Event Information
*Introduction: (10 minutes) Facilitators introduce themselves and the topic and share examples of classroom paper circuitry projects, including a live demo of student projects. Distribute materials.
*Warmup: (10 minutes) To introduce the concept of designing circuits on paper using LED stickers and conductive fabric tape, participants will design a nametag and create a simple circuit with an overlay that allows the light to shine through, illuminating the nametag. They will be invited to add art to make their nametag personal.
*Brainstorm: (5 minutes) Participants are invited to brainstorm words that describe what energizes, inspires, and/or identifies them. Alternatively, they could brainstorm words that describe a neighborhood, an ecosystem, a process, or a cycle as starting points for their choice of templates or original drawings that can be illustrated with light with physical switches to blink and respond to inputs.
*Design Challenge: (5 minutes) On their own or in pairs, participants sketch a design using a provided template to illustrate their story or idea.
*Introduction to Circuit Sketcher: (15 minutes) Facilitators lead a hands-on tutorial about using a free online resource that includes a simulator to design viable circuits aligned to illuminate parts of their drawing.
*Prototyping: (30 minutes) Pairs (or individuals) continue working on their ideas. They use Circuit Sketcher to design their circuit and then build their circuit, which integrates up to three LEDs. Facilitators will provide support and troubleshooting strategies for creating switches to make their artwork interactive.
*Reflection/Conclusion: (15 minutes): The group gathers to share completed (or in-progress) design ideas. Lesson plans, additional resources, and facilitators’ contact information will be shared for future collaborations.
Makers in Schools: Entering the Fourth Industrial Revolution (2018) Brown, S. & Liedahl, B.
Martinez, S. L., & Stager, G. (2013). Invent to Learn: Making, tinkering, and engineering in the classroom. Torrance, CA: Constructing Modern Knowledge Press.
Papert, S., & Solomon, C. (1971). Twenty things to do with a computer. Cambridge, MA: Massachusetts Institute of Technology, A.I. Laboratory.
Qi, J. (2012).The Fine Art of Electronics: Paper-based Circuits for Creative Expression. http://web.mit.edu/~jieqi/Public/Jie_Qi_MS_thesis.pdf.
Solomon, C. (1986). Computer environments for children: A reflection on theories of learning and education. Cambridge, MA: MIT Press.
Other Supporting Materials:
Starting with Wonder, STEAM and the story of Chibitronics [PDF] (STEAM Edu Guide pg. 6-11)
https://chibitronics.com/wp-content/uploads/2022/09/Chibitronics-Educators-Guide-1.pdf#kix.3oc9ejimmrky.
Joy as an Aesthetic by Ricarose Roque - long-form blog post about creating STEAM learning experiences that spark transformative joy
https://www.creativecommunities.group/blog/2024/6/5/joy-as-an-aesthetic-reflections-on-designing-transformative-learning-experiences.
Lifelong Kindergarten by Mitchel Resnick [Book] - Friendly and practical intro to nurturing creativity and Constructionism, the foundational theory behind much of STEAM learning
https://www.goodreads.com/en/book/show/34889378-lifelong-kindergarten.
The Art of Tinkering by Karen Wilkinson & Mike Petrich [Book] - treasure trove of inspirational project ideas, artworks, and creators whose work blends art, science, and technology.
https://www.goodreads.com/book/show/17571825-the-art-of-tinkering.