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When a Glove Becomes a Gun: From Personally Meaningful to Socially Critical Restorying in Maker Activities

Research output: Chapter in Book/Report/Conference proceeding › Conference contribution

Abstract

Maker activities not only allow learners to make technologically rich or personally relevant artifacts but also grapple with critical sociocultural issues. With much of the focus on tools and technology, we have far fewer accounts of learners and facilitators handling critical moments that invariably arise. In this paper, we present a case study of a group of four youth making an electronic textiles music wearable to illuminate critical moments that emerged as they presented their artifact. Video analysis of the workshop recordings during the 16 hours of the program highlighted moments of designing, making and presenting the artifact, which led to youth restorying dominant social narratives as they transformed the artifact from an interactive glove to a gun through this performative act. We discuss how youth's restorying brings forward questions regarding the role of facilitators and designers of learning activities in allowing for and addressing similar critical moments within makerspaces.

Original languageEnglish (US)
Title of host publicationProceedings of FabLearn 2020 - 9th Annual Conference on Maker Education
Subtitle of host publicationMaking as Resistance and Resilience
PublisherAssociation for Computing Machinery
Pages94-97
Number of pages4
ISBN (Electronic)9781450375436
DOIs
StatePublished - Apr 4 2020
Externally publishedYes
Event9th Annual Conference on Maker Education: Making as Resistance and Resilience, FabLearn 2020 - Virtual, Online, United States
Duration: Apr 4 2020 → Apr 5 2020

Publication series

NameACM International Conference Proceeding Series

Conference

Conference9th Annual Conference on Maker Education: Making as Resistance and Resilience, FabLearn 2020
Country/TerritoryUnited States
CityVirtual, Online
Period4/4/20 → 4/5/20

Keywords

  • connected learning
  • Electronic textiles
  • informal learning
  • music wearables
  • restorying

ASJC Scopus subject areas

  • Software
  • Human-Computer Interaction
  • Computer Vision and Pattern Recognition
  • Computer Networks and Communications

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