Something happened to me as I progressed through the
institutions of schooling-- I lost my
ability to play, tinker and explore. I
used to have it. Truly, I was a maker of
macramé, a player of Barbies, Lincoln logs, and model horses, outside I rode
ponies, built forts, and designed haunted hikes, and games. I’m not sure when these skills went by the
wayside, but I’m certain that there wasn’t “time for it” in my schooling. The
rush of life consumed me into adulthood until this moment in time, when I
finally realize that I have lost my creativity and tinkering skills. Maybe
tinkering hasn’t been prioritized in our culture? Did my formal schooling somehow deprogram me?
Resnick and Rosenbaum (2013) noted that despite it’s benefits, “tinkering is
often undervalued in today’s society, particularly in formal education
systems. Schools tend to emphasize the
value of planning, teaching students to analyze all options, develop a
strategy, then carry out the plans.” (pg. 166)
I became a planner but let go of the maker in me.
Reading about constructionism, making, and Marcos in the
Tinkering Studio at the San Francisco Exploratorium (Petrick et., al., 2013),
while also exploring DIY projects and 3-D printing this week, has inspired me
to rethink how I spend my time, and further… rethink how children spend their
time in schooling spaces. Through this
process I am thinking about ways that researchers and educators can ensure that
another generation of children don’t get stripped of their curiosity and desire
to design, produce and create. Resnick
and Rosenbaum (2013) contend that, “tinkering is more important todays than
ever before…success in the future will depend not on what you know, or how much
you know, but on your ability to think and act creatively—on your ability to
come up with innovative solutions to unexpected situations and unanticipated
problems. ‘ (pg. 166)
Petrick et. al., (2013)suggest that “visitors to the
tinkering studio are invited to slow down, sink in, and spend time working with
phenomena and materials to begin to conceive of design and make things
themselves.”(pg. 51) This idea of
slowing down is important, I think. In
rethinking educational spaces, it must be noted that one of the biggest
pitfalls of the standardization of curricula is the pressure it puts on
teachers to rush through everything in order to “hit all the standards”. It is no surprise that within “in-school”
spaces there is a perception that there just isn’t time to slow down to tinker
and explore.
I believe that the hustled pace of school and thus the
tension between in-school and out-of-school learning comes from the
accountability culture and the politicians need for measurable standards has
driven in-school learning away from a curricula that values time to design,
explore and create. This accountability
culture is in-turn defining what counts as learning in the school spaces. Learning becomes something prescribed, that
draws on facts and skills and knowledge gained that is easily measured on tests. Resnick and Rosenbaum (2013)agree that the
project-based, experiential approach to learning is, “somewhat out of favor in
many of today’s education systems, with their strong emphasis on content
delivery and quantitative assessment.” Contrast
this with Petrick et. al.’s definition of what learning looks like. They
explain that when we see intentionality, innovations, solidarity, and
engagement, “developing in the space or the learners, we know that people are
on a trajectory of learning. They are drawing on their resources; they are
taking risks with their ideas; they are operating on the edge of the
understanding. They are engaging in the
different investigative practices of designers, scientists, artists, makers,
and engineers.” Using this definition of learning to frame making or tinkering
learning helps one see that it is also possible to measure learning in other
ways besides quantitative assessments recommended by many educational mandates.
I went to the maker space this week to make a 3-D elephant
for my daughter’s new slime business.
She loves elephants and is donating proceeds from slime sales to Save the Elephants. When I walked into the mill I knew nothing
about 3-D printing and the task seemed daunting. As I reflect on my process in the Mill, I
realize that my elephant making process was a great example of what is involved
with tinkering. Resnick and Rosenbaum (2013 ) define tinkering as, “a valid and
valuable style of working, characterized by a playful, exploratory, iterative
style of engaging with a problem or project.”
They explain further that tinkering involves trying out ideas, making
adjustments and refinements and doing things over and over. This somewhat explains what happened with the
elephant.
To start, I chose the elephant that I wanted to print. I decided to make it smaller than it’s
original form because it was going to take too long. So on the computer, I saved the elephant
image to the SD card and then took out the card and put the card in the 3-D printer.
Within the first few minutes of actual printing, we realized that the elephant may
be too small to work. Parts of it were
wobbling a lot and therefore we hit the abort button. I had to return to the computer and increase
the size. Then the next problem
hit. The elephant wasn’t stable enough
on it’s back. This caused me to hit the
abort key a second time and troubleshoot.
The third attempt to 3-D print
involved changing the position of the elephant (in the computer) to lay
on it’s side. I also added scaffolding
and more interior support (moving from 30% to 45%). When I began printing this time, it seemed
much sturdier and I watched as it passed over the form repeatedly. Success after much adaptation and some
failure.
Through making my 3-D elephant, I learned that I can do just
about anything, even things that seem way out of my experience. I learned that
it is easier to take on a completely new endeavor with the support of someone
who knows his or her way around technology better than I do. Natalie was a great resource and support
system when things got hard. I learned
that 3-D printing can be a great example of tinkering, as I had to revise, restart
and adapt my elephant over the course of two days. Finally, I learned how to
use the 3-D printer! This project’s design meets many of Resnicks’ and Rosenbaum’s core principles for
guiding design. 3-D printing gave immediate
feedback, I could see the results and the process, it was easy to get started,
and easy to connect and there are multiple possibilities for explorations.
Resnick and Rosenbaum (2013) contend that “the maker
movement builds upon a broader cultural shift toward a do-it-yourself approach
to life, where people take pride and pleasure in creating things personally
rather than only consuming mass-produced goods.” (pg. 163) I am looking forward
to continuing on this path to producing more than I consume. In addition, I hope to continue to rethink
the possibilities for making and tinkering within formal education
settings. It is a great way to push back
on standardization.
Resnick, M., & Rosenbaum, E. (2013).Designing for
Tinkerability
Petrich, M., Wilkinson K., & Bevan, B. (2013). It looks
like fun, but are they learning? In M.
Honey & D. Kanter (Eds.), Design, Make, Play: Growing the Next Generation
of STEM Innovators. New York and Abingdon, Oxon., Eng.: Routledge.




