Makerspace: Some Key Concepts

4 students are sitting at a table. 1 student leading the pop-up makerspace and the other 3 are participating

Makerspace is the hot topic this year. The American Library Association is running online classes on it. The New Media Consortium’s Horizon Report lists it as one of the hot up and coming topics. It is the theme for a number of conferences. Makerspace is a buzzword for remaking unused space into community involved space and extending the offerings of schools, libraries and other organizations. The skills required to conceive and operate a makerspace can be all over the map depending on the focus of the organization. But they are not calling for strictly defined skills. There are few places that even teach makerspace as a discrete field. In the spirit of the dot.coms of the last decade it is a field in development and most skills are self-taught or learned on the job.

4 students are sitting at a table. 1 student leading the pop-up makerspace and the other 3 are participatingWho is your audience?

Before choosing the space and the stuff you need to know who your audience is? Is it children, adults, a combination of both? Are they students?, student teachers?, hobbyists? crafters? Are they already makers? Local business people? Or a combination of a number of these groups? Libraries already serve a broad population depending on the type of library you may already have things in place. Obviously you can’t serve everyone at once so targeting the times the space/event is available is desirable. And, you don’t have to know it all. Each of these groups has or can develop expertise across a broad range of activities. Ideally your goal is to empower them to take the lead. It’s no longer a world of “sage on the stage” and even the youngest children have something to bring to the table—even to teach—and potentially create something new. As a practice I don’t let anyone get away who expresses some familiarity with something we haven’t offered yet. I recruit them as engineers of experience and expand the pool of expertise and enthusiasm that we can tap into.

Science, Technology and STEM

Libraries remade themselves 30 years ago when computers hit the scene. Computers were embraced and incorporated into the information and back end of the field. Like the rest of the world though, the inner delving and practical applications of the software were largely ignored except by systems librarians and IT people. The rest of us were satisfied that learning how to construct a proper Boolean argument was sufficiently high tech and alarming enough.  In schools, shop and home economics departments were repurposed into computer and technology departments. Shop tools were phased out. The push for STEM (or STEAM-science, technology, engineering, art and math) has changed the playing field in education and in some cases added additional job qualifications or opportunities to the library field. Yet, I have been watching the job postings as they come up and realize that the idea of makerspace/hackerspace is still quite new and as undefined as the early days of computers. The desired qualifications range from engineers to artists and craftspeople. The way to learn it is “on-the-job” and it is more often driven by the passion of the person than any academic qualifications. Given the creative and innovative nature of the new discipline that makes sense. It also makes it hard to figure out how to get the experience that will qualify you to do it. At some point there will undoubtedly be an authority who declares that thus-and-so degree, accreditation or certificate will qualify a person as a maker. Until then it will remain passion driven and self-taught.

Art and craft with some design thrown in

Usually the artistic field coincides with the library field in the children’s area where crayons, markers and cut paper abound. These are key tools for teachers. But it’s not just child’s play anymore as both teens and adults are also learning to expect some sort of engagement with handwork and access to technology beyond word processing.

A class of natural makers has risen out of the creative sector. Artists and craftspeople who have been “making” as a way of life are finding their way into library and school makerspaces. Sometimes these folks happen to be librarians and teachers too. Creativity and problem-solving are the hallmark of creative workers and ironically are key factors in the success of makerspaces. They are also key to developing an innovative and nimble organization.

Makerspaces require staff. In the absence of hiring a person trained in science or art developing the current staff in the ways of makerspace is the often challenging goal. When activities perceived as “creative” arise they can be the source of a great deal of stress to individuals who don’t generally engage in creative activities or think of themselves as creative. With adults there is also a fear of looking foolish if one attempts something new and untried, particularly in front of teens or younger patrons.

You don’t have to be an expert

Makerspace activities can exhibit the best in effective teaching by transforming the old ways. Too often in libraries materials and devices are “over controlled.” That is, in the spirit of making sure things don’t get broken or stolen they are locked up and non-apparent. The very nature of makerspace calls for trying and failing and sometimes breaking things in the course of innovation and experimentation. The strength of the process lies in giving up and become a facilitator or co-learner. The most empowering statement can be, “I don’t know how it works/how to do it either, let’s figure it out.” For the patron, particularly a teen or child this opens up acknowledgement that they bring their own unique knowledge and experience to the table. To the librarian it opens up the freedom to experiment, learn and not have to feel like they have to be the expert. In the case of technology, the current world is one where the children are in their medium. It’s all they have ever known and there is a base comfort level that an older staff member might not feel. While there should be some oversight when starting out engaging the user as a knowledgeable learner and encouraging them to take ownership of their learning and the makerspace will go much further to preserving the equipment than keeping it locked up. If something does get broken then that opens up a whole new area to explore—that of fixing things or repurposing them—in itself, a whole activity of makerspace that is gaining ground.


To approach makerspace with a sense of play is key. The nature of play removes inhibitions because there is no judgement involved. Activities can continue as long as one chooses to engage. There can be a product or not and experimentation is required. There is no success or failure. There may be multiple attempts to accomplish something but without judgement. Failure is a necessity and a driving force.

Controlling the stuff

Makerspace generates lots of small parts. Some may be part of the equipment and some may be the result of the making. Some parts will get lost. Most replacement pieces these days can be located on the internet so losing the back door to a playmobil ambulance isn’t the end of the item. Often when staff are uncomfortable with unfamiliar items they lock them up to preserve them. To be successful items need to circulate–to be used– and even occasionally broken. There is nothing more discouraging than technology that sits in a closet, protected from the public until it is too old to be useful. The nature of makerspace incorporates the idea that things can be fixed and, in fact, fixing things is a true makerspace activity in itself. One activity might be a “fixing night” or a “repurposing” or “taking apart” activity. Makerspace moves people from being consumers to being creators. Some of that can include fixing things that once would have been discarded.

In a curriculum resource center that serves teachers in training and faculty it is important to allow the items and kits to circulate to allow the users to gain skill, bravery and familiarity so that they can present the possibilities to others with confidence. The only way to acquire this confidence is to have an extended time to “fiddle around”. People learn in many different ways but with some of the makerspace items “messing around” is the best way to develop skills or at least questions to bring back and examine.

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How to Start a Makerspace

two students sitting in the art area of the Earl Center working with glue guns and pipe cleaners

two students sitting in the art area of the Earl Center working with glue guns and pipe cleanersIt is not unusual for a library to contemplate creating a makerspace. In fact, most of them have been doing it for years in the service of children’s programming. All of the crafts and story-time and Lego contests would fit comfortably into any makerspace. Even adult programming can fit the bill when local artists or craftspeople come and talk about their work. Of course the genius of makerspace is that it is ideally experiential and allows the people participating to learn something new. This is all without the formal designation of being a “class”. The people who guide makerspace activities are not necessarily experts in whatever they are facilitating. One of the strengths of the movement is that all participants can co-facilitate. “I don’t know how it works—let’s figure it out” is the guiding phrase and one that empowers everyone and invites them to play.

How do I find out about…

Even without a dedicated facilitator, a makerspace can function using the masses of information available over the internet and an adventurous spirit. It’s often just enough to get you started. Access to an educational resource such as can be a plus. But websites like YouTube and also have a plethora of materials to guide the exploration of a new activity. There is a website called that lets you search for a project suitable for a library makerspace by time, skill level, cost and other factors. has daily and weekly projects and the blog of the Duxbury Public Library makerspace has some great in-depth tips for possible activities as well as practical examples of how to catalog kits you might develop. Another source for education and inspiration are the MOOC type resources such as EdX and Coursera which provide classes on innumerable topics for free. The information covered there is constructed more as a traditional online class but it can be a good way to gain more in-depth knowledge of a topic without a tremendous commitment or need to get out of your pajamas. The guiding principal is not being afraid to fail. Failure is part of the process and is to be welcomed as part of the learning process.

Where can I go?

In Eastern Massachusetts we have a growing number of makerspaces and hackerspaces (another way of referring to them). Libraries that have already developed them are great places to start to get ideas of what might be possible in your library and get to know the library makerspace community..

And, of course, the Earl Center is always good for an opinion or some suggestions.

A recent visit to the Hatch Makerspace of the Watertown Public Library yielded an enthusiastic environment with a mostly volunteer staff dedicated to sharing their passions with the public. The staffing model demonstrated that the people there at that particular time were experts in their areas of passion– one in fiber arts—who helped a woman new to sewing successfully make an apron; the other a jeweler and expert in the laser/CNC cutting machine, making wooden jewelry. While both had a working knowledge of the other activities possible they did not feel compelled to “know it all” and were fine referring our questions to the dates and times that people imbued with those passions would be available.

Funding one’s makerspace

Funding for makerspaces has been growing as interest and application to educational activities such as STEM and STEAM have grown. In the former presidential administration there was a very active push to make opportunities for these areas to grow because of the connection to industry and the future of jobs. The White House held annual STEM conferences on the White House Lawn for the last two years. It remains that the skills that can be learned through makerspace activities and STEM activities will continue to be very important to the future economic growth of the country. In Massachusetts the Board of Library Commissioners has been active in promoting LSTA (Library Services and Construction Act) grants both targeting STEAM (STEM with Art added) and providing an opportunity to spin a unique grant. These grants provide a way in for libraries to learn about writing grants and funds and support to get new programs off the ground as well as getting a makerspace up and running.


Software from the Autodesk company

Makerspace supply list

Massachusetts Board of Library Commissioners – LSTA Grants

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The Historical Side of Makerspace

This is the first blog article in a series focused on makerspace.

Makerspace has become the current hot topic in education. Along with STEAM it often dominates technology conventions and gatherings. Where did this trend come from?

What is Makerspace?

Wires, crayons, pencils, and two boxes of the makey-makey kit on a wooden table

From the Guerilla Makerspace Project by two Harvard Graduate School of Education students who set up temporary, pop-up makerspaces in unexpected locations

Makerspace can take all forms ranging from large industrial spaces with heavy-duty machinery to a plastic box brought out for an afternoon library crafts program. What connects these extremes is the universal experience of designing and creating– with the emphasis on creating. Makerspaces are places, usually physical spaces, to create –whether hands-on objects or digital products. The making can range from something as simple as using a magnetic white board with  poetry tiles to learning how to program a Mindstorms robot to creating ooblick (a non-newtonian solid), slime (a polymer) or playdough (fun). Makerspace may or may not be predicated on STEAM principals but will generally be based on innovation, creativity and ultimately play.

Make Magazine

In 1995 Make magazine, a periodical for people who like to remix, recycle and invent made its debut. Full of articles about how to hack just about anything with a focus on developing personal “tinkering” skills it struck a chord with the more technical  and playful readers.  Makerspace was something that grew from the D-I-Y philosophy that the magazine was based on.  People wanted to be able to have access to sophisticated equipment like 3D printers (the poster child of the maker movement), CNC cutters, woodworking, welding and all the more artistic or vocational skills.  That desire drove the movement to develop shared working spaces. From this beginning the movement branched out into space and activities at community centers, schools (including kindergartens), private business and especially libraries. For libraries it was a time of disruption—books segueing to digital—space opening up in library buildings as the books left and an identity crisis in the age of Google searching. Libraries embraced this enhanced public service, opening up teen centers and community labs focused on helping people get their hands on equipment and mentoring trainings.

A Seat For Everyone

The library involvement is important to balance potential inequities indicated by surveys conducted by Make magazine that show that the main formal makerspaces events tend to be frequented and supported by white, affluent males. The embracing of makerspace by libraries and schools creates the opportunity to influence that model and opens up the experience and the positive results to a much broader community-older people, children, teens. There has been a particular drive to include girls and women as national surveys indicated that there were very few women involved in this area and a rapidly declining number of women entering the computer science field—closely connected area.

The New Comes from the Old

Like many things this, new activity has a long history behind it. Humans have a tremendous need to create. This is beautifully explained in a video (A World Through the Hands) by Renate Hiller at the Fiber Craft Studio of the Threefold Educational Center in Chestnut Ridge, New York. She uses a stone spindle to create thread, an ancient craft and is able to connect this to spiral galaxies as well as the need for the soul to make with one’s hands.

Sloyd Schools

Around the turn of the last century a system of manual instruction surfaced that was designed to move people rapidly from the farm to the growing numbers and new types of jobs brought about by the industrial revolution. There was the “Russian system” based on making a series of models divorced from everyday life. There were also the Sloyd schools[1] which emphasized making useful household objects using woodworking and sewing that progressed through an increasingly more complicated series of items which grew the student’s knowledge. It was similar to Froebel’s gifts which also had a basis in training children for “occupations.”[2] Sloyd means handwork in Swedish. In Boston the remaining Sloyd School is the North Bennett Street School in the North End. There is another at the Buckingham Browne and Nichols School in Cambridge, MA.  Both still teach handwork and fine carpentry.

The focus on occupations has been key in the makerspace movement. The concept has been embraced by the White House as the Nation of Makers — a way to ensure that the future employees of American industry are able to compete and thrive competitively in the world market.[3] There are also many STEAM/STEM grants being offered through various government agencies like The Institute of Museum and Library Services (IMLS) and other groups.

Curriculum Resource Centers

Curriculum Resource Centers like the Earl Center were (and are) a form of makerspace focused originally on teacher training. Teachers had to produce their own materials and curriculum resource centers provided the materials and the means to physically handle and prepare teaching materials. Teaching is an ever evolving field.  Experimenting with new materials hands-on is a way of providing experiential learning  Solving problems is key to makerspace and problem based learning.  New tools such as 3D printers, once a tool of industrial production – are opening up possibilities that allow people to become creators and co-creators  beyond consumers and agents of their own problem-solving.  3D printers are being used in classes as early as kindergarten. These opportunities call for rethinking how things might be done in different ways and demands the development of a culture of constant and continuous learning.


[2] The Value and Limitations of Froebel’s Gifts as Educative Materials Parts I, II
Patty Smith Hill ,The Elementary School Teacher
Vol. 9, No. 3 (Nov., 1908), pp. 129-137
Published by: The University of Chicago Press
Stable URL:


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Little Robot, Big Deal: A Review of Ozobot Bit

Image of the Ozobot Starter Kit's items: sheets, stickets, and cards

Designed by electronics company Evollve, the Ozobot Bit is a palm-sized device that looks a little like a bon-bon, but you can dress it up with the tickers and chipboard decorations like ears and horns that it comes with.

This little bot uses a micro USB based rechargeable LiPoly battery. Before you start to play, you must calibrate the bot. To do that, just hold down the power button (located on its side) until the robot’s LED turns white, then place it on the calibration card it ships with. Once the little robot’s light turns green, it’s ready to go.  One calibration lasts about 90 minutes.
From left to right: 1. a small, flat empty container (to hold cards, booklets, and stickers) 2. two sheets of stickers (variety of ears, stars, numbers, mustaches, sunglasses, and eyes) to decorate ozobot 3. ozobot start guide 4. lone gaming instruction sheet   5.a set of sheets with gaming instructions   6. a tray with 4 markers and a cyan blue plastic round piece and a round motor.
I tested the Ozobot Bit starter pack (available at the Earl Center) which contains:

  • One Ozobot with two skins
  • 4 code-creating markers
  • 2 clear play surface sheets,
  • 2 sheets of reusable code stickers
  • A DIY blank customizable skin
  • DIY skin sticker sheet.
  • A charging USB cable

All nicely packaged in a way that ensures the contents won’t get damaged.

There are about 25 activity cards, as well as instructions on how to download free Android & iOS Apps.

How it works

Using color sensing technology and dual micro motors for variable speeds, Ozobot follows black, red, green, and blue paths that control its movement and speed in different directions. What’s interesting about this robot is that you can use it atop smartphones and tablets as well as on just a piece of paper. You can create mazes, tracks and playgrounds on paper, game boards and digital screens. I tried a few of the simple mazes and then one of the more complicated cards that required using some of the stickers that direct the bot left, right and straight.

You can find printable code challenges on the Ozobot website as well the Ozobot android/iOS app which contains three games: OzoDraw, OzoLuck and OzoPath.

OzoLuck lets you select a discreet number of outcomes for the Ozobot, then pick from three maze types. Once you select a maze type, you put your bot on the calibration point in the center and press the start button. You guess where you think Ozobot will finish at then sit back and watch as it moves forward and turns its way to one of the available outcomes.

OzoPath is an app where you race against clock. You try to get Ozobot to complete a path from start to finish using specific game tiles. Depending on the rotation of the tile, the piece can only be placed in certain squares, rotating the tile will open new possibilities and shut down existing ones, thus introducing gaming style and design.

Ozodraw lets you create new game surfaces. Using this part of the app, you are guided on how to draw one of the over 25 unique code commands that control Ozobot’s speed, decision-making and behavior.

Another app is called Ozogroove, which is supposed to get your Ozobot grooving to the music of your choice. I tried using the built in demos (the bot is supposed to dance to preprogrammed chacha, country or step dancing) on my phone, but it didn’t work very well for me. To be fair, it would probably be much more fun on a tablet or similarly sized device.

In all cases, there is a learning component: you try combinations of colors (codes) to get the Ozobot to make the moves you want it to.

So what?

Aside from the obvious fun, why would you want to include the Ozobot in your curriculum? Well, here are just a few reasons:

  1. In the guise of a game, the Ozobot teaches basic coding practice; e.g., different colors make the bot go at different speeds and different combinations of colors make the bot move in different directions.
  2. The kit promotes deductive reasoning. Consider for example, extras available from the Ozobot website. Amidst a maze of black lines, students choose codes to get Ozobot from one end of the maze to another. Using the green, red, blue, or black markers provided in the kit, students color (code) and watch as the Ozobot reads and deciphers the code and then follows the command to successfully complete its journey.  Unlike a lot of technologically based materials, the Ozobot actually works very well when there is more than one player, so in a sense it teaches one of the most basic skills in K-12 education: social interaction. As one Web site puts it, Ozobot is a “bridge between technology and family game night, Ozobot encourages kids to play and interact.” ( With a device that falls squarely in the realm of techie, that’s just plain cool.

Evollve is about to launch a new robot called Evo, designed to “connect the physical and digital worlds, replacing solitary screen time with endlessly engaging user-to-user, user-to-bot and bot-to-bot interactions.” (  Evo is slightly larger and can do more. You can program it by drawing colored stripes on paper, by creating actual programs in the Ozoblockly programming language on a PC (think a cross between Scratch and Logo), or using a companion iPhone or Android app as a remote control for the bot. To find out more about the company and its products visit

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Summer STEM Camps

When people normally think of camps, cabins in heavily wooded areas with children either ducking in-between the trees or roasting marshmallows often springs to mind.

However, while these camps still exist, a new kind of camp is becoming prevalent. Science, Technology, Electronics and Mathematics Camps, otherwise known as (STEM) Camps, represent a growing fundamental part of our educational system in this day and age. Like a typical summer camp, a STEM camp is a summer program where students interact with one another to socialize and create bonding through teamwork/group exercises. However, unlike a camp that promotes arts, a STEM camp highlights math and science over arts and crafts.

It is because of its leaning towards math and science that makes STEM camps an increasingly important part of our summer culture. As our society continues to evolve, math and science have become increasingly vital. While there is nothing inherently wrong with literature and the arts offered by more traditional summer outings, math and science are often overlooked for summertime exploration. As we become more globalized, the need for better technology escalates. Not only does this include technology on the international level, such as water and sewage system, but also on a national level to create better iPhones and computers. This in turn means that the science behind such innovations must increase as well.

The need for such a leaning towards the math and sciences stems from the fact that America, a leading manufacturer and developer of technology, does not have enough people within mathematical and scientific industries to keep in pace. Only 50% of people that choose to go into a math or science field in college will pursue a career in the field. In all, the United States ranks 29th in math and 22nd in science when ranked among the industrialized nations. Considering the fact that the United States is a leader economically, politically, and socially in the global community, this is extremely low.

So now that the need for STEM camps has been established, making it enticing becomes the next step. I remember not liking math and science much as a student since my main exposure to it was in a classroom learning through textbooks, with the rare science lab thrown in to liven things up. But I feel that this is why STEM camps are so attractive as a summertime activity. STEM camps help make learning the subjects fun. While there is still a curriculum attached to the program, there are more leniencies with how it needs to be done. It is not just sitting in a room, but conducting more experiments and letting campers trying things out outside of the classroom and expand their minds as well. Therefore, counselors and their charges are able to have fun in the process. Just think, with the knowledge acquired at a STEM camp, what technological marvel will be created next?

Wheelock’s 2nd annual STEM in the City Summer Camp starts today and will be running until July 29.

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Mindmapping the World

I was the kind of kid who would write the report and create a glorious outline—after the fact.  Linear thinking just wasn’t my cup of tea. It wasn’t the application of letters and numbers to lines of thought it was more that I was being forced into one path with a mind that tended to see the whole picture (and a broad one at that) at once. I would draw elaborate charts like spider webs with intersecting nodes and branches all over. Little did I know at the times but I had stumbled on a technique of organizing information that would develop into a field of its own.

There are now dozens of mind-map products. Often grouped under the heading of “graphic organizer” they cover a range of options for visual learners.  For people who need to see all of the information at once and still be able to wrestle it into some level of organization they are a boon. Many of them have the optional ability to generate an image or even an outline with all the appropriate letters and numbers.


A mind map breaking down what the earth needs to grow: more walking, less cars, recycling, reducing, and reusing, turning off the lights, etc. The various components are depicted as roots extending from the earth. There are also two healthy green shoots growing out of the earth.

From A mind map breaking down what the earth needs to grow: more walking, less cars, recycling, reducing, and reusing, turning off the lights, etc.

Tony Buzan claims to be the father of mind mapping but I certainly had never heard of him years ago when I spun my word webs. His site offers a free trial download of his mind mapping tool imindmap. It is quirky and bright but there are many other choices out there that don’t cost or don’t cost as much.


A mind map showing the effects of the Enlightenment, depicted as a candle dish. The effects are depicted as branches. They include political events, influential people, daily life, exploration, music and art, and invetions and discoveries

From A mind map showing the effects of the Enlightenment’s ideas.

A popular educational product is Inspiration it is often used in schools and also has an online version. Free trials are available and it is available both in downloadable software form and in web-based subscription form.


This mindmap is depicted with two central ideas in the middle: Earl Ignite and People and branching off into several layers of bubbles. These bubbles contain information about the Earl Center: the physical space, campus clubs and activity groups, audiences, staff, and programming.

Mind map created using Mindmup pulling together ideas about what the Earl Center is.

My current favorite is a web-based program called MindMup. It is free, and can integrate with Google Drive as well as save to a number of other mind-mapping programs. It can also export to a large number of graphic formats. The diagram above is planning for a talk I gave. One of the advantages I find from using mind maps over outlines is the ability to be nimble and be able to switch from one area to another as questions arise or the conversation leads in a direction that would be derailing if relying on the linear form to organize thoughts. Mindmup can also be dumped out to a powerpoint file.


This tool creates a whiteboard of ideas. This specific example depicts the various aspects of developing a specification for a new feature: defining purpose of project, target audience, key features, screen mockups, questions, and process flows.

From  This tool creates a whiteboard of ideas.  This specific example depicts the various aspects of developing a specification for a new feature:  defining purpose of project, target audience, key features, screen mockups, questions, and process flows.

There are mind-mapping products that allow collaboration between people or teams. Stormboard is a combination of a mind-mapping tool and a whiteboard. It is free for teams up to 5 people. Versions are available that work on any device.


This is a screenshot of a sample mind map breaking down the various music genres that Pandora serves. Pandora Music Map sits in a bubble in the center and there are about 16 legs on each side of the bubble with the genre names.

Image from This is a screenshot of a sample mind map breaking down the various music genres that Pandora serves. This mind map was developed using a free open source tool called Freemind.

This is a free open source tool written in Java so that it works across platforms and is available for Windows, Mac and Linux. It can support collaboration as well as location-based mapping. It supports a number of formats including HTML, PDF, OpenDocument, SVG and PNG.


Created using Lucidchart, this mindmap depicts the different elements that would be involved in creating a student portfolio. They include defining the purpose, resources and tools, type and materials, and copyright. The chart starts on the top with with portfolio and expands out into boxes of various sizes.

Created using Lucidchart, this mindmap depicts the different elements that would be involved in creating a student portfolio. They include defining the purpose, resources and tools, type and materials, and copyright.

Lucidchart allows collaboration and also integrates with Google images. It is free to educators and will generate many different types of charts beyond mind-maps to floor plans, organizational chart and many others.

Whatever your need or preference mind-maps are available to meet virtually every need.

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How the Secrets of 25 Great Works of Literature Will Improve Your Writing

Secretsof25GreatWorksThe Art of X-Ray Reading: How the Secrets of 25 Great Works of Literature Will Improve Your Writing by Roy Peter Clark has been keeping me absorbed on my commute to and from work this week. Clark’s exploration of literature, ranging from Donna Tarte to Jane Austen to Shirley Jackson, was completely absorbing and a good introduction to deep reading or “x-ray reading” as he names it. Even if you haven’t read all 26 of the works examined his interpretation of some deep passage is enough to compel you to seek out the work and read or re-read it just to savor the unexamined parts in a new light. At the end of every chapter he gives “Writing Lessons” which summarize the high points made in the chapter and equips you with tools to learn how to write (and read) in a compelling way by dissecting from the best.

Even though I only live 19 miles from Wheelock the commute can take over an hour or more depending on the day of the week and the traffic. Twelve or so years ago I signed up for a subscription to Audible (now part of Amazon) an audio book service that provides many current books in a form that can be played through a computer, tablet or smartphone. Over the years I have amassed a large audio library and with a longer commute have the time to explore it. When Amazon sells you a digital (Kindle) book it often offers the option of Whispersync which lets you switch between the Kindle book and the audio book while keeping synchronized track of you place in the book. Useful if you read between car (audio) and home or work (Kindle).

It is a good way to take advantage of commuting times to enhance your own personal learning network.

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Learning by Messing Around: Play in the Service of Learning

Discover the different sounds you can produce with the rocks

Discover the different sounds you can produce with the rocks

Play is one of those institutions that almost all educators recognize as a critical part of children’s learning. Ironically it is often the first thing to get cut in pursuit of “high stakes testing” and rigor. There have been articles suggesting that kindergarten and even pre-school are the new “first grade”. These create situations where young children are expected to sit still and memorize letters, numbers and words at the expense of exercise, creative exploration that are the developmentally appropriate things for children to be attending to. It is impossible to envision how these two different philosophies will eventually resolve.

At the same time the activity of play is coming into its own for a completely different audience. Adults and teens are becoming the subjects of a push to develop citizens who can manifest creativity and problem-solving skills. Experiential opportunities such as “makerspaces” and “hackerspaces” are being developed both as part of traditional institutions such as libraries and schools and in independent entrepreneurial opportunities with play as a motivator.

Play and learning cannot be divorced from one another. The characteristics of play—curiosity, experimentation, not fearing failure, repetition, self-direction, valuing the means over the ends, and imaginativeness—are touted as 21st century skills as well as being characteristics of many Nobel winning scientists.


finding a shared interest poster at the Hawkins ExhibitFrom September through January the Earl Center hosted the Hawkins Exhibit. This is a national traveling exhibit that is about learning science by “messing around,” the use of existing materials and the joint exploration of child and teacher without a preset curriculum. The richness of the exhibit and the timeliness of the subject matter poised a rich counterpoint to the continual exploration of “making” and creating in the Earl Center. It also stressed the value of play in learning—whether learning by building with rocks or learning by experimenting with our 3D printer. In both cases the play activities build the creative stamina of the user by allowing unstructured access to materials and encouragement to explore in a free form way. We can only hope that by encouraging adult play in the world that the trend towards making children grow up too soon will reverse itself and we will all have the opportunities to play well together.


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Welcome OSMO!

OSMO is a new item in our collection that is really fun to learn for children and adults alike. It comes in a neat package that includes game pieces, a mirror reflector, and base. All you need to supply is an iPad, pen, and paper to play all the games.

A great feature of OSMO is after you download their free iTunes apps you do not need the internet.

osmoappsThis is a great toy to play at Grandma’s house, on vacation, or in the classroom. There is a word game (similar to hangman), tangram, and various drawing activities each with increasing difficulty levels you can master. The only important thing to note is that you can only use the OSMO on one iPad at a time which does encourage interaction between two or more players. It does not save scores or levels for player 1 and player 2, but you can save drawings that you make on your iPad video memory.

osmo2My entire family loved playing the Word Game together. You can take turns laying down letter tiles or you can race each other to place a tile down first. The game will note whether the blue or red tile wins that point.

If you create an OSMO account you can also create your own word file or download public files which have topics like music notes, counting, and, animals. This would be a unique way to study for your Spanish vocab test or create a “Continents of the World” test for your classroom.

tangramforosmoNext is the tangram game which allows you to select novice up to expert.



For those not used to tangrams the game will give you an outline and hint at the shape. More advanced features only give you a black shadow image and you need to figure out how to align the shapes. My 8 year old son and I were able to take turns easily and move between difficulty levels.


newtonforosmoNow the target practice game requires quick thinking and imagination.

OSMO calls their game “Newton” and you need to make the falling balls hit your orange target. To do this you will need a pen, paper, and other inanimate objects to create virtual walls, slides, and barriers for the bouncing balls to hit the target.

newton1Easier said than done!


masterpieceforosmoThe final free app offered by OSMO is called Masterpiece. My 10 year old daughter loved this activity. Not only can you draw like a pro, but the game video tapes your evolving creation as it appears on the paper.

A picture, OSMO supplies or you have downloaded, appears on the screen along with your real time pen in hand. You watch the iPad screen simultaneously as you “trace” the image on your paper. Truly, it feels and looks like magic.

It’s intuitive enough for kids to learn on their own and easy enough for adults to play along! Check out their website and have fun.

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Beginner’s Mind and Continuous Learning

little-buddhist-monksPlay is a very important concept at Wheelock College. It is a cornerstone of Froibel’s theories and of Lucy Wheelock’s work. Even more now than in their time the world is in a state of swift and continuous flux. The only way to keep up with it is by embracing a model of continual learning, trial and error practice and a sense of playfulness. Trial and error and play are virtually synonymous as play is not about formal learning—more like tangential learning – learning in the course of doing something else.
To navigate this new world we must become like children. A child’s normal state is one of continuous learning. They are learning to navigate the world. The difference between children and adults is that of being fearless in the face of something new vs. being afraid. To children, new things attract and intrigue. To adults, new things startle and cause distress because adults assume that they should already know how to do or use whatever is encountered. They may be afraid that they will break it (toys are made to be broken) or that they will look silly or incompetent. There is a solution to that.
In Buddhism there is a concept known as “beginner’s mind.” This is the state of being totally open, non-judgmental and playful with everything that is encountered.

“If your mind is empty, it is always ready for anything, it is open to everything. In the beginner’s mind there are many possibilities, but in the expert’s mind there are few.” –Shunryu Suzuki, Zen Mind, Beginner’s Mind: Informal Talks on Zen Meditation and Practice

As adults, particularly when encountering technology, it is vital to cultivate beginner’s mind. It will remove the stress that blocks learning and open the way to being calm and comfortable in one’s learning experiences. It will make the process of continuous learning a part of life again.

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