Technology & Engineering/Electronics

Start Making! is a program developed by The Clubhouse Network to engage young people all over the world in Maker-inspired activities. With this guide, Start Making! you will discover how to plan and coordinate projects in your Making! Start home, school, library, community center, after-school club, or Makerspace. You’ll learn strategies for engaging young people in creative thinking, developing individual and team projects, and sharing and reflecting on Start Making! their creations. Each session includes a list of supplies you’ll need, step-by-step instructions for completing the projects, and prompts for stimulating discussion, curiosity, and confidence. These fun, do-it-yourself (and do-it-together) projects teach fundamental STEAM concepts—science, technology, engineering, art, and math—while introducing young people to the basics of circuitry, design, coding, crafting, and construction.

Learn to N Make paper cards and creations that light up N Play music using a MaKey MaKey keyboard and Scratch programming N Join together to make paintings with light N Design and construct 3D sculptures N Build a vibrating art-making bot that makes drawings N Sew fabric creations with wearable circuits

Dip into the activities once a week, run them as a week-long summer activity, From the or go through the guide in any way that works for you. By offering your own Martin Clubhouse Start Making! program, you can inspire young people in your community to Community develop creative ideas, learn new skills, and share their creations. | Panjwani

The Clubhouse Network is a global network of community-based centers led by Boston’s Museum of Science in collaboration with the MIT Media Lab. A Guide to Engaging Young People in Maker Activities US $19.99 CAN $22.99 ISBN: 978-1-4571-8791-9

Danielle Martin Edited by Natalie Rusk makezine.com Alisha Panjwani Afterword by Start Making! A Guide to Engaging Young People in Maker Activities

By Danielle Martin and Alisha Panjwani Natali e Rusk, Editor Start Making! Safari® Books Online A Guide to Engaging Young People in Maker Activities Safari Books Online is an on-demand digital library that delivers expert content in both book and video By Danielle Martin and Alisha Panjwani form from the world’s leading authors in technology Natalie Rusk, Editor and business. Copyright © 2016 Museum of Science and MIT. Technology professionals, software developers, web All rights reserved. designers, and business and creative professionals Printed in Canada. use Safari Books Online as their primary resource for Published by Maker Media, Inc., research, problem solving, learning, and certification 1160 Battery Street East, Suite 125, training. San Francisco, California 94111. Safari Books Online offers a range of plans and Maker Media books may be purchased for educational, pricing for enterprise, government, education, and business, or sales promotional use. Online editions are individuals. Members have access to thousands of also available for most titles (safaribooksonline.com/). books, training videos, and prepublication manuscripts For more information, contact our corporate/institu- in one fully searchable database from publishers like tional sales department: 800-998-9938 or O’Reilly Media, Prentice Hall Professional, Addison-­ [email protected]. Wesley Professional, Microsoft Press, Sams, Que, Peachpit Press, Focal Press, Cisco Press, John Wiley Publisher: Roger Stewart & Sons, Syngress, Morgan Kaufmann, IBM Redbooks, Editor: Roger Stewart Packt, Adobe Press, FT Press, Apress, Manning, New Copy Editor and Proofreader: Rebecca Rider, Riders, McGraw-Hill, Jones & Bartlett, Course Tech- Happenstance Type-O-Rama nology, and hundreds more. For more information Interior and Cover Designer: Maureen Forys, about Safari Books Online, please visit us online. Happenstance Type-O-Rama Indexer: Valerie Perry, Happenstance Type-O-Rama How to Contact Us Please address comments and questions concerning April 2016: First Edition this book to the publisher: Revision History for the First Edition 2016-04-05: First Release Make: 1160 Battery Street East, Suite 125 See oreilly.com/catalog/errata.csp?isbn= San Francisco, CA 94111 9781457187919 for release details. 877-306-6253 (in the or Canada) Make:, Maker Shed, and Maker Faire are registered 707-639-1355 (international or local) trademarks of Maker Media, Inc. The Maker Media Make: unites, inspires, informs, and entertains a logo is a trademark of Maker Media, Inc. growing community of resourceful people who under- Many of the designations used by manufacturers and take amazing projects in their backyards, basements, sellers to distinguish their products are claimed as and garages. Make: celebrates your right to tweak, trademarks. Where those designations appear in this hack, and bend any technology to your will. The book, and Maker Media, Inc. was aware of a trademark Make: audience continues to be a growing culture claim, the designations have been printed in caps or and community that believes in bettering ourselves, initial caps. our environment, our educational system—our entire world. This is much more than an audience, it’s a While the publisher and the author have used good worldwide movement that Make is leading we call it faith efforts to ensure that the information and the Maker Movement. instructions contained in this work are accurate, the publisher and the author disclaim all responsibility For more information about Make:, visit us online: for errors or omissions, including without limitation • Make: magazine makezine.com/magazine responsibility for damages resulting from the use of • Maker Faire makerfaire.com or reliance on this work. Use of the information and • Makezine.com makezine.com instructions contained in this work is at your own • Maker Shed makershed.com risk. If any code samples or other technology this To comment or ask technical questions about this work contains or describes is subject to open source book, send email to [email protected]. licenses or the intellectual property rights of others, it is your responsibility to ensure that your use thereof complies with such licenses and/or rights. 978-1-457-18791-9 Contents

Foreword v Acknowledgments x

PART I Get Ready to Start Making! Welcome to Start Making! 3

PART II Start Making! Sessions Start Making! Session Flow 19

Session 1: Light It Up: Paper Circuits 35

Session 2: Make It Sing: Programmable Musical Creations 57

Session 3: Paint with Light: Illuminated Wands and Photography 79

Session 4: Give It Form: 3D Forms 99

Session 5: Change the Move: Art-Making Bots 117

Session 6: Sew the Circuits: E-Textiles 135

Session 7: Final Open Make: Personalized Projects 155

Session 8: Show and Share: Community Showcase 167

iii  What Will You Make? We believe that great numbers of young people out there—some of whom, for one reason or another, do not necessarily self-identify as strong in engi- neering or design—can and will make major creative contributions toward building our (necessarily technological) future. Furthermore, we believe we must reach those young makers through nontraditional channels. We can open the doors to creative careers in high tech and help minimize the barriers to entry by

88 Eliminating the intimidation factors that some students may associate with STEM subjects

88 Highlighting the “hooks” that will appeal not only to the mechanically- and mathematically-inclined novice makers, but also to those who are naturally gifted in expression through textile arts, spatial arts, perfor- mance arts, music, and so on

88 Offering tools that enable ­immediate success an d providing environments that support inclu- sivity, open learning, and creative exploration

The Maker movement—a recent wave of tech-inspired, do-it-yourself (DIY) innovation—is sweeping the globe. Participants in this movement, known as makers, take advantage of cheap, powerful, easy-to-use tools, as well as easier access to knowledge, capital, and markets, to create new physical objects. This revolutionary change in how hard- ware is innovated and manufactured has great potential to change the future of computing, particularly Intel’s Jay Melican with Clubhouse youth for young people from backgrounds at the Bay Area Maker Faire

vi Foreword It is our hope that Start Making! will inspire young learners to keep making— to pick up new tools because they have gained confidence through these activities and know that technology can be a powerful means of creative expression, and that technological devices are not just things you can buy, but things you can learn to build yourself to create a better world.

—Carlos Contreras (Public Affairs Director, Intel) —Anne McGrath (Program Manager, Intel Foundation) —Jay Melican (Maker Czar, Intel)

Foreword ix PART I Get Ready to Start Making!

Welcome to Start Making!

round the world, children and teens are becoming engaged in making. They are designing light-up cards A for family and friends, building machines that draw, programming musical instru- ments, and creating their own toys using recycled parts. In the process of designing projects, they are learning new ways to solve problems, communicate ideas, and collaborate with Exploring electronics (FARO de Oriente others. Clubhouse, Mexico City, Mexico)

Making design journals (Flagship Clubhouse, MUSEUM OF SCIENCE, BOSTON, MA)

Welcome to Start Making! 3 This guide provides ideas and activities that you can use to help young people start making. In this guide, we share Start Making!—a program that has engaged hundreds of youth in the process of designing their own projects.

This Start Making! guide offers a series of creative do-it-yourself (DIY) pro­ jects that introduce young people to the basics of circuitry, coding, crafting, and engineering. Starter project activities lead into Open Make sessions during which young people work on personalized projects, both on their own and in small groups. Through the process of designing and making projects, young people build confidence, camaraderie, and curiosity about science, technology, art, engineering, and math concepts.

Start Making! consists of a series of activity sessions that you can adapt to your situation. You can offer your own version of Start Making! activities in your home, at the library, at an after-school club, at the local community center, or anywhere else young people can gather to work on projects together. You can dip into the activities once a week, run them as a week-long summer activity, or go through them in any way that works for you and your group.

We developed the Start Making! program within The Clubhouse Network, a global network of community-based centers where youth create projects based on their interests using a variety of tools and technologies. Facilitators provide support and model the process of making projects. Throughout this guide, we share examples of Start Making! projects and experiences from Clubhouse youth (ages 10 to 15) and facilitators around the world. You can learn more about Clubhouses on pages 185–187.

We encourage you to take these ideas and make them your own. We hope this guide will help you create more opportunities for young people to start making projects together. By offering your own Start Making! program, you can inspire young people in your community to develop creative ideas, learn new skills, and share their creations.

What Is Making? We define making as the process of creating projects based on your ideas and interests. We encourage a playful and curious approach to the process.

4 START Making! The making activities we share in this book bridge concepts and tech- niques from art, crafts, music, and design with science, technology, engi - neering, and math—an integration of ideas referred to by some educators as STEAM (science, technology, engineering, art, and math), suggesting the power of this integration for motivating learning. The projects mix familiar materials (such as paper, fabric, and recycled materials) with new conductive and program- mable materials (such as LEDs, conductive thread, and microcon- trollers). We have found that more young people become interested in science and technology concepts when the concepts are applied to making projects that integrate art, Testing a circuit (Tecnocentro Somos music, and design. Pacífico Clubhouse, Cali, Colombia)

Welcome to Start Making! 5 I Am a Maker I share my creations and processes with I learn by other people. making things. I am comfortable not I explore, customize, and knowing. combine things. I observe and draw I take risks and learn inspiration from from failed attempts. things around me. I understand that I find and build communities where things can get messy everyone is welcome. when you're tinkering. I pause to document and reflect on my W elcome to Start Making! I keep trying even process. when I get stuck. I think, I feel I keep imagining, wondering, and asking I take my work seriously and I make questions. without taking myself with my hands. seriously. I create not I make just consume. connections from one topic to another. 7 by Alisha Panjwani What will I add to my Open Make box?

34 START Making! Session 1 Light It Up: Paper Circuits ew makers will make paper creations that light up in N ­interestingand surprising w ays. In the process, they will learn how to make electrical circuits.

Session Goals ◊ Getting Ready In this session, makers will You’re about to begin your group’s journey 88Build a circuit on paper with Start Making! As a first step, work with using conductive tape, LEDs (light-emitting diodes), and others to set up your space so it is welcoming coin cell batteries. and interesting. Arrange materials and tools so they’re organized and accessible, while 88Design a light-up project, such as a greeting card. keeping safety in mind. 88Learn about basic electrical Before the session, make your own paper circuits and explore ways to circuit project using the materials and instruc- create projects with circuits. tions that follow. We recommend making at least two examples to help participants imagine a range of possibilities. If you have other facilitators working with you, you can each work on making an example to share.

36 START Making! Index

aperture, defined, 85 avatar for Minecraft, 111 Numbers arrow key interface, making with community showcase, 2D nets, using for 3D forms, 103 copper tape, 71 171–174 3D cube, lighting, 114 art-making bots, 12 developing Open Make 3D forms, 12 adding legs, 126 project, 158 2D nets, 103 adding motor and battery, 125 imagination and building first project, 106–108 adding on/off switch, 127 prototypes, 159 clay sculptures, 107–108 adding wobble, 126 Learn How to Play Piano cube model, 104 building first project, 123–127 project, 72 cylinder model, 104 creating persona for, 127 light-up project, 171 demoing, 104–105 demoing, 123 Make It Sing projects, 74–75 digital sculpting, 109–110 documenting and displaying, sewing circuits, 140 documenting and displaying, 131–132 sewing electrical circuits, 147 113–114 fashion show, 132 bracelets, sewing, 141, 146 drawing creatures, 102 gathering materials, 125 Build in Progress generating ideas, 111 generating ideas, 129 documentation, 165 getting ready for, 100–102 getting ready for, 118–121 buttons and badges, lighting up, Journal Prompts, 113 hand fan, 120, 124 53–54 materials, 101 Journal Prompts, 130 buzz, finding, 33 Open Make session, 111–112 LEGO Doodle, 121–122 opening activity, 102–104 materials, 119 paper sculptures, 106–107 Open Make session, 129–130 C paper toy, 101 opening activity, 121–122 camera, using for light pyramid model, 104 resources, 132 paintings, 85 resources, 115 sharing and reflecting, 130 camera lens, looking sharing and reflecting, 113 space and tools setup, 120–121 through, 86 space and tools setup, 102 taking further, 128–129 Casa de la Juventud taking further, 109–111 troubleshooting, 128 Clubhouse, 21 taping together AWA City Clubhouse MaKey MaKey, 58 pyramid, 103 idea wall, 157 Open Make sessions, 26, 164 3D model, basing on 2D photo of lights, 94 poster for community sketch, 105 project display area, 32 showcase, 174 3D printing services, 115 Start Making! video, 174 3D sculptures, cutting out designs Castellon, Rodrigo, 147–148 for, 112 B cat face, 3D form of, 107 backstitches, sewing, 139, 153 CEDES Clubhouse badges and buttons, lighting up, dance game, 72 A 53–54 sewing demonstration, 139 activities bananas, using in Scratch piano Change the Move session. See choosing, 32–33 project, 68 art-making bots experimenting with, 25 battery, attaching for paper circuits. See also electrical introducing, 22 circuit, 43 circuits; paper circuits; Sew the Adams, Kelly Ann, 132 bookmarks, sewing, 141 Circuits session; soft circuits alien autopsy game, 162–163 bots. See art-making bots describing, 53 alligator clips, using with Boys & Girls Clubs, 23 elements of, 38 circuits, 62 arrows for MaKey MaKey, 58 flow of current in, 53

193  making, 6 creator, identifying as, 9–10 taking further, 148 open and closed, 64 creature, drawing for 3D testing circuits, 146 sewing, 140, 145 form, 102 troubleshooting, 146 structure, 42 cutting fabric, 141 evaluation report, 11 testing, 5 experimentation, encouraging, using alligator clips with, 62 39, 164 The City That Speaks, 74–75 D exposure, defined, 85 clay sculptures, 107–108 dance game, playing, 72 closed and open circuits, 64 dance project interface, CLT Clubhouse, introducing building, 173 F activities, 22 demo videos for facilitators, 33 fabric, cutting, 141 Clubhouse Annual Derilus, Andy, 128 Facilitation Tips Conference, 93 design journals, 3 Be a Maker First, 23 Clubhouse community, 185–187. digital sculpting, 109–110 copper tape, 41 See also community showcase documenting and displaying, Create Opportunities for Peer The Clubhouse Network, 4 32, 165 Mentoring, 44 art bot fashion show, 132 drawing creature for 3D form, 102 Creating a Respectful The City That Speaks, 74–75 drawings, made by bots, 123 Environment, 156 community showcase, 172–174 drum project, 70 Encourage e-textiles, 147–149 Experimentation, 39 example of first session, 50–52 Encourage Material glowing jump ropes, 96–97 E Exploration, 141 high-tech + low-tech, 147 electrical circuits, sewing, 147. Encourage Problem light painting field trip, 94 See also circuits Solving, 129 light-up badges and buttons, electricity, explained, 53 Find Conductive Materials, 69 53–54 electronic materials, 28, 33 Gathering Tools and Open Make experiences, electronics, 3 Materials, 28 162–164 encouraging making, 178–180 Hack This Guide, 33 sculpting jack-o’-lanterns, 112 environment, setting up, 21 ideas, 170 website, 185 e-textiles. See also Sew the Keep It Simple, 143 collaboration skills, learning, 9–10 Circuits session learning, 170 community showcase, 13. See also battery holder and Lily Looking Back, Looking Clubhouse community Tiny, 143 Ahead, 170 developing, 9 building first project, 141–148 Make Observations, Then getting ready for, 168–169 choosing light pattern, 142 Tinker, 126, 145 poster, 169 demoing, 140 Make Your Own Journal, 31 resources, 174 documenting and displaying, processes, 170 running, 171–174 151–153 Start with Imagination, Then computer program, making, 70 drawing circuit connections, Build Prototypes, 159 conductive materials 143–144 Take a Break and Have a experimenting with, 71 embellishing, 146 Snack! 24 finding, 69 generating ideas, 148 Work with Locally Available conductivity, explained, 67 getting ready for, 136–138 Materials, 120 conductor, explained, 53, 67 Journal Prompts, 151 facilitators confidence, developing, 9–10 Lily Tiny board, 138 demo videos for, 33 connecting dots, 165 materials, 137 demoing paper circuits, 38 copper tape Open Make session, 149–150 Fleming, Anna, 164 adding for paper circuits, 41 opening activity, 139 Maestas, Audrey, 165 arrow key interface, 71 resources, 153 role of, 13–14 Corbet, Mary, 153 sewing circuits, 145 Trapp, Jaleesa, 165 create in learning spiral, 8 sharing and reflecting, 150 “failure,” allowing for, 39 creative competencies, 10 sketching project design, 142 families, engaging, 179 creative learning spiral, 8 soft circuits, 140 fan, handheld, 120, 124 creativity, importance of, 165 space and tools setup, 138

194 START Making!