Making Sense of Making: Defining Learning Practices in MAKE Magazine

In this episode I unpack Brahms and Crowley’s (2016) publication titled “Making sense of making: Defining learning practices in MAKE magazine,” which is a content analysis that uses communities of practice as a framework for exploring maker practices evident within MAKE magazine.

  • Welcome back to another episode of a

    csk* podcast my name is Jared O'Leary

    this episode I'm going to continue a

    discussion on maker culture and maker

    practices it might be asking what why am

    I talking about maker practices 4cs

    educators one of the reasons is because

    there are many potential connections to

    CS education in terms of the kinds of

    software and hardware practices that can

    occur in maker culture that could

    certainly be relevant to C as educators

    so when you listen to me talk about the

    practices discussed in this particular

    article try and think through how you

    may or may not be able to apply some of

    those practices within your CS classroom

    so this article is by Lisa Brahms and

    Kevin Crowley and again apologies if I

    ever mispronounce any names and the

    publication is a chapter in a book the

    title of their chapter is making sense

    of making defining learning practices in

    make magazine and as always the show

    notes that are found in the description

    below or at Ghirardelli recom include

    links to the author google scholar

    profiles and then direct links to the

    publication itself in case you want to

    buy the particular chapter or this

    entire book alright so let's begin by

    reading the abstract quote this chapter

    turns to the pages of make magazine for

    data on which to base first

    approximation of some core principles of

    the maker community it draws upon the

    communities of practice framework which

    asserts an understanding of learning as

    fundamentally tied to the social and

    cultural context in which it occurs and

    focuses on the practices that define

    communities born from individual

    basement tinkerers and garage mechanic

    hobbies' the maker movement has evolved

    to support a strong community among

    makers the growth of the International

    Maker Faires annuals showcases of makers

    inventions and investigations have

    become celebrated mecca's of maker

    culture attracting hundreds of thousands

    of makers of all ages and interests the

    field of education has embraced the

    maker movement as a potential context

    for innovative and more inclusive STEM

    education experiences educational

    platforms in high school Tech Labs

    community maker spaces and after-school

    youth programs have been created to

    strengthen and associate the many

    individuals in quote so if I were to

    kind of summarize this particular

    chapter into a single sentence I would

    say that it is a Content

    that uses communities of practice as a

    framework for exploring maker practices

    evident within make magazine so the

    authors begin by explaining that maker

    culture and practices have become more

    mainstream in recent years for example

    the white house a few years ago hosted a

    Maker Faire and kind of showcase some of

    the things that people can create in

    maker spaces or just in general after

    kind of doing that little intro that

    kind of talk about what communities of

    practice are as a framework and so

    here's a quote from page 14 communities

    of practice quote asserts an

    understanding of learning as

    fundamentally tied to the social and

    cultural context in which it occurs and

    focuses on the practices that define

    communities and quote so they use this

    particular framework of the idea of

    communities of practice to analyze 162

    articles within make magazine over the

    course of a single year now as a little

    side note I do happen to have a chapter

    that I wrote for a handbook on affinity

    spaces and I kind of talked about how

    affinity spaces are similar or different

    than communities of practice and how you

    can apply the framework of an infinity

    space into a classroom context so if

    you're interested in learning more about

    communities of practice and a very

    similar framework called affinity spaces

    in the show notes I'll have a link to

    that publication now at the time of this

    recording the publication is not

    released it is in press so it might be

    out by the time this recording releases

    otherwise it'll be available shortly

    after so the purpose of the study was

    quote to define making in terms of the

    distinct making practices that are at

    the center of the community to find

    these practices we analyzed the most

    popular and nationally recognized

    textual source of maker community

    participation make magazine

    in quote that quote is from page 14 so

    the study was guided by the following

    questions this is a quote from page 15

    coop what are the learning practices of

    the making community as represented in

    make magazine and who are the makers who

    contribute to make magazine and for what

    analytic purposes represent central

    participation in making community

    practice in quote okay so here are some

    of the results from the study itself so

    over the course of this particular study

    Bronson Crowley identified that 89% of

    the authors for make magazine were men

    now the author's problematized this a

    bit and I'll actually talk about this a

    bit more in two weeks in another article

    that I'll be reading that problematizes

    make your culture in general but here's

    a quote from page 26 quote if making is

    represented as being for example mostly

    male mostly white and mostly about

    hobbyist technology how does it differ

    in substantive ways from other recent

    educational phenomena that were

    similarly thought to be new supports and

    motivations to participants in STEM such

    as educational gaming or robotics and

    the continued to foster a complex

    relationship to gender and access with

    regard to design and use while making

    experience has really become more

    accessible and motivating to young

    people and communities who do not see

    others like themselves and their

    creative interests reflected in the

    public face of the movement in quote so

    these questions have some excellent

    points in terms of things to consider

    and think through so if we're going to

    engage in some of the practices that I'm

    about to discuss we might want to

    question who is engaging in these

    practices in an informal settings of why

    and in this particular case there's a

    strong imbalance in terms of gender

    identities that are represented in who

    writes for this particular magazine

    now the authors don't indicate why that

    might be however that is definitely

    something that should be explored more

    and before implementing these kind of

    practices in imitational setting now

    that being said there are a lot of

    interesting connections here that still

    can tie into computer science education

    which also kind of has an imbalance

    between gender representation and

    identity is tends to heavily lean

    towards male and right now there's not

    enough women in CS and there's not a lot

    of discussion on non-binary individuals

    in CS as well okay so the analysis

    itself revealed seven core learning

    practices evident within the articles so

    these practices are one exploring

    question to tinkerer test and iterate

    three seek out resources for pack and

    repurpose five combined and complexify

    six customize and seven share all right

    so here's a definition of the explore

    and question this is from page sixteen

    quote interrogation of the material

    properties of the context in order to

    find inspiration or to

    determine intention for a process or

    project in quote so with this particular

    practice the author suggests that makers

    really enjoy and value inquiry in

    exploration through making and through

    the culture at large now this is

    definitely something that can apply in

    ACS classroom as well if you are going

    to use any kind of like inquiry or even

    project-based exploration that has more

    of an open-ended framework for the

    project there's not this like closed

    project where like everybody's gonna

    create the exact same outcome for

    example you might be able to say how can

    we solve this particular problem with

    different solutions or what kind of

    problems are in our community that we

    can address through our class and

    through computer science in general so

    those are some different ways that you

    can kind of explore in question in

    computer science education kind of

    building off of the explore in question

    the next one tinkerer test and iterate

    here's a quote from page 16 a definition

    purposeful play experimentation

    evaluation and refinement of the context

    in quote so this strongly aligns with CS

    education especially with software

    development you're just constantly

    iterating on your ideas and you have to

    constantly test to find if there's bugs

    and then from the tinkering side of

    things is just kind of like messing

    around like trying to figure out oh well

    what happens if I do this and

    experimenting some more however where it

    differs a little bit here's a quote from

    page 20 quote makers are doers rather

    than planners yet the doing is iterative

    and sequential makers model designs with

    software they build and test prototypes

    and they evaluate the processes to

    discover what is possible or to improve

    upon what has come before

    unquote so the authors then continue to

    go on and kind of describe that the

    iterative process is strongly valued

    within maker culture however this kind

    of iterative process is typically

    different than what goes on in CS

    education in that in CS education

    usually have some kind of a plan in

    advance in terms of what you want to do

    or what you want to create now whether

    or not the kids you work with are moving

    with more of an experimentation like

    maybe through modding like I talked

    about previously in previous episodes

    and just kind of tinkering around and

    seeing what they can do or maybe they're

    going with more of like they're gonna

    storyboard out with their app or their

    program or their project is going to do

    and they're going to follow that and

    kind of iterate on it as they're working

    on it

    it's kind of up to you in the classes

    that you work with okay so the next

    practice seek out resources here's a

    definition from page sixteen quote

    identifying and pursuing the distributed

    expertise of others includes recognition

    of one's own not knowing and desire to

    learn unquote so this relates to a lot

    of what some of the guests on the show

    have talked about in terms of finding

    communities and finding other experts

    that can assist you with your own

    understanding so the idea that knowledge

    is kind of distributed across the

    community is one that resonates really

    well with a lot of informal learning

    communities or communities of practice

    or affinity spaces

    however you wanted to find these kind of

    cultures or groups of people this is

    something that can occur in the

    classroom itself I have mentioned and a

    guests have mentioned that they strongly

    recommend having peers help each other

    in a classroom or creating like an I

    need help list or engaging in peer to

    peer feedback and learning or just even

    asking a friend for help if they get

    stuck things like that so this can

    definitely relate to what goes on in a

    si s education classroom however it

    doesn't have to be with somebody who's

    in a room or somebody that you talked to

    synchronously this could also occur

    asynchronously if you have a lot of

    resources available online or in some

    kind of a discussion based format so for

    example perhaps you could create a

    feedback system where one class is able

    to look at projects from another class

    that meets at a separate time of day and

    kind of provide comments or feedback so

    as an example to that when somebody

    shares a project on scratch there's an

    option to allow community members to

    share comments so perhaps a fourth grade

    class might go and look at projects

    developed by seventh grade class and

    provide some feedback to them now this

    practice also relates to the previous

    unpacking scholarship episodes on mod

    culture here's a quote from page 21

    quote it is also frequently played out

    through the recruitment of friends and

    colleagues with diverse skill sets and

    knowledge as well as through the active

    use of local community developed

    resources for discussion design and

    fabrication in quote so for example

    we're tying it back to the previous

    scholarship think about the teams that

    were developed from mods when I

    discussed some mod culture practices all

    right so the next practice hack and

    repurpose here's the definition from

    page 16 quote

    harnessing and salvaging component parts

    of the made world to modify enhance or

    create product or process in quote

    here's a quote from page 22

    well packing and repurposing is a

    practice of problem-solving and

    improving functionality but it is also

    an act of improvisation and creativity

    and an opportunity to put the stamp of

    individuality on a project or process

    and quote so as I've discussed and some

    of the guests have just discussed in

    Prior episodes you're going to be

    borrowing bits of physical hardware or

    maybe software chunks of code or

    functions and applying them in some kind

    of a new context so this is something

    that is is valued um um make your

    culture the idea that you are going to

    repurpose something or tying it back to

    mod culture you're going to mod or remix

    something to make it do something news

    you might take a little bit of pieces

    from this project and there's some

    functions from this project and maybe

    some sprites from this other project and

    you can combine them into something else

    which relates to the next practice

    combined in complexify so here's a

    definition from page 16 quote developing

    skilled fluency with diverse tools and

    materials in order to reconfigure

    existing pieces and processes and make

    new meaning and quote and here's a

    little elaboration from pages 22 and 23

    quote the practice of developing skilled

    fluency with a diverse set of physical

    and digital tools materials and

    processes of

    construction in order to put these

    existing pieces and processes together

    differently is central to making and

    enables makers to extend what is

    possible inherent in this practice is an

    impulse to learn and an acknowledgement

    that there is always more to learn that

    what is not yet known as a deep personal

    interest is learnable usable and useful

    to oneself into the community of makers

    the practice of combining and complexify

    is a practice of lifelong learning

    include now this really relates to my

    approach to CS education when some

    districts have asked for my advice on

    what kind of platforms they might use

    what I recommend is that they find

    platforms that allow them to combine and

    complexify essentially to use the

    authored discourse various computer

    science practices concepts

    understandings etc so for example

    there's a tendency among the more puzzle

    based or problem-based platform

    that have one right or wrong answer to

    solving things and don't really enable

    opportunities for creative expression to

    not really allow for kids to combine and

    complexify what they're doing what I

    recommend for districts is that they

    instead find platforms like scratch jr.

    or scratch that allow you to take these

    various concepts and practices and kind

    of combine them in interesting ways that

    allow for kids to dive deeper so rather

    than learning the same base level

    concepts and practices and

    understandings in computer science

    in a variety of platforms what I

    recommend instead is to dive deep into

    one that allows you to combine all these

    ideas into really complex projects that

    are individually meaningful for kids so

    speaking of this kind of builds off of

    the discussions on modding the next

    practice customized here's a quote from

    page 16 quote tailoring the features and

    functions of a technology to better suit

    personal interests and express identity

    in quote and here's a quote from page 24

    well through the practice of

    customization maker's tailor the

    features and functions of a technology

    to make it their own in quote I cannot

    recommend this enough if if you can in

    some way make it so that your CS class

    allows kids to kind of customize things

    to make it interesting to them not only

    does this make this like personally

    meaningful but it can also tie in to the

    idea of culturally relevant pedagogy so

    I highly recommend thinking of the ways

    that the projects that the kids create

    in your CS classroom or your in

    classroom that integrates you guess that

    the projects themselves are extremely

    customizable ok so the last practice

    share here's the definition from page 16

    poop making information methods and

    modes of participation accessible and

    usable by members of the community

    encode so here's a quote from page 25

    the findings quote makers openly share

    and access these stuff of making with

    the entire community of makers through

    diverse platforms for presentation

    reception and communication often

    characterized as open source the maker

    community works to develop repositories

    of information kits and systems of

    communication which make tools materials

    methods of design and fabrication and

    products accessible customizable and

    usable by the end

    our community in quote so the thing I

    love about this is is not just sharing

    the creative product itself but also

    sharing how to create that product so in

    other words encouraging development and

    of understanding through engaging in the

    process itself rather than just looking

    at an end product that somebody created

    so I've mentioned in previous episodes

    that one thing that you might be able to

    do is have kids create their own

    resources that are then used by the

    current class or even future classes

    down the road so this is another example

    of how you might be able to do that now

    one thing that you might want to take

    into consideration when creating these

    kind of resources is figuring out okay

    well these resources be available only

    to the classes I work with to maybe in

    the school that I work with maybe the

    district or outside of the actual

    community itself so for example will you

    make it so that anyone in the world can

    find access to these resources so my own

    personal preference is to make it so

    that the resources are free to use for

    the larger community because you never

    know who might be able to find access to

    them so for example all these stuff on

    my website Jared O'Leary comm 100% free

    get hits from all over the world from

    people who are interested in either

    computer science education resources or

    music education stuff as well as the

    free curriculum that I create for

    boot-up PD org we get hits from all over

    the world every continent except for

    Antarctica so if you know anyone who

    teaches in Antarctica please have them

    use our resources so I can say every

    continent anyways all kidding aside I

    highly recommend creating not only

    products but also resources that help

    with the processes to create those

    products now an interesting note or

    finding from this particular article is

    that these practices did not occur in

    isolation so over 75% of the article

    include two or more practices and more

    than a third contain four or more

    practices so rather than having to make

    a lesson that's like I'm going to focus

    this lesson on customizing or I'm going

    to focus this particular lesson or

    project on combine imp Lex and

    complexify you don't need to do that you

    can find projects that include several

    different examples and kind of engage in

    them simultaneously

    so one of the ways that I've kind of

    described this in the past in our PD

    facilitation stuff for Buddha is

    thinking of the like computer science

    concepts and practices

    as a a gym or a dye that you can see

    through each one of the faces on that

    gym or dye is a concept or practice and

    depending on what angle that you look at

    it you will foreground some concepts or

    practices that you're looking at but you

    can see through them to still see and

    engage in the practices that are on the

    opposite side of the gym or dye that you

    are looking through so I'll include a

    video that kind of briefly talks about

    that in the show notes if you're

    interested in learning more now the

    author's mentioned that the majority of

    the articles were multidisciplinary

    here's a quote from page eighteen quote

    yet rarely does each discipline occur

    independently of others in quote so this

    is an excellent example of ways that you

    can engage in integrated or

    interdisciplinary or transdisciplinary

    learning within a school context and yes

    the author's do say multi disciplinary

    as I mentioned in previous episodes

    maker cultural scholarship tends to

    refer to these kind of combined

    practices from multiple domains as a

    multidisciplinary however in curriculum

    scholarship they might describe it as

    integrated interdisciplinary or

    transdisciplinary I'll include a link to

    my dissertation which kind of unpacks

    that a little bit more especially in

    Chapter six so here's a kind of like

    summary quote from page 25 quote our

    analysis suggests that the practices

    that characterize participation in

    making cannot be simply described as

    practices that come from or point to

    anyone educational disciplinary pathway

    such as engineering science or math it

    can be argued that aspects of maker

    practices are drawn from or resemble

    certain disciplinary practices but no

    one disciplined or singular set of

    established disciplinary practices

    captures the essence of participation in

    the making community makers have

    developed a set of sophisticated

    community practices and modes of

    participation that as a whole are

    organic and possibly unique to making in

    quote and finally a quote from page 27

    quote making is a multidisciplinary

    interest driven distributed and evolving

    form of informal learning in quote so

    much of these quotes towards the end and

    the idea of the practices not being

    siloed or isolated or disconnected from

    each other it relates to so many of the

    discussion

    in this podcast in previous episodes so

    that's kind of a summary of the study

    itself some of the main findings from

    this particular content analysis so here

    are some of my lingering questions or

    thoughts so one of them is how my two

    the seven core learning practices look

    in a CS classroom so I kind of unpacked

    each of them a little bit throughout

    this discussion however I'm sure you can

    come up with many more ways that you

    could potentially include each of these

    seven practices in your classroom

    whether it be an integrated classroom or

    a standalone classroom another question

    that I have is if someone were to

    analyze the CS curricula or discourse in

    the field what themes might emerge so in

    other words if you to kind of take this

    approach to doing a Content analysis of

    make magazine publications and instead

    apply that to the field of CS at large

    what kind of practices might come out of

    that what what is it that we as CS

    educators or people within the field of

    cs education discuss another follow-up

    question would be how might those themes

    differ from what is emphasized within a

    particular set of cs standards so is

    there a disconnect between the way that

    we discuss things in the world of CS or

    CS education with with the kind of

    standards that we've set or is there an

    imbalance in it in terms of well these

    standards are presented is kind of like

    all being equal but really we talk about

    algorithms and programming 90% of the

    time and only 10% of the time we talk

    about everything else and another

    question I have in what ways might be

    themes in CS in leisure discourse differ

    from CS for career readiness so I've

    mentioned several times that I really

    value the idea of engaging in a subject

    area for leisure for fun yes you can do

    this for career and that's great but you

    can also just engage in this for the fun

    of it like modding a video game or

    making your own apps or whatever you

    want so what I'm curious about is if the

    discourse that is in these more informal

    and leisurely applications is similar or

    different from the career readiness

    discourse and if so what practices are

    kind of emphasized in one and not in the

    other so those are just some of my

    lingering thoughts or questions I'm sure

    you have your own after listening to

    this podcast and I hope you read the

    publication itself and kind of think of

    your own ways that this might connect

    with CS education I hope you enjoyed

    this kind of

    summary of some of the practices that

    are found in maker culture and I hope

    you're thinking of some different ways

    that you might be able to engage with

    them in your classroom next week will be

    another interview and then following

    that we're going to have another

    unpacking scholarship episode that kind

    of provides a very critical view of

    maker culture and problematizes some of

    the discourse across maker culture in

    makerspace education if you found this

    podcast or any of the resources on my

    website valuable please consider sharing

    with somebody else they're all free I

    just want to help out the field of

    education thanks so much for listening I

    will talk to you next week when we have

    yet another interview

Article

Brahms, L., & Crowley, K. (2016). Making sense of making: Defining learning practices in MAKE magazine. In K. Peppler, E. R. Halverson, & Y. B. Kafai (Eds.), Makeology: Makers as Learners (Vol. 2, pp. 13–28). New York: Routledge.


Abstract

“This chapter turns to the pages of MAKE magazine for data on which to base first approximation of some core principles of the maker community. It draws upon the communities of practice framework, which asserts an understanding of learning as fundamentally tied to the social and cultural contexts in which it occurs and focuses on the 'practices' that define communities. Born from individual basement tinkerers and garage-mechanic hobbyists, the Maker Movement has evolved to support a strong community among makers. The growth of the international Maker Faires' annual showcases of makers' inventions and investigations have become celebrated meccas of maker culture, attracting hundreds of thousands of makers of all ages and interests. The field of education has embraced the Maker Movement as a potential context for innovative and more inclusive STEM education experiences. Educational platforms in high school tech labs, community makerspaces, and afterschool youth programs have been created to strengthen and associate the many individuals.”


My One Sentence Summary

A content analysis that uses communities of practice as a framework for exploring maker practices evident within MAKE magazine.


Some Of My Lingering Questions/Thoughts

  • How might the seven core learning practices look in a CS classroom?

  • If someone were to analyze CS curricula or discourse in the field, what themes might emerge?

    • How might those themes differ from what's emphasized within a particular set of CS standards?

    • In what ways might the themes in CS in leisure discourse differ from CS for career readiness?


Resources/Links Relevant to This Episode



More Content