitors to participate. The 2014 MakerFest saw it attendance increase to 287 people, and at the May 2015 event that number rose to 425! Features of the Fest included; displays, demonstrations, workshops, and hands-on activities. Many of the attendees were families with school age children. One of our ongoing goals each year is to provide more opportunities for a more ethnically and economically diverse population to participate in maker culture.

The MakerFest Manifesto:

  • MakerFest is a festival-style celebration of makers. A Maker is a person that engages in the process of making or producing something. Makers run the gamut from woodworkers, tinkerers, coders, crafters, to robot builders. The Maker movement includes amateurs, enthusiasts, hobbyists, innovators, and entrepreneurs.
  •  MakerFest is a free, non-commercial, non-competitive, community-building event. It provides an opportunity for people to gather, connect, and explore the processes, products, and joys of making. The goal of MakerFest is to engage and excite youth, families, and adults to explore Maker/DIY (Do-It-Yourself) culture and become Makers themselves.
  • MakerFest is an inclusive event; gathering folks of all ages, ethnicities, cultures, genders, and sexual orientations.

MakerFest is a true collaboration of community partners. Our event sponsors are The Pierce County Library System, Pierce College, The Pierce College Science Dome, the Lakewood Computer Clubhouse, and Brown Paper Tickets.The Fort Steilacoom campus of Pierce College hosts MakerFest in their large science building for no cost. The Pierce College Science Dome, a 58 seat digital planetarium, is located in the same building and is a highlight of the MakerFest experience. Throughout the afternoon the Science Dome provided free shows and demonstrations. Brown Paper Tickets was a new and invaluable partner for us this year. Brown Paper Tickets is an organization that provides free ticket sales and event listing online. They also employ “Doers”, described as, “…They aren't sales people but professionals, with a lifetime of experience in their chosen fields. Brown Paper Tickets simply puts them on the payroll and encourages them to fix, improve and revolutionize. If you ever needed someone without a corporate agenda in your industry, you found them.” Our Doer & Maker Advocate, Tamara Clammer, is based in Seattle and provided us with much needed expertise and contacts in the maker movement.

MakerFest has proved to be a successful introduction for the library to the maker movement. Rather than creating a makerspace from scratch, and due to our collaboration with community partners, MakerFest was a lower cost alternative for the library to participate and support maker culture. The most valuable benefit, perhaps, has been the strong relationships our library has built with other local organizations. These partnerships are expanding our outreach and community involvement opportunities. You may already have makerspaces, Maker Faire type of events, or youth maker programs in your service areas. If your library is interested in diving into the wonderful world of the maker movement, I suggest reaching out and discovering the existing makers in your own neighborhoods.

Visit our website, lakewoodmakerfest.org and facebook page!

Michelle Angell
Youth Services Librarian
Lakewood Branch
Pierce County Library System, WA
[email protected]

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2. WEEK OF MAKING: THE MAKING OF LIBRARIAN MAKERS

By Kelly Czarnecki and Marie Harris

In the fall of 2014 our library in Charlotte, NC applied for a grant with the John S. and James L. Knight Foundation to fund Idea Box, a Makerspace in our downtown location. The funding was to be used for equipment as well as consultation to help meet our goals:

• Generate new energy around this lifelong learning center
• Attract new users; especially those ages 19-34
• Be a place where anyone can bring their ideas to life
• Build partnerships/collaborations with the local maker community
• Create a prototype space within the library that can be refined and expanded on with testing and use

Aubrey As the generous funding that was received did not cover staffing, administration appointed two existing staff as project leads whose task it was to have the space open and operable by January 2015. They in turn went through the process of establishing a dedicated Makerspace (now called Idea Box) team that would focus on developing policies for the space, programming, and focusing on bringing our target audience through our doors. Fortunately, our organization has over seven years of experience in a similar space at one of our branches for youth where film and music creation and editing has been a part of how teens are served, and we had a staff of many talents to choose from.

While the staff were unexperienced as trained Makers, they were definitely enthusiastic and brought with them experience in everything from film making to graphic design. Once the team of ten was established through an online application process that asked questions related to their experience with the kinds of activities and technologies the space would have, the task of how to get everyone on board with knowing how the major equipment works was going to be the next step in the process. Did the secret lie in an Arduino code that you can plug the library employee into? Or do you start from scratch and prototype a librarian Maker in Inkscape (a free software design program) to cut out on the laser cutter?

Here in Charlotte, NC, we opted for training, old fashioned practicing and a bit of trial by fire. While there weren’t any other public library makerspaces nearby, we were able to visit those affiliated with a local college as well as stand-alone organizations and tap into the wisdom of local “gurus.” Before the library even opened the doors to Idea Box; back when the room was still an underused meeting room; a local community college opened the doors of its Fab Lab to future Idea Box staff members. They invited us to come see the space and to receive a tour explaining the layout and the various pieces of equipment. We also had the opportunity to receive hands-on training on 3D printing and laser cutter operation at a local STEM professional development facility. And of course, a librarian is nothing if not curious: all of us continued to pursue training opportunities and online tutorials through resources such as Lynda.com, and continue to build our knowledge base through hands-on experiences with every shift worked in the space. A number of Idea Box staff even come into the space during its closed hours in order to get in practice time.

Our team consisted of ten brave library employees as well as the two team leads, all eager to get started making and uncertain of the perfect pathway to doing so. Team member Aubrey H. says that she has always considered herself to be a Maker. “Whether it's baking, carving, painting, anything really; I'm just happy as long as I'm making something. I knew this was something I wanted to be a part of.”

Marie H., another team member shares, “I personally felt that same compulsion, and knew that I wanted to share that with library patrons. There’s nothing like the sense of accomplishment after creating something yourself. However, most of my making experience in my outside-of-work life involved more traditional crafts, such as crocheting, lace-making, and baking. I will fully admit to trepidation and nervousness at the thought of becoming proficient with a 3D printer or laser cutter! Luckily, we had great community partners that we were able to call on for training and advice.”

KellyIt’s hard to believe, but in just a few months’ time, most of us have become confident with the space, the equipment, and the software. Our enthusiasm has only continued to grow, as we continue to make things ourselves and as we help library patrons become makers. Team member Kim A. says, “The chance to see and use a 3D printer is a big draw, but what is even more fascinating is to hear how patrons visualize using it in their personal life either to further their technological education or to spur on a business notion. Being a part of the Idea Box staff allows me to step out of my daily role as a manager and get back to “playing.” The hours in the space do not even feel like work! I can’t believe I get paid to have fun!”

It’s important to keep in mind that no one piece of equipment defines a Makerspace which means there’s plenty of room for staff to bring a variety of skills to the table, and develop their interests in everything from sewing to making food. How you define your Makerspace, and your path to becoming a Maker, is up to you!

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3. Week of Making: Collaborative Coding: Participating in a Community Appathon

What do you expect to happen when you shut 25 teens in a room for an entire rainy Saturday? I wasn't sure when I arrived at Skokie Public Library at 9:00am on May 30 for their first ever Community Appathon, even though I'd attended several planning meetings. The event was inspired by the National Day of Civic Hacking and spurred into being by a library patron (Maker Mom Kim Moldofsky) and her teenage son. A skilled coder, he'd attended an adult-oriented hackathon and found that a 36-hour event doesn't mix well with curfew. The goal of the appathon was to gather teens interested in developing, designing, and civic service to prototype apps to meet the community's needs.

IMG_0258The event ran from 9:00am to (slightly after) 6:00pm. We began the day with a State of Skokie talk that addressed many of the issues highlighted at a recent series of town hall meetings, followed by a brainstorming session to develop ideas to address those issues. Highlighted issues include safety, connectivity, diversity, environmental sustainability, the difficulty in finding information about local events, the need for an image makeover, and a need to be more pedestrian friendly. The teens then broke out into teams of five to create their apps. Three library staff and Kim acted as facilitators throughout the day: keeping everyone on schedule, serving food (bagels, fruit, pizza, popcorn and cookies), and offering assistance as needed. At the end of the day, each team presented their app to the whole group. All the teens (plus a last-minute group of teen volunteers) voted on the best one.

I came in with very little knowledge of coding. I've played with programs Scratch and App Inventor and prototyping software Fluid Ui enough to be able to talk about them. The self-identified teen coders were way beyond App Inventor. A few of the teens knew less than I did, but had design or other relevant skills. Skokie Public Library's webmaster was on hand to mentor them with coding issues, and several advanced teens helped the others periodically throughout the day, as well. SPL's teen librarian introduced teens to the art of the elevator pitch to help with their final presentations. My roles were to conduct a brief presentation on team selection, assist with user testing and design questions, and find answers to the inevitable, "Do you have an extension cord?" type questions.

IMG_0297The turnout, 25 teens, made the event a success. Coverage in the local paper may have boosted participation. Promotion at the local schools and word of mouth most definitely did. We were also able to entice them by offering a treasure trove of donated prizes. Local restaurants like Meatheads and tech companies like GitHub and Lenovo were eager to participate. Google even donated two chromebooks. One was awarded to the MVP of the day, as chosen by the teens, and the other was put into a random drawing along with the stickers, magnets, USB extenders, and other goodies. Each team also received a set of five matching prizes, so that no one went home empty-handed.

Participants were highly engaged and seemed to enjoy themselves. They worked independently of the staff for much of the day. One group took the initiative to send some of its members out into the community to talk with nearby business owners to gauge their interest and get their feedback on their app. In the end, all five teams completed working prototypes of their apps.

IMG_0333A few basic supplies were necessary to keep the program running. While most teens brought their own computers, we had several on hand for those that may not have their own. All of them ended up getting used. In addition to laptops, we also made sure to have plenty of power strips and extension cords. These also all got used as the teens' laptop batteries began to fade. For brainstorming and planning we had lots of pens, post-its, poster pads and markers. Various apple and android devices were on-hand for user testing, but didn't get used.

We identified a few areas to improve for future appathons. Several groups focused on similar problems like connectivity, image and finding information about local events, while no one worked on diversity, environmental sustainability, safety or pedestrian-friendliness. To remedy this, we might have participants vote on the top issues or ideas, and then form groups based on the top 5. Since the event also ended up running over its allotted time, it might work to extend it through dinner (more pizza!) or limit presentations to just 1 or 2 minutes, then time them to make sure they don't run long.

Click here for a video summary of the Community Appathon.

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4. A Week of Making: What Making is Really About

Image courtesy of FryskLab on FlickrIn April the White House Office of Science and Technology Policy announced a Week of Making which started on 6/12 and runs through 6/18. The Week is being held in part in celebration of the one-year anniversary of the first ever Maker Faire at the White House. During that first Faire President Obama said:

Maker-related events and activities can inspire more people to pursue careers in design, advanced manufacturing, and the related fields of science, technology, engineering, and mathematics (STEM) and possibly take their creations to the next level and become entrepreneurs.


I love the President's statement because it focuses on the learning and not on what might be used to produce that learning. That's where the work we do in libraries and with community partners comes in. We figure out what teens need support in, how to help teens learn what they need, and then connect them to that learning. At the Library where I work we try hard to make the hardware and software used to create making oriented learning experiences one of the last decisions we focus on. Even if we want to create a program that gives teens the chance to use 3D printers we don't focus on the printer but on the skills that teens gain by the time they are ready to use the printer. For example, our Digital Media and Learning Program Manager is developing curriculum for library staff and teens to use that focuses on design thinking, prototype building, planning and decision making, leadership, collaboration, and presentation. Sure at the end of the series of programs teens will print a 3D object. But, it will take some time to get to that place, and while it might be really cool to use the 3D printer for the objects designed, the teens will have learned a great deal more before that point.

In some instances I think it's hard for some library staff to articulate the gains that teens make as a result of the making programs we provide. And, as a result it ends up that we talk about the actual printing activity and the printer and not the skills learned and/or improved on. It certainly can be difficult to speak to the learning instead of the "coolness" of the making. But it can be done. For example, think about:

  • The process teens will have to go through BEFORE actually making something - whether that's making something with a 3D printer, a circuit board, a coding program or something else. What steps do they have to take? Do they have to have a goal in mind? In almost every case the answer to those two questions is "yes" which means that one of the benefits of making for teens is that they need to set a goal and plan a process by which they are going to reach that goal.
  • The troubleshooting that teens will have to take part in as they begin to make something. Again, that could be making a website, a robot, a 3D object, a game, or something else. Is it likely that the teens will have to iterate over and over again as they discover problems and need to solve them as a part of the making process? Again, the answer is most likely, "yes." That being the case then a key positive of making for teens is that they gain problem-solving skills and life skills by having to try and try again. Not to mention the persistence and perseverance skills gained.
  • The support and help teens will need from others as a part of their making. Will teens need to talk to experts in coding or robots or 3D printing? Will they need to look something up in library resources in order to move forward? Will they have to ask friends and family members for help? I bet the answer to at least one of those questions is "yes" and that means that teens will learn to collaborate, do research, find out how to ask and answer questions, and learn how to interact with adults and peers.

The above are just three ways in which making can and does support the college and career readiness and life skills of teens. I bet you can think of many more. If you do struggle with helping others to understand why making is more than about the stuff of the making, start creating your own list of the benefits and start practicing talking with others about those benefits. And, as you begin making projects with teens, the benefits beyond the product will become clear pretty quickly. Highlight the learning that teens do every time you talk about your making programs.

BTW, a couple of resources that you might find useful when thinking about the why of making are:

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5. Getting Started: Creating a School Library Makerspace from Scratch

When my supervisor set me the task of planning and developing a makerspace for our library, panic set in immediately. I am a school librarian at a relatively well-known independent school in New England. While my school has successfully turned out students with the ability to think and create creatively and critically for decades, it is sometimes slow to adopt major innovations. And why should it? Why mess with a formula that works? Myself and my fellow librarians know the formula provides a sound foundation for our students' learning; however, we think it is time to replace the roof and the windows (so to speak).

I began with the research, of course. I put together a Google Doc of all the major articles and blog posts I could find about makerspaces in libraries, and specifically school libraries. I re-visited Buffy Hamilton's fantastic series of posts on the topic, which led me down the rabbit hole to a wealth of resources I am still shifting through. My panic quickly turned to excitement as I encountered idea after idea, happily looking through programs for high school and middle school students (we serve grades 7-12). I am in the middle of distilling the research and ideas down to a single page document that will convey the goal and purpose of a makerspace in my school library. Although I have had conversations with my supervisor and a couple of teachers, we have yet to approach our tech department or administrators. When we do reach that stage, I don't want to present something overly complex (especially since makerspaces change and adapt so quickly), and would rather distribute a "facts and goals sheet" that gets to the point quickly.

I firmly believe that it is best to see something in action whenever possible. My supervisor is planning a visit to one of our peer schools to see how they designed their makerspace and how it is being incorporated into the school's curriculum. The latter is our biggest concern - design and equipment is the exciting part - and we only have a few leads so far. Right now, our firmest plan is supporting and hosting the Hour of Code during National CS EdWeek from December 7 - 13. We also feel confident that we can reasonably convince our 7th and 8th grade Science teachers to incorporate maker projects into their curriculum, as it is already hands-on and full of projects. The final lead is an English teacher who hopes to make writing for the online sphere a core component of her writing-based 11th grade course. While this will not use "maker" equipment, we feel this project could fuse collaboration and creativity and be considered a maker-like course unit.

At this time, everything feels thready and disconnected. I am having a hard time visualizing the future of our makerspace and how it can meaningfully impact the curriculum at my school. For better or for worse, independent schools do not align with common core standards and curriculum development is not nearly as structured between departments and throughout grades. This feature of my school is simultaneously freeing and frustrating - how can we garner collaborative support when there is no standard or requirement that students learn these skills? Is this better, as we can experiment and shrug off failure more easily? Will we even find teachers interested enough to experiment? Will students want to film their stop-motion animation videos in front of our planned green screen, or would they rather retreat to the familiar (yet ill-equipped) media lab in the arts department?

Does your school library have a makerspace? What was the most frustrating part of your planning and implementation? What was the most exciting part? How would you measure your meaningful impact in your school community? Please respond in the comments below!

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