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“From Making to Learning”:
Dev Camps as a Blueprint for
Reinventing Project-based Learning
Irene-Angelica Chounta, Sven Manske, H. Ulrich Hoppe
University of Duisburg-Essen
{chounta, manske, hoppe}@collide.info
http://www.collide.info/
Outline
• We present our experience with Dev Camps and
the chance to integrate them into learning
expeditions for fostering 21st century learning skills
• We take up from this example to reflect and to
brainstorm on the ways project-based learning
could adopt and benefit from the maker and Dev
Camps culture
Project-based Making
• Project-based learning:
• Engaging learning experiences that involve students in complex, real-
world projects through which they develop and apply skills and
knowledge;
• Learning that requires students to draw from many information sources
and disciplines in order to solve problems;
• Learning in which curricular outcomes can be identified up-front, but in
which the outcomes of the student's learning process are neither
predetermined nor fully predictable experiences through which students
learn to manage and allocate resources such as time and materials.
(Schneider, Synteta and Frété,2002)1
• The maker movement relies on similar principles: a tech-
influenced community of makers established shared spaces ,
and realizing innovative projects
1. Schneider, D., Synteta, P., Frété, C., (2002). Community, Content and Collaboration Management Systems in Education: A new chance for
socio-constructivist scenarios. In: Proceedings of the 3rd Congress on Information and Communication Technologies in Education. pp. 175–
184
2. Dougherty, D. (2012). The maker movement. Innovations, 7(3), 11-14
“When you’re making something, the object you create is a
demonstration of what you’ve learned to do” 2
Dev Camps, Makerspaces, Startup
camps
• Dev Camps or similar events are growing popular
especially in technology-oriented areas
• Most of them focus on innovation or the business
plan/success
• Duration of 2-3 days /social aspect is overlooked
• no pedagogical background /learning outcome is
ignored
• Little or no educational framing and systematization of
knowledge
1. Lewin, T.: Web-Era Trade Schools, Feeding a Need for Code, http://www.nytimes.com/2014/10/14/us/web-era-trade-schools-feeding-a-need-
for-code.html, (2014).
“….a place where technology outruns education”1
Open Challenge
• The transition from informal settings to formal education in
schools, for vocational and workplace learning.
• We see the chance in establishing Dev Camps using software
tools and generally available hardware devices to connect
the idea of making with project-oriented education.
From Dev Camp….
…To classroom
Océ DevCamp – Objectives
• The Océ DevCamp aims to informal learning with
blended curricular and extra-curricular goals.
• Projects target to multidisciplinary themes that involve
real-life experience and require a goal-oriented planning.
• This setting motivates students to engage actively in the
creative processes triggered by a project scenario.
• An event that offers a common, sustainable ground for
industry and education to experiment, practice and share
ideas.
• Annual event organized and sponsored by Océ and four
universities, 5 days duration.
Océ DevCamp - Format
• The DevCamp provides participants with technical
equipment, project ideas and supervisors
• Participants: students, 20-25 years old, from various
disciplines (25 participants in the 2014 Dev Camp).
• Small teams (4-5 students) are formed based on project
preference, background, nationality, etc.
• R&D projects supervised by senior researchers and coaches
from Océ HR for PM-related skills.
• Participants are collocated, they work inside the Océ R&D
and participate in social activities.
• A project management platform (Redmine -
www.redmine.org/) was used to support students’ practice.
Océ DevCamp –Examples
Hardware + Software (H+S):
- AMAR (Augmented Maintenance And Error Recognition): augmented reality as a
tool to support printer operators in locating errors and performing maintenance
- MANUELA (Manual electronic learning for aircontrol): master the Parrot A.R.
Drone
- HR 3D Printing: master the use of a 3D printer
- SmartIES (Smart and Intelligent Environment Sensing): use of a smart system for
monitoring environmental conditions, such as temperature, humidity and lighting.
Data Analytics (DA):
- ALiBI (Answer Life’s Burning Question): processing information provided by
social media sites to propose answers to everyday questions of users
- MESCAL (Multifaceted Eurovision Song Contest AnaLysis): exploration of
publicly available data that are published and distributed through social media
or location based services,
Océ DevCamp –Examples
Amar
(4/4)
h3rd
(2/4)
Manuela
(5/7)
smartIES
(6/6)
Alibi
(3/5)
Mescal
(3/6)
Participation (%) 100 50 71 100 60 50
Symmetry of
Participation
0.55
(0.55)
0.47
(0.73)
0.57
(0.69)
0.79
(0.79)
0.41
(0.65)
0.55
(0.77)
Changes 338 1012 385 4353 3205 500
Total Files: 267 424 248 96 1141 459
• “H+S projects require more intense face-to-face interaction while DA
projects would be carried out online”  NOT confirmed.
• For the projects smartIES and amar (H+S type) all group members used the
platform
• Not all group members were similarly active (symmetry of participation)
• The symmetry of participation appears to affect number of changes -> the
more asymmetrical is the activity of a team, the less changes this team
commits
Table. Analysis of the activity, as captured by the platform and the svn repository
0
500
1000
1500
2000
2500
3000
3500
4000
4500
5000
0
0.1
0.2
0.3
0.4
0.5
0.6
0.7
0.8
0.9
amar hr3d manuela smarties alibi mescal
Changes vs. Symmetry of Participation
symmetry of participation changes
Océ DevCamp –Examples
alibi mescal
amar smarties
manuela hr3d
• All groups planned their time
effectively and efficiently and
managed to complete the
tasks required for the project
in an optimal way
• The activity of most groups is
similarly distributed over time
• Projects mescal and hr3d have
a pick of activity on the last
day of the event <->
(symmetrical but) low
participation leads to delays?
DA projects
H+S projects
Discussion - From DevCamps to
Learning ExpeditionsDoes it worth it?
Positive Negative
Internal
factors
Strengths
─ Motivation,
creativity, innovation
scaffolding
─ Alternative take on IT
skills
─ New role models
Weaknesses
— No support for
systematization and
standardization of
knowledge
— Need of attractive
incentives for the
participants
External
Factors
Opportunities
— Integration of current
technological trends
in learning scenarios
— Promoting
collaboration and
cooperation
Threats
─ Gender issues or
excessive competition
between participants
─ Deviation from
routine work and
organizational
overhead for
teachers
Discussion - From Dev Camps to
Learning Expeditions
• Fostering the IT and 21st century skills is particularly critical
nowadays (“Digital Natives”)
• Adopting the maker culture in the classroom can support
such competencies and even bridge the gap between
industry expectations and academic preparations
• The maker comes with her tools. The tools of the maker are
means of intellectual expression or “expressive objects” 
innovation, creativity
• Are all students “makers”?  knowledge exchange,
collaboration, communication
Discussion - From Dev Camps to
Learning Expeditions
What is the role of the teacher?
• Teachers are the content and organization experts  in
charge of the classroom
• The teacher is the process designer for the critical maker
 teacher devcamps/workshops
Further research and studies are necessary…
Thank you 
http://www.collide.info/

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"From Making to Learning" : Dev Camps as a Blueprint for Re-inventing Project-based Learning

  • 1. “From Making to Learning”: Dev Camps as a Blueprint for Reinventing Project-based Learning Irene-Angelica Chounta, Sven Manske, H. Ulrich Hoppe University of Duisburg-Essen {chounta, manske, hoppe}@collide.info http://www.collide.info/
  • 2. Outline • We present our experience with Dev Camps and the chance to integrate them into learning expeditions for fostering 21st century learning skills • We take up from this example to reflect and to brainstorm on the ways project-based learning could adopt and benefit from the maker and Dev Camps culture
  • 3. Project-based Making • Project-based learning: • Engaging learning experiences that involve students in complex, real- world projects through which they develop and apply skills and knowledge; • Learning that requires students to draw from many information sources and disciplines in order to solve problems; • Learning in which curricular outcomes can be identified up-front, but in which the outcomes of the student's learning process are neither predetermined nor fully predictable experiences through which students learn to manage and allocate resources such as time and materials. (Schneider, Synteta and Frété,2002)1 • The maker movement relies on similar principles: a tech- influenced community of makers established shared spaces , and realizing innovative projects 1. Schneider, D., Synteta, P., Frété, C., (2002). Community, Content and Collaboration Management Systems in Education: A new chance for socio-constructivist scenarios. In: Proceedings of the 3rd Congress on Information and Communication Technologies in Education. pp. 175– 184 2. Dougherty, D. (2012). The maker movement. Innovations, 7(3), 11-14 “When you’re making something, the object you create is a demonstration of what you’ve learned to do” 2
  • 4. Dev Camps, Makerspaces, Startup camps • Dev Camps or similar events are growing popular especially in technology-oriented areas • Most of them focus on innovation or the business plan/success • Duration of 2-3 days /social aspect is overlooked • no pedagogical background /learning outcome is ignored • Little or no educational framing and systematization of knowledge 1. Lewin, T.: Web-Era Trade Schools, Feeding a Need for Code, http://www.nytimes.com/2014/10/14/us/web-era-trade-schools-feeding-a-need- for-code.html, (2014). “….a place where technology outruns education”1
  • 5. Open Challenge • The transition from informal settings to formal education in schools, for vocational and workplace learning. • We see the chance in establishing Dev Camps using software tools and generally available hardware devices to connect the idea of making with project-oriented education. From Dev Camp…. …To classroom
  • 6. Océ DevCamp – Objectives • The Océ DevCamp aims to informal learning with blended curricular and extra-curricular goals. • Projects target to multidisciplinary themes that involve real-life experience and require a goal-oriented planning. • This setting motivates students to engage actively in the creative processes triggered by a project scenario. • An event that offers a common, sustainable ground for industry and education to experiment, practice and share ideas. • Annual event organized and sponsored by Océ and four universities, 5 days duration.
  • 7. Océ DevCamp - Format • The DevCamp provides participants with technical equipment, project ideas and supervisors • Participants: students, 20-25 years old, from various disciplines (25 participants in the 2014 Dev Camp). • Small teams (4-5 students) are formed based on project preference, background, nationality, etc. • R&D projects supervised by senior researchers and coaches from Océ HR for PM-related skills. • Participants are collocated, they work inside the Océ R&D and participate in social activities. • A project management platform (Redmine - www.redmine.org/) was used to support students’ practice.
  • 8. Océ DevCamp –Examples Hardware + Software (H+S): - AMAR (Augmented Maintenance And Error Recognition): augmented reality as a tool to support printer operators in locating errors and performing maintenance - MANUELA (Manual electronic learning for aircontrol): master the Parrot A.R. Drone - HR 3D Printing: master the use of a 3D printer - SmartIES (Smart and Intelligent Environment Sensing): use of a smart system for monitoring environmental conditions, such as temperature, humidity and lighting. Data Analytics (DA): - ALiBI (Answer Life’s Burning Question): processing information provided by social media sites to propose answers to everyday questions of users - MESCAL (Multifaceted Eurovision Song Contest AnaLysis): exploration of publicly available data that are published and distributed through social media or location based services,
  • 9. Océ DevCamp –Examples Amar (4/4) h3rd (2/4) Manuela (5/7) smartIES (6/6) Alibi (3/5) Mescal (3/6) Participation (%) 100 50 71 100 60 50 Symmetry of Participation 0.55 (0.55) 0.47 (0.73) 0.57 (0.69) 0.79 (0.79) 0.41 (0.65) 0.55 (0.77) Changes 338 1012 385 4353 3205 500 Total Files: 267 424 248 96 1141 459 • “H+S projects require more intense face-to-face interaction while DA projects would be carried out online”  NOT confirmed. • For the projects smartIES and amar (H+S type) all group members used the platform • Not all group members were similarly active (symmetry of participation) • The symmetry of participation appears to affect number of changes -> the more asymmetrical is the activity of a team, the less changes this team commits Table. Analysis of the activity, as captured by the platform and the svn repository 0 500 1000 1500 2000 2500 3000 3500 4000 4500 5000 0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 amar hr3d manuela smarties alibi mescal Changes vs. Symmetry of Participation symmetry of participation changes
  • 10. Océ DevCamp –Examples alibi mescal amar smarties manuela hr3d • All groups planned their time effectively and efficiently and managed to complete the tasks required for the project in an optimal way • The activity of most groups is similarly distributed over time • Projects mescal and hr3d have a pick of activity on the last day of the event <-> (symmetrical but) low participation leads to delays? DA projects H+S projects
  • 11. Discussion - From DevCamps to Learning ExpeditionsDoes it worth it? Positive Negative Internal factors Strengths ─ Motivation, creativity, innovation scaffolding ─ Alternative take on IT skills ─ New role models Weaknesses — No support for systematization and standardization of knowledge — Need of attractive incentives for the participants External Factors Opportunities — Integration of current technological trends in learning scenarios — Promoting collaboration and cooperation Threats ─ Gender issues or excessive competition between participants ─ Deviation from routine work and organizational overhead for teachers
  • 12. Discussion - From Dev Camps to Learning Expeditions • Fostering the IT and 21st century skills is particularly critical nowadays (“Digital Natives”) • Adopting the maker culture in the classroom can support such competencies and even bridge the gap between industry expectations and academic preparations • The maker comes with her tools. The tools of the maker are means of intellectual expression or “expressive objects”  innovation, creativity • Are all students “makers”?  knowledge exchange, collaboration, communication
  • 13. Discussion - From Dev Camps to Learning Expeditions What is the role of the teacher? • Teachers are the content and organization experts  in charge of the classroom • The teacher is the process designer for the critical maker  teacher devcamps/workshops Further research and studies are necessary…