When Sylvia Martinez and Gary Stager published Invent to Learn a couple of years I quickly read it on my Android tablet through the Kindle app. Then in March of this year I had a chance to talk with Gary for a while at a conference that we were both invited to in Sydney. While there I bought a paperback copy of Invent to Learn. I have now read it two more times and filled it with notes in the margins of the pages (scribbling notes is the best part about having a physical copy of a book). In no particular order, here are five highlights from the notes I've taken while reading Invent to Learn.
1. Avoid the "keychain syndrome" when developing projects.
Martinez and Stager cite Paulo Blikstein for developing this term to describe what happens when students learn to use fabrication tools like 3D printers. The point of the project shouldn't be to learn how to use the equipment (though that is needed) but to use the equipment to create things of meaning to them.
2. Skip the preload.
Stager and Martinez remind us to avoid the temptation to take "just a minute" to explain how a program or tool works. That "just a minute" can quickly turn into 25 minutes of "how to" instruction that students don't need because they are more than willing to push buttons, flip switches, click menus, and generally explore without a fear of not knowing what will happen. I've been guilty of this in my practice and I'm trying to cut down my preload time as much as possible.
3. Collaboration comes in different forms.
Collaboration doesn't have to mean two or more students working together for the duration of a project. It could be as simple as observing and asking questions of a peer or group of peers.
4. Good project prompts are short and sweet.
Skip the long-winded "by the end of this project you will have done..." and give students prompts that are clear and concise. The prompt should also give students the flexibility to satisfy the prompt in the way that they see best. I've employed this strategy for years. My experience has been that students who are used to being told, "here's the rubric, here's what you need to get a good grade" will freak out and flounder for a while until they realize that they have the power to respond to the prompt in a manner of their own choosing.
5. Instruction is useful, not everything has to be "discovered" by students.
There is a temptation to make every learning experience about students "discovering" information. Sometimes direct instruction is needed and is just as useful as students discovering on their own. Stager and Martinez give this example,
There is no reason to discover the date of Thanksgiving when you can ask someone. Instruction is useful for learning things that would take an instant or when little benefit would be gained by investigating it yourself.Beyond the philosophical items that I've featured above, Invent to Learn is full of fantastic resources for anyone interested in using the concepts of the Maker Movement, 3D printing, and programming in their classrooms.