STATEMENT
Preparing for competitions, such as building and testing model wind turbines, and
prototyping cardboard boats was difficult for the former, and impossible for the
latter. This presented some challenges, that simply required a physical space. This
was the nebula from which a creative commons was born. Interestingly, these are all
extracurricular projects, that students voluntarily gave up their time to design,
prototype, test, analyze and refine, which reads just like a creativity outline. Not one
mark was given for any involvement.
A BRIEF HISTORY
A colleague and I clamored for a Makerspace in
2018, that we opted to call the IDEA Lab, or
Innovation, Design, Engineering and Art Lab, as
it seemed to us to be more inclusive. The idea of
a Makerspace was not well-known, and given the
involvement of my colleague and I, the two
individuals who teach all the Grade 11 and 12
physics, chemistry, biology, pre-calculus and
applied math courses, it was assumed by many
that a Makerspace was merely an extension of
the science classroom. This challenge continues,
but my aim is to change that perspective, by
encouraging all teachers to see the advantage of
reshaping what we do through a creative lens by
being encouraging and establishing an exemplar.
WHY AN IDEA LAB?
I’ve come to spend a good deal of time railing against the industrial education model. The SPC IDEA Lab is a manifestation
of one way to fight against that very model.
“At some level, maker education is a grassroots reaction against one-size-fits-all education designed for mass
warehouse-style instruction”.
- Kurti, Kurti and Fleming (2014a, p.9)
“Maker education is a branch of constructivist philosophy that views learning as a highly personal endeavor
requiring the student, rather than the teacher, to initiate the learning process”.
- Kurti et al. (2014a, p.8)
All Makerspaces are really at their core a melting pot of different subject areas. They function to re-centralize learning,
which has been knocked off of its axis in the industrial age.
THREE RULES OF THE IDEA LAB
•PLAY
•PASSION
•PURPOSE
HOW TO USE IT:
CREATIVE PROBLEM SOLVING AS A STAPLE
OF MATH 10F EDUCATION
Quick, you have to decide! You are going to spend half
of the class with one of the two items pictured to the
right. Which one do you choose?
Remembering not to put parameters on things, and simply letting students be to exercise their creative freedom is critical.
Kelly (p.151)
EXAMPLE PROJECT IN SCIENCE 20F
• The entire Ecology unit is on the right
• Students have to choose any ecological issue that they find
interesting for any reason, and that is how they will explore the
unit over ~15 classes
• The rubric of expectations is linked HERE
• As a means of supporting project feedback in a way that
honours authentic assessment (Kelly, p.152), a co-reflective
process would be used. A conversation occurs between teacher
and student to determine where they think they are at
• Students will be commenting on each other’s work by way of
Google Classroom
HOW TO PROMOTE
CREATIVE DEVELOPMENT DURING THE
EXAMPLE PROJECT
This tool would be used during the example project to
formatively assess where my students are at, in order to
help them through certain struggles and guide them into
new challenges. Hattie and Zierer (2018, p.5) identify
formative evaluation as having a 0.9 effect size on
visible learning which makes it one of the most
powerful factors. Marrying highly effective strategies
with creative development has the potential to lead to
substantial steps forward in teaching and learning in a
creative paradigm.
Kelly (p.156)
EXAMPLE PROJECT, IDEA LAB AND
MOTIVATION
“One who is interested in developing and enhancing intrinsic motivation in children, employees, students,
etc. should not concentrate on external-control systems such as monetary rewards”.
- Pink (2009, p.8)
It was further identified by Pink (2009) that enjoyment-based intrinsic motivation is the single biggest engine of
motivation. In school, we use the currency of marks. The aim of the IDEA Lab, and to some degree, the Example
Project, were to simultaneously build intrinsic motivation, and decrease the offer of rewards.
STRUCTURING
MOTIVATION
Creative development needs structure. In project
work this is the model that might help teachers
evaluate what they are doing. This ARCS model is
applicable in any classroom, and if learning
sequences are regularly structured in a way that
these characteristics are readily evident, then the
stage is set for students to be motivated.
“Learning requires motivation. At first glance it might seem unimportant whether this
motivation is internal or external…When one takes a closer look at these two forms of
motivation...Extrinsically motivated learning often remains in the domain of surface
understanding and leads only to short-term learning gains, intrinsically motivated learning
leads to deep understanding and enables long-term learning gains.”
- Hattie and Zierer (2018, p.49)
Creative pedagogy is a step. The IDEA lab, and using digital curation
mediums with proper integration of Google Classroom are a couple of
ways to help to foster a creative culture. They make setting the stage
for well-being for all, forever a more likely outcome. This is what I
hope to accomplish in my time at SPC.
REFERENCES
Brake, L. 2019. Gr. 9 Numeracy Project - Cohort B. Manitoba Rural Learning Consortium, Winnipeg, MB.
Davee, S., Regalla, L., & Chang, S. (2015). Makerspaces: highlights of select literature. Retrieved from: http://makered.Org/wp-content/uploads/2015/08/makerspace-lit-review-
5b.Pdf
Hattie, J. and Zierer, K. 2018. 10 Mindframes for Visible Learning. New York, NY. Routledge.
Jackson, R., & McCullagh, S. (2015). Developing Aesthetic Empathy: A capacity for teaching in constructivist learning environments. The Canadian Review of Art Education, 42(1),
180–197.
Kelly, R. 2016. Creative Development: Transforming education through design thinking, innovation, and invention. Edmonton, AB: Brush Education, Inc.
Kurit, R., Kurti, D., & Fleming, L. (2014a). The philosophy of educational makerspaces: part 1 of making an educational makerspace. Teacher Librarian, 41(5), 8-11.
Kurti, R., Kurti, D., & Fleming, L. (2014b). The environment and tools of great educational makerspaces: part 2 of making an educational makerspace. Teacher Librarian, 42(1), 8–
12.
Kurti, R., Kurti, D., & Fleming, L. (2014c). Practical implementation of an educational makerspace: part 3 of making an educational makerspace. Teacher Librarian, 42(2), 20–24.
O’Brien, C. 2016. Education for Sustainable Happiness and Well-being. New York, NY. Routledge.
Pink, D. 2009. Drive: the surprising truth about what motivates us (html). Retrieved from http://ce.sharif.edu/courses/97-98/2/ce475-
1/resources/root/daniel_h_pink_drive__the_surprising_truth.pdf
Roffey, T., Sverko, C. & Therien, J. 2016. The Making of a Makerspace: Pedagogical and Physical Transformations of Learning. Retrieved from
http://www.makerspaceforeducation.com/uploads/4/1/6/4/41640463/makerspace_for_education_curriculum_guide.pdf
Achterof, A. (2016). Man holds painted mess. [Photograph] Retrieved from https://unsplash.com/photos/fwf_fkj5tbo
PHOTO REFERENCES
Dennis, E. (2016). [Photograph]. Retrieved from https://unsplash.com/photos/i--in3cvejg/info