Design, Make, Play: Growing the Next Generation of STEM Innovators is a resource for practitioners, policymakers, researchers and program developers that illuminates creative, cutting edge ways to inspire and motivate young people about science and technology learning. The book is aligned with the National Research Council's new Framework for Science Education, which includes an explicit focus on engineering and design content, as well as integration across disciplines. Extensive case studies explore real world examples of innovative programs that take place in a variety of settings, including schools, museums, community centers, and virtual spaces. Design, Make, and Play are presented as learning methodologies that have the power to rekindle children's intrinsic motivation and innate curiosity about STEM (science, technology, engineering, and mathematics) fields. A digital companion app showcases rich multimedia that brings the stories and successes of each program-and the students who learn there-to life.
This book is a phenomenal look at how design and creativity are essential for success with today's students. Each chapter had a different author and focused on a different aspect. At the front and center of much of the book was the Maker Movement and Maker Education. I think this book would be great both for those who are already in deep with the Maker movement and those who have no idea what it is.
This book constantly demonstrates different ways that STEM, STEAM (science, technology, engineering, arts and mathematics) can be incorporated into education. The aspect of play and engagement are also frequently discussed.
Several chapters offer wonderful anecdotal examples of what is going on in the Maker/design/STEAM world of education. From museums with makerspaces, to science-y fun block parties in NYC, to amazing tools like Squishy circuits, Scratch coding and MaKey MaKey. The final chapter helps to give a vision of what this can look like in actual schools, by telling the inspiring story of Manor New Technology High School in Texas. All in all, this is an amazing book, and definitely worth the read by anyone in education who thinks that we need more creativity and play in our education system.
This book is comprised of 13 case studies of programs that are grappling with how to engage the next generation in STEM learning. The case studies are interesting and inspirational as anecdotes about implemented programs. Some offer compelling philosophical perspectives. A few provide a reflective breakdown on the ideas or qualities that their programs are based on. I was reading the book with an eye towards garnering takeaways relevant to designing a STEM related game. I found the most takeaways in chapters 10-12: 10. Designing for Tinkerability (Mitchel Resnick and Eric Rosenbaum) 11. SciGames: Guided Play Games that Enhance Both Student Engagement and Science Learning in Tandem (David Kanter, Sameer Honwad, Ruth Diones, and Adiel Fernandez) 12. Making Their Way in the World: Creating a Generation of Tinkerer-Scientists (Elliot Washor and Charles Mojkowski)
Margaret Honey's book offer perspectives and prescriptions on how to transform learning from transactions in a Maker Lab to the transformational experience of re-entering the role of the student.