Design, Make, Play
Growing the Next Generation of STEM Innovators
Edited by Margaret Honey, David E. Kanter
Routledge – 2013 – 256 pages
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.
National Science Teachers Association - NSTA Recommends®
"The book presents cases that demonstrate how all learners, including diverse and undeserved, were motivated and engaged in STEM activities both in and out of school settings. This is a valuable resource for educators. Recommended for university libraries and STEM educators, particularly those involved in teaching science. Summing Up: Recommended"—H.P.Koirala, Eastern Connecticut State University, for CHOICE, November 2013
"Once in a long while a book comes along that seems to be so perfect. This is the case with the Design, Make, Play: Growing the Next Generation of STEM Innovators."—Steve Canipe, Director, Science, Mathematics & Instructional Design Technology, NSTA
"The case for the urgent need to inspire more young people to pursue college and career in science, technology, engineering, and mathematics is irrefutable. Our leadership abroad and quality of life at home depend upon it. Now comes this delightful, thoughtful, and practical book that tells us how to move forward. Using real-world examples, it shows us how to ignite passion, stimulate learning, and equip a diverse generation of innovators and makers. If you care about the future of our country, you should read this book and then put its lessons to work. Few things are as important."—Ursula Burns, Chairwoman and CEO, Xerox Corporation
"In our digitally interconnected world, it is possible to forget the importance of children touching and making things as a key element of enhancing their learning. Touching and making sparks their imaginations and excites them about science and engineering. The idea of time together to design, and actually touch and make things, as part of play, is important to enhancing our children’s education. This book elucidates the important role of extracurricular learning that takes place outside of the formal school setting. Design, Make, Play is a book that every individual interested in STEM education and our children’s overall educational progress should read."—Shirley Ann Jackson, Ph.D., President, Rensselaer Polytechnic Institute
"Margaret Honey and David Kanter have created a thought-provoking volume on one of contemporary education’s most pressing challenges: how to ensure—and further, enhance—engaging STEM learning at America’s schools in the 21st century. Universities, facing the prospect of a dwindling pipeline of STEM-qualified students, have a direct stake in the outcomes. By showcasing cutting-edge methods, the contributors argue convincingly for the power of creative, hands-on instructional play in fostering the love of learning critical for success in school, college, and far beyond."—John Sexton, President, New York University
"Design, Make, Play is a wonderful and useful book. (In fact, any book with a chapter entitled "No Bored Kids" is bound to be helpful.) Through multiple case studies, it shows in concrete ways how to initiate, integrate, and promote the learning and joy of science through discovery and doing. Many pay lip service to discovery-based learning, but this book presents the real thing. This book accomplishes something else very important—it has discovered the T and E in STEM through its cogent presentations about tinkering and about the Maker movement and its philosophy. This is a great read and guide to those interested in retooling STEM education for early learners."—Charles Vest, President, National Academy of Engineering; President Emeritus, Massachusetts Institute of Technology
Introduction by Margaret Honey and David Kanter Chapter 1: The Maker Mindset by Dale Dougherty Chapter 2: Have Fun—Learn Something, Do Something, Make Something by Thomas Kalil Chapter 3: How Designing, Making, and Playing Relate to the Goals of K–12 Science Education by Helen Quinn and Philip Bell The Cases
Chapter 4: NYSci Design Lab: No Bored Kids! by Dorothy Bennett and Peggy Monahan Chapter 5: It Looks Like Fun, But Are They Learning? by Mike Petrich, Karen Wilkenson, and Bronwyn Bevan Chapter 6: Designing Makerspaces for Family Learning in Museums and Science Centers by Lisa Brahms and Jane Werner Chapter 7: The Ultimate Block Party: Bridging the Science of Learning and the Importance of Play by Jennifer Zosh, Kelly Fisher, Roberta Michnick Golinkoff, and Kathy Hirsh-Pasek Chapter 8: Squishy Circuits by AnnMarie Thomas Chapter 9: RAFT: A Maker Palace for Educators by Mary Simon and Greg Brown Chapter 10: Designing for Tinkerability by Mitchel Resnick and Eric Rosenbaum Chapter 11: SciGames: Guided Play Games That Enhance Student Engagement and Learning in Tandem by David Kanter Chapter 12: Making Their Way in the World: Creating a Generation of Tinkerer-Scientists by Elliot Washor and Charles Mojkowski Chapter 13: Manor New Technology High School: The New Wave of STEM-Focused Schools by Steven Zipkes
Dr. Margaret Honey is President and CEO of the New York Hall of Science.
Dr. David Kanter is Director of the Sara Lee Schupf Family Center for Play, Science, and Technology Learning at the New York Hall of Science.