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Play. Create. Share. Be. Making, learning and youth development.

Rosanna Lopez
Sparklelab Design & Innovation Hub
455 P. Guevara Street
San Juan City, Metro Manila,
Philippines
+63 917 6212846
lopez_rosanna@yahoo.com
ABSTRACT POSSIBILITY where passions are pursued; where curious objects
In this paper, I share insights and best practices regarding the inspire wonder, delight the senses and captivate the mind; where
maker movement, digital fabrication and youth development, relationships are formed and negotiated, identities explored, and
based on experiences as a designer and youth mentor at where imagination rules the day.
Sparklelab Design & Innovation Hub, Manila.
3. WHAT WE DO AND WHY WE DO IT
Categories and Subject Descriptors 3.1 Workshops
Maker movement. STEAM. Youth development. Sparklelab has six workshop offerings.
The Toy Mill is a toy-making workshop where kids take on
General Terms various roles including historians, anthropologists, designers and
Digital Fabrication, Game-based Learning, Design Thinking, play-futurists. Kids learn about the histories behind their favorite
Systems Thinking, Inquiry, Experimentation, Fun-Failure, Youth toys and the interplay of purposeful design, accident and chance
Development, Community of Practice in the creation of Silly Putty, the Slinky, Furbies and
Tamagotchis. During field trips, kids get a chance to visit toy
Keywords stores and take on the role of anthropologists: making
Making, Digital Fabrication, STEAM, Youth Development observations on toys, games, gender and conducting interviews
with parents, children and merchants regarding play. At the Lab,
kids imagine their own toys, develop prototypes and often times
1. INTRODUCTION integrate technology into their toys so they may talk, move, speak
This paper is a reflection of experiences and best practices in and respond to their environment. Kids are issued design
digital media, STEAM education, digital fabrication and making challenges and are encouraged to dream up toys for kids of
as related to learning, community and youth development. The different ages and for kids with special needs.
paper draws on my experiences as a designer and youth mentor at
Sparklelab Design and Innovation Hub, Manila, Philippines. Stitches & Circuits is a workshop that focuses on fashion,
wearable technology and soft circuits. This workshop was initially
conceived as a means for engaging girls in STEM, but has come
2. SPARKLELAB to include many boys as well, who are particularly thrilled about
I founded Sparklelab Design and Innovation Hub in Manila, creating their own Cosplay outfits, portable speakers, LED and
Philippines in February of 2013. The Lab was conceived in part as pedometer-powered sneakers and hoodies equipped with joysticks
a maker space – where kids and adults could come together and and Lilypad Arduino, which (quite literally) redefine mobile
TINKER (with circuits, sensors, microcontrollers, robots); gaming. Throughout the course of the Stitches and Circuits
EXPLORE (the affordances of old and new materials such as workshops, kids learn about color theory and design. They
wood, plastic, metal, pixels, conductive thread, conductive ink, explore a wide array of materials, discovering their properties and
copper tape, code); DESIGN and DEVELOP (games, toys, books, affordances. Participants also travel through time, learning about
animations, interfaces); and SHARE their experiences and their the haute couture movement, World War 1, the Great Depression
creations with one another and with communities of practice in and the rise of Hollywood fashion, the Flower Power era and
both physical and virtual worlds. 1980’s blazers inspired by the power suit for women. As they
The Lab was also conceived as a research and development space, travel through the history of fashion past, kids draw connections
where learning models grounded in game-based pedagogy, digital between politics, economics, fashion and society. For instance,
fabrication, STEM and the arts could be designed, implemented, they may debate how the war effort and limited material resources
and assessed. influenced women’s fashion as well as societal values regarding
women. Could simpler cuts and more androgynous dress have
Most of all, Sparklelab was conceived as A SPACE OF planted the seeds of modernity, rebellion and a re-definition of the
feminine? As the workshop comes to a close, participants are
challenged to imagine and purposefully design clothing for
Permission to make digital or hard copies of all or part of this work for fashion present and fashion future.
personal or classroom use is granted without fee provided that copies are
not made or distributed for profit or commercial advantage and that Gamemakers and Gamemakers 2.0 are workshops that focus on
copies bear this notice and the full citation on the first page. To copy play, game design, systems thinking, and iteration. Kids learn of
otherwise, or republish, to post on servers or to redistribute to lists, games as systems, inspired by Katie Salen’s model at Quest to
requires prior specific permission and/or a fee. Learn. Kids engage in research, which entails hours and hours of
Conference’15, September 26–27, 2015, Palo Alto,CA, United States. play. They begin designing board games, card games, and sports.
Copyright 2015 Rosanna Lopez
Once they understand how to develop goals and mechanics, learners. As kids play games, they develop an ability to
designate a game space, define rules and scaffold challenge, the collaborate (online or offline) and problem solve creatively. As
kids move on to developing digital games (using Scratch, Twine, they work on projects of their own choosing, kids fail, learn to
Game Salad, RPG Maker, 7 Scenes, G-MOD) or architecting live- persevere and value failure as a means of learning and ultimately,
action games that encourage problem-solving and play in a real- succeeding. Throughout each workshop, kids learn to iterate.
life setting. They come to value systems-thinking and design-thinking as ways
of knowing and making. Kids also learn the value of intelligent
Iterative design lies at the heart of Gamemakers. Kids design resourcing as they play, seek inspiration from a variety of media
games, develop prototypes, play test, and use feedback from and consult with mentors, peers and communities of practice in
players in the redesign and refinement of their games. physical and virtual worlds. As kids engage in the process of
Spark is a workshop that focuses on electronics and robotics. Kids iterative design, they learn the value of listening, receiving
tinker with everyday materials, Makey Makeys, and Scratch – feedback and providing constructive criticism to their peers.
developing unique and compelling ways by which physical Workshops empower participants to tinker, to tear things apart
materials may interact with computers, games, and the Web. Kids and try and piece them back together again. They are encouraged
hang out with Furbies (and sometimes try to make them chat with to ask questions and seek answers. And when kids are encouraged
Siri). They create their own instruments and installation art pieces to pursue their interests and are equipped with the skills to do so,
with Little Bits, and use Lego Mindstorms to create Sparklelab they fall in love with learning and get magically lost in the
pets. Sometimes, the kids make radios and doorbells. Or turn the process.
Lab into a haunted asylum, filled with sensors, screams, jump
scares, CCTV cameras and evil nurses. Combined with the 3.3 Youth Development
Inventor Program and digital fabrication, Spark allows kids to Sparklelab workshops are open to kids ages three to eighteen. One
engage in design challenges and prototype solutions to a myriad of the strongest assets of the lab, which contributes greatly to
of problems. youth development, is that it is a venue for intergenerational
Finally, Get Reel is a workshop that focuses on narrative and its learning. While schools, ballet studios, Math camps and theater
diverse forms. Kids learn the art of paper engineering and book workshops often segregate kids according to age (and many times,
making, animation, film and the creation of role-playing games. gender), Sparklelab allows kids of all ages to interact, learn from
Kids read, conduct research, and find inspiration for their tales in one another, hang out and have fun. Moreover, teaching assistants
history, mythology, fairy tales as well as their own experiences and mentors, parents and grandparents play a large part in the
and the experiences of family members, friends and their Sparklelab community. They work with the kids, participate in
communities. Kids develop a broad concept of narrative – and workshops and design jams and are present at open houses. The
come to understand that an object, a map, an image, a film, a Lab has a strong feeling of community. It offers kids with a safe
person, a nation are all narratives in and of themselves. and inclusive space, where they are encouraged and supported as
they take on roles, assume identities, explore, experiment and
The work at Sparklelab is important for several reasons. For one, collaborate in both the social context and the creative context.
it provides insight as to the type of content knowledge, attitudes
and dispositions kids acquire as they immerse themselves in Games, anime, You Tube videos, and a passion for making serve
digital media, technology and digital fabrication. Second, it as a common language, a common area of interest, from which
highlights how informal learning spaces contribute to youth collaborations and friendships are built. This was especially
development through the types of interactions that take place evident in a program that met on Saturdays called Spycraft: A
among kids of all ages and their mentors. Finally, the Lab Covert Game of Minecraft, where kids from high-poverty
provides a glimpse of how maker spaces and game-based learning communities met with kids from middle and high-income
can bring together kids of varying ages, ethnicities and socio- communities for hours of play and building, design-challenges
economic backgrounds and act as a common language, a common and mystery-solving. In the Philippines, meaningful interactions
area of interest, from which collaborations and friendships are among kids of varying socio-economic backgrounds are
built. especially rare. As kids of all ages, genders, socio-economic
backgrounds and ethnicities met, played, laughed and worked
together, they learned the value of respect, kindness, mutual
3.2 Knowledge, Attitudes and Dispositions understanding and accepting and celebrating diversity.
During the course of Sparklelab workshops, design jams,
hackathons and sleepovers, learning abounds.
4. WHAT WE’VE LEARNED
Kids learn DOMAIN-SPECIFIC KNOWLEDGE. For instance, This section discusses best practices gleaned from two and a half
kids learn about electricity and energy when creating circuits. years of running Sparklelab.
They learn about the Cartesian coordinate system while using
Scratch, and use algebraic thinking and logic as they code. Kids
learn about physics as they design racing games and create Rube 4.1 Interests Matter
Goldberg machines. They learn about chemistry when they create When kids attend workshops, engage in game jams and take on
their own ice cream or glow-in-the-dark candy. When they create design challenges, there are skills and content knowledge to be
terraria, kids learn about plant life. When they create animations, learned, and ways of thinking and knowing to be developed. At
films and games, kids learn the craft of research, character the Lab, this happens in the context of the kids’ own interests and
development, plot, conflict and point of view. I believe that because of this, learning is welcome and even
cherished. As kids learn about light, sound, energy and circuits,
But learning extends far beyond domain-specific knowledge. At and sew, solder, model, code and build, the Lab becomes a space
the lab, kids develop ATTITUDES and DISPOSITIONS that help of possibility, a playground for their ideas. Want to create an
them become creative problem solvers, innovators and life-long Adventure Time inspired iPad case that detects if there is Wifi
around you? Sure! Craft a toy zombie with a screaming brain? No play, surf the Web, listen to music, build, paint, solder, snack,
problem! Would you like to code your very own Chicken vs dance and code.
Turkey game? Why not? Or design a live-action cooking game
with digital inputs and bacon interfaces? Of course! Workshops are designed for kids to create work based on their
interests and proceed at their own pace. Many workshops also
Kids are exhilarated by a sense of possibility and empowered have an over-arching narrative – rooted in game-based pedagogy,
when their interests are validated. Interest-driven learning which allows for curious, wacky and mysterious things to unfold.
provides motivation and a need to know. Ultimately, it helps kids Always, there is fun and an element of surprise (and usually, the
develop a love for learning and, with mentorship, equips them absurd) factored into our workshops.
with the means to learn and share their learning with others.
Some workshop tasks involve collaboration, others competition.
Sometimes kids work individually, sometimes in groups (but
4.2 Learning CAN BE Fun always together). At times, workshop activities are designed with
When Sparklelab launched its first workshop, kids visited the lab a precise flow, a series of happenings or challenges that build on
three times a week for two hours each day. After the second one another. Other times, these scaffolds are removed and kids
session, kids ended up staying for an extra hour, begging their take the lead in designing their own activities in a purposefully
parents to stay longer (“Really, teacher Rosanna says it’s okay, “empty,” unconstructed space. Each workshop and design jam
Mom!”). Kids just loved being at the Lab. Soon, they began poses the question: What should the kids feel, learn, get out of
negotiating for full-day jams and later, sleepovers and 36-hour this? And we figure out ways to achieve that.
hang-outs and hackathons.
I noticed kids never really walked in to Sparklelab. They ran in. 4.4 Community Matters
Several parents asked me if I intended to start my own school, as Kids at Sparklelab enjoy each other’s company. They eat in one
their kids had pleaded with them to abandon formal schooling and big circle, as a group. They hang out with one another, sans
come to the Lab instead! (I declined). One mother asked her son, cliques. When they aren’t at the Lab, they’re chatting with one
“You learn at school like you learn at Sparklelab. So why don’t another on Facebook, checking out each other’s art on Instagram,
you like going to school? You love being at Sparklelab. What’s meeting online to play games together. One father asked me, “Did
the difference?” My student looked horrified and said, “We don’t you ask them to always hang out together in one big group like
learn anything here. It’s fun!” After talking to this student, I this? This isn’t normal!” Truth is, I hadn’t. But the kids – some
realized that he did, in fact, learn things at the Lab. But for him, with a thirteen-year age gap – boys and girls from different
learning is equated with school and school is not fun, therefore schools, and of different nationalities (Filipino, Pakistani,
learning is not fun. I am glad that being at the Lab has changed his Japanese, Chinese, Finnish and Canadian) – just gravitated
definition of learning! towards one another and worked really well together. We have a
few kids with special needs who come to the Lab regularly and
Sparklelab has a 97% re-enrollment rate. Kids who started with us their parents marvel at how at ease they are with their peers, how
for our first year have enrolled for at least four or five more they socialize and laugh and do not feel out of place. This makes
workshops (each totaling 40 hours), and numerous design jams. me glad.
Kids who joined us our second year have attended three to four
workshops since then. This affirms that kids fall in love with I can’t quite pinpoint what in the design of the space or curricula
learning when learning is fun and compelling. How do we make it or experience that is Sparklelab gives rise to these meaningful
fun? I believe it’s all about design. interactions. It could be the dance parties. Could be the kids.
Could be the sleepovers. But it gives me the conviction that in
4.3 It’s All About Design learning and youth development, community is an integral part of
the experience.
Sparklelab is about designed experience. This begins with the
design of the PHYSICAL SPACE. It’s cozy: the Lab’s edges are Our community is our greatest resource. Kids, interns, mentors
lined with couches and beanbags. We have grass turf as flooring and families play an integral role in defining Sparklelab,
instead of tile or concrete. The walls are filled with the kids’ developing programs, determining a course for the future and
paintings, scribbles and photographs of their work. And front and enriching the community of the Lab.
center? There’s nothing, of course! A nothing filled with
possibility.
5. ACKNOWLEDGMENTS
There are toys and games and consoles and books and computers My deepest gratitude to the Sparklelab community, and all those
and DVDs. The idea is that kids gain inspiration from Apples to who inspire the work we do, including the work of Katie Salen
Apples, The Odyssey, Katamari Damacy, The Origin of Species, and the Institute of Play; the Lifelong Kindergarten Group at MIT;
Shadow of the Colossus, La Traviata, Minecraft, Balanchine – and the FabLab at Stanford.
and navigate seamlessly between spaces where they can read,

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