Week 04: Apply
How Adaptability and Agility Improve Learning for Students
1. Watch as North Bay educators in California share how being adaptable and agile fostered a rich and robust learning environment for their students.
2. Additional Resources from Julia Marrero and Kaki McLachlan and the STEAM program at White Hill Middle School and on the Maker and STEAM movement:
- White Hill Middle School and teachers Julia Marrero and Kaki McLachlan's resources:
- Promote Creativity, Play, and Making with Youth:
- The Entrepreneurial Educator's Diigo webpage for Edupreneurs: Innovative Educators and Schools. *Diigo is a social booking tool for collectively researching and annotating the Internet.
- Maker Media Links to an external site., Make Magazine Links to an external site., and Maker Faire Links to an external site.
- Makerspace Playbook School Edition Links to an external site.
- Caine's Arcade
Links to an external site.
- STEAM defined: Science, Technology, Engineering, Art, and Mathematics:
3. Design Challenge: You have reflected on recent changes you personally have made. Now, apply this thinking to the world of education by designing an activity (for a classroom or other learning environment) that has students and/or learners make some kind of small change to their normal, daily routine--change, in this instance, can include the physical layout of their learning space(s), how they take breaks or engage in recess, how they submit work or receive feedback, and/or how they communicate with one another.
4. Then, have the students or learners discuss the process of changing their routine:
- What barriers did they notice?
- How did they feel (e.g., excited, hesitant, frustrated, etc.) throughout the process?
- What did they enjoy about the process?
- Why did they feel the way they did about the process?
5. Share your activity and potential responses from students or learners with Mark, Paul, and classmates via Twitter #edupreneur Links to an external site.
Twitter Feed based on the Course Hashtag #edupreneur!