Invention Pedagogy - The Finnish Approach To Maker Education - 24 - 12 - 20 - 19 - 06 - 28
Invention Pedagogy - The Finnish Approach To Maker Education - 24 - 12 - 20 - 19 - 06 - 28
This collection, edited and written by the leading scholars and experts of innova-
tion and maker education in Finland, introduces invention pedagogy, a research-
based Finnish approach for teaching and learning through multidisciplinary,
creative design and making processes in formal school settings.
The book outlines the background of, and need for, invention pedagogy, provid-
ing various perspectives for designing and orchestrating the invention process
while discussing what can be learned and how learning happens through inventing.
In addition, the book introduces the transformative, school-level innovator agency
needed for developing whole schools as innovative communities. Featuring infor-
mative case study examples, the volume explores the theoretical, pedagogical, and
methodological implications for the research and practice of invention pedagogy
in order to further the field and bring new perspectives, providing a new vision for
schools for decades to come.
Intermixing the results of cutting-edge research and best practice within
STEAM-education and invention pedagogy, this book will be essential reading for
researchers, students, and scholars of design and technology education, STEM edu-
cation, teacher education, and learning sciences more broadly.
PART I
Learning by Inventing 13
PART II
Facilitating the Invention Process 115
PART III
Co-developing Inventive School Culture 185
Index 244
Figures
We would like to thank all the teachers, students, parents, principals, school stake-
holders, and researchers who have been a part of developing the ideas and practices
presented in this book. We express warm gratitude to all people and organizations
that have supported both our practical and research efforts throughout the years.
The research and development work presented in this book has been supported by
the Academy of Finland (Project Co4-Lab, grant number #286837 and Project
MakerStudioPeda, #331763), the Strategic Research Council of the Academy
of Finland (Project Growing Mind, #312527 and #336064), the Ministry of
Education and Culture (Project Innokomp and Innoplay), the National Agency
of Education (various projects), and the Technology Industries of Finland
Centennial Foundation (various projects). We also wish to thank graphic designer
Ville Karppanen from Parvs Publishing for the perfection of the line art included
in the book.
Foreword
Invention Pedagogy: Bringing Equal Access to
Progressive Pedagogies for All Children
Paulo Blikstein
Picture two groups of students. One is sitting stiffly in rows, memorizing equations.
The second group is standing with its teacher on the roof of a tall building. Below,
they see the pattern made by the business and industrial zones, surrounded by the
greener residential districts. They go down to the street. Explore their city at close
range. Then they go back to their classrooms, compare notes, and discuss what’s
right and wrong with the city and what to do about it. The first group, meantime,
is still memorizing equations. This is the difference between old and progressive
education. It is based on the theory that schools should be adapted to the needs of
children and of the increasingly complex society in which they are being trained
to live. And this theory is not brand-new: it has been practiced for more than 20
years, but mostly in exclusive private schools.
These opening lines were shamelessly lifted, almost verbatim, from a Life maga-
zine article published in the United States. They sound remarkably familiar, almost
as if they could have come from the latest issue—after all, at the time of publication,
“progressive schooling” had been practiced for two decades already. And yet, stun-
ningly, the article is dated 5 June 1939 (for the full piece see “Young Americans
Study America”, 1939).
That must give researchers and policymakers some pause and cause for humility.
We have been trying to reform schools for 100 years, but is it working? Common
sense appears to suggest that schools never change. This “standard critique of edu-
cation” asserts that schools are the same as they were a century ago, with their focus
on memorization, control, and standardization. I used to be a firm believer in this
critique, but a few years ago, I started to realize that the full story is more nuanced
and layered.
My doubts about the “standard critique of education” began when I started
detecting, in multiple press pieces about new “edtech” companies and their CEOs,
a common thread: the idea that we need to upend the “one-size-fits-all”, “passive”
model. For example, in 2012, the CEO of Khan Academy said, “The old classroom
model simply doesn’t fit our changing needs. […] It’s a fundamentally passive way
of learning, while the world requires more and more active processing of informa-
tion” (compare that to “schools should be adapted to the needs of children and of
the increasingly complex society” from 1939!). He was not alone. For most of the
2010s, the CEOs of the largest edtech companies such as Knewton and alt.school
xii Foreword
have claimed that “schools never change”, condemned their standardized “soul-
killing” lectures, and prescribed data-driven, personalized learning (for extensive
documentation, see Blikstein & Blikstein, 2021; Reich, 2020; Watters, 2021).
As the son of a semioticist, I grew up overhearing weirdly sounding names such
as Greimas, Foucault, and Bakhtin, so the claims of the CEOs sounded suspicious.
Semiotics is a science of “detectives”: it puts discourse under a microscope, looking
for patterns or unintentional fragments to reveal larger overarching themes and
intentions. When venture-capital-fueled companies and entrepreneurs offer cri-
tiques that resemble those of luminaries of (true) progressive education such as
John Dewey, Cynthia Solomon, and Paulo Freire, something might be amiss. And
indeed, even though at first glance the words read similarly, one key element was
missing: politics.
Freire’s or Papert’s critiques were not merely a commentary on “soul-killing”
classroom pedagogy but on the politics of education and its societal goals. Far
beyond being simply concerned with making classrooms more engaging or resus-
citating the soul destroyed in the lecture hall, they had developed a pedagogical
project that was enmeshed in a political one. Instead of compliance, tracking, and
labor market preparation, they advocated for emancipation, youth empowerment,
and knowledge-driven agency—not for a privileged few, but for all. And this cru-
cial element was right there in the 1939 Life magazine article: “[Progressive educa-
tion] has been practiced for more than 20 years. But mostly in exclusive private
schools.” In other words, it is not that we have not known what emancipatory education
looks like. We have for at least a hundred years: in one of Life magazine’s photos
from 1939,1 students are learning math by building their own train tracks, in a
room without desks and chairs, sitting on the floors, and working in groups. In
another set of photos, they are actively investigating their own city, interviewing
residents, and collecting data in the stockyards, the sewage plant, the local court-
room, and the low-income areas. With all this information, they go back to the
classroom to design solutions to fix different urban problems. Thus, this type of
work has been going on in schools for a century: the point is not that we do not
know what to do. It is about who we allow to participate in these kinds of learning
experiences.
Thus, when corporations and entrepreneurs advocate for “personalization” and
“free-spirited” education, we should take a moment to consider their motivations.
Personalization for what, and for whom? How far will those free-spirited students be
allowed to go in corporate-driven “personalized” education? And what compro-
mises, hidden curricula, underlying assumptions, power dynamics, and ethical prin-
ciples lie behind these new visions?
There is no better example or explanation than the trajectory of one of the most
well-known video-based learning platforms, Khan Academy. First, it got famous by
proposing that its vast library of online videos would break the one-size-fits-all
model of schools, bringing free, high-quality education to the masses and leading
to a revolution in how the world learns. Anyone with basic training in education
could recognize this as a 21st-century instantiation of Skinner’s “miraculous”
teaching machines: not only a long-disproven but also a hardly novel solution for
education (for an extensive historical account of the 100-year-old history of
Foreword xiii
“teaching machines”, see Watters, 2021; for empirical studies of these types of
environments, see Reich, 2020). Khan Academy was not all bad: it did become a
valuable resource for many students, especially as supplementary material, but it
never achieved the overnight disruptive revolution it (very strongly and intention-
ally) promised. Realizing that the video library would not do the trick, and eager
to keep its centrality in the education reform conversation, Khan Academy
announced in 2014 the “Khan Lab School”—a school for a few dozen students, in
which pupils would be able to follow their intellectual passions with a flexible
curriculum and lots of contact time with human teachers—just like in the 1910s.
This astonishing move, rather than an exception, became the rule. When faced
with the harsh realities of “revolutionizing education” with a glorified video library,
and realizing that their solutions were utterly unscalable, Knewton, alt.school, and
others either closed down or pivoted to serving corporations or affluent customers.
Unencumbered by weighty theoretical or political commitments, they were free to
leave behind their educational saviorism and quickly embrace the business-as-usual
corporate modus operandi. By the 2020s, the Silicon Valley–inspired promise of
free, high-quality education for the masses, driven by miraculous AI-powered sys-
tems, was all but history. But it left behind a narrative that might still ring true for
many: schools never change, teachers are unprepared, the system is beyond repair,
and education reformers are touchy-feely hippies who do not know how to get
things done. And, crucially, to change education, we need to bring in entrepreneurs
who know how to “move fast” and deliver reform “at scale.”
Yet there is a competing, more subtle narrative that counters the “schools never
change” story: the ecosystem of education has in fact been changing, albeit slowly,
for well over 100 years.The theoretical musings of Dewey did not stay only within
academic debates: they were applied in his Lab School at the University of Chicago
(founded in 1896), which inspired numerous other experiences, including the con-
sequential “Escola Nova” movement in Brazil. Democratic, Freire-inspired schools
and projects have existed in the hundreds, and Papert’s and Ackermann’s construc-
tionism has impacted public policy in tens of countries. All these initially academic
ideas filtered through into K–12 schools through teacher professional development
programs, partner lab schools, and many other mechanisms. But since education is
a politically contested territory, it is always subject to the push and pull of larger
ideological and policy conversations: reforms are implemented when the environ-
ment is favorable, rolled back when the opposition gets into power, and then
implemented again (case in point: recent conservative back slash in the United
States on teaching about racism, the Holocaust, or evolution). And yet there is
change—not a sprint, but a marathon. As a result of decades of research, activism,
design, and experimentation led by intrepid innovators in schools around the
world, change has happened. These long-game innovators are not, for the most
part, technology entrepreneurs, and you do not often see them delivering TED
Talks. They are educators, principals, cognitive scientists, educational researchers,
computer scientists, and young students, who relentlessly experimented with new
ideas for education, despite stern resistance.
In this new narrative, it is not that “schools never change” but that even though
multiple stakeholders have been working tirelessly, public education reform is hard
xiv Foreword
and time-consuming. It requires complex consensus-building, risk-minimization,
and other structural changes that take decades to become firmly established.
Additionally, most progressive education scholars have always made it clear that
their reforms were indissociable from a political agenda, so it is no surprise that
there was enormous resistance.2 Conservative groups thus are not simply willing to
let things “change”.3
This unfair competition—between simple and complex change—is no more
visible than in the current discussion on the implementation of computer pro-
gramming in school curricula. In 1967, while technologists were envisioning a
future in which robot teachers would be taking over, the Solomon-Papert team
counterproposed the revolutionary idea that children should program computers,
not be programmed by them. They were not concerned with feeding the job
market with more coders but giving all children powerful ways of self-expression.
They refused the idea of canned computer curricula and instead advocated for
children to engage in building projects of their interest, proposing radically new
ways to organize schooling. In the 2010s, however, a new incarnation of computer
programming in schools came to be, this time sprouting from tech companies or
nonprofits led by industry tycoons. Even though they seemed to advocate for the
same ideas, there was a fundamental difference: programming was a tool to get the
“jobs of the future”, canned curricula were the rule, and the entire enterprise was
sanitized to appear as just a “neutral” educational reform. Evidently, these latecom-
ers got the reputation of being the people who “really did it”, leaving behind the
disheveled constructionist hippies advocating for their complicated reforms. The
constructionists wanted a lifetime of different learning experiences for kids—we
got an hour of code.
The same happened with the idea of a dialogical education that brings students’
lives and cultures to the classroom.The Freirean version talked about changing the
enterprise of designing curricula by making it more personally relevant, thus
changing power relations in classrooms. Too complicated. Does not scale. Too
political. Instead, in the 2010s, the idea of “personalizing” education was appropri-
ated by a plethora of institutions that offered a sanitized, easy-to-scale version in
which students are bestowed the amazing power to choose which prerecorded
videos to watch, and—drumroll—even to watch them twice!
The absence of politics is significant because it turns the affair into very unfair
competition. The “neutral”, sanitized version of the reforms is much easier to
implement and publicize, while the nuanced, complex ones take much more time
and effort. But the original, powerful, and deep versions of those ideas have often
found a safe home. Over the last 100 years, each time a progressive idea failed to
take root in public education, it would end up spirited away into private schools,
where—given a fighting chance—it sometimes blossomed. As a result, today we
have a number of private schools around the world offering 21st-century learning
in a wide array of ways, while most public systems struggle to leave the now-distant
20th century.This was as true in 1939 as it is today.We imagined that the big factor
of 21st-century educational inequity would be the “digital divide” (unequal access
to the internet), but it ended up being about the “pedagogy divide”: unequal access
to progressive pedagogies.
Foreword xv
But there is hope. What if instead of embracing the discourse of “schools never
change and we need outsiders to show us the way”, we start to adopt a new nar-
rative? It would start with the recognition that there are three levels for systemic
school change: (1) generating new ideas, (2) piloting projects or experimenting
with new ideas, and (3) transforming entire public systems. We have plenty for the
first two levels: educators, researchers, communities, and students have been push-
ing schools to do different things for decades. We should acknowledge, embrace,
and elevate those efforts. The fact that transformations of public systems are so rare
should not be attributed to a lack of ideas or willingness to change. They are just
extremely hard to pull off and require sophisticated theorization, strong empirical
evidence, and buy-in from multiple stakeholders. And that is where this book
comes in.
Throughout the last decades, whenever we needed an example of a country that
had successfully implemented student-centered, progressive, advanced educational
innovation, we would look to Finland. It became a new paradigm in education by
achieving the best results in international rankings while having a progressive sys-
tem. This was revolutionary because, before Finland’s success, it was believed that
to do well on international tests, you had to “teach to the test.” Finland showed the
world that it was, in fact, possible to top every international ranking and yet also be
profoundly innovative. It showed that it was possible to change a system without
completely breaking it. Disrupting and breaking systems might work for private
schools, which can afford the risk—but a public system cannot.
This requires scalable, research-based, empirically tested models that could make
those new ideas a reality for all children. Finland is, again, showing that not only is
it possible to have advanced models, but it is possible to keep iterating and improv-
ing them to make those models scalable.
It’s not hard to say that schools need to change—the difficult part today is to do
it systemically, at scale, and with a sound theoretical basis. And this is exactly where
invention pedagogy comes in. The three perspectives of invention pedagogy—learn-
ing to invent projects, facilitation of fitting the invention process, and co-develop-
ment of an invention school culture—address the pillars of a sustainable and
comprehensive way of bringing this kind of work into schools at scale. Invention
pedagogy explicitly asserts that this requires a new type of classroom orchestration,
on teachers designing, implementing, and evaluating projects, and on breaking
peer-learning barriers by enabling students to learn from each other, even across
age groups.
By tackling systemic issues, this book also addresses some of the thorny ques-
tions that have plagued progressive education, such as the incentive systems and
promotion mechanisms in our schools. Students love doing projects in maker-
spaces, but that does not get them, in most countries, to the next grade or into the
best universities. Publishers have no way of producing hundreds of versions of a
textbook; national tests or teacher preparation programs cannot change every year.
Accommodating new ideas into existing systems is a monumental task, but it is
work that needs to be done. Doing it “halfway” will increase inequality: if we create
systems in which we have solutions, curricula, and technologies that work only at
a small scale, they will stay in private schools. We need to go “all in.” That means
xvi Foreword
having the courage to deeply change national standards, transform how pupils are
assessed in schools, redesign university admission processes, rethink how children
might show their expertise and talents far beyond school grades, and update teacher
preparation programs. And on top of all that, we should reward schools that imple-
ment those changes and create campaigns to communicate to families what it is all
about.
Finland is uniquely positioned to put forward these ideas because it has shown,
over decades, that it can create innovative but sustainable public policies. And these
reforms came from teachers, researchers, scientists, and educators who built them
over decades, not outside “miracle workers” with their gadgets and sanitized
reforms. Finland engaged with the difficult politics of education, tackling challeng-
ing consensus-building, long-term, invisible reforms; creating new metrics; valuing
the teaching profession; and respecting students’ brilliance.
Our educational systems should forever be a work in progress.There will never be
a perfect system that we can replicate and be done with. School systems are always a
moving target because they should reflect how we want to live as a society. Instead
of being a force for keeping things as they are, pushing societies back to the past, they
should always be a force pushing us into the future. This book, with its razor-sharp
vision of where we should be, deeply rigorous theoretical work, and careful data
analysis, is likely the most advanced attempt at systematizing a new vision for schools
for decades to come. Instead of just repeating the same old critique of school, the
same old clichés and platitudes about the need to change education, it courageously
faces the unimaginable complexity of the task head-on, examining the architecture
of the problem and designing realistic, yet innovative solutions.
Ultimately, the point is not that we do not know how to truly improve our
educational systems. The point is how to build robust systems to enable everyone to partici-
pate in new forms of learning. Finland, and invention pedagogy, might just be the key
that unlocks the gates that have been closed for a century.
Notes
1 We could not reproduce these for copyright issues, but they are available online at
https://books.google.com/books?id=fkkEAAAAMBAJ&pg=PA40).
2 Ackermann was a student activist in Switzerland in the 1960s; Papert fought apartheid
in his youth in South Africa; Freire was jailed by the Brazilian military dictatorship.
3 For example, in the 1950s, in the United States, there was a concerted effort by right-
wing political groups to sideline progressive education, undoing much of the progress
that had happened in the three previous decades.
References
Blikstein, P., & Blikstein, I. (2021). Do educational technologies have politics? A semiotic
analysis of the discourse of educational technologies and artificial intelligence in education.
In Algorithmic Rights and Protections for Children.https://doi.org/10.1162/ba67f642.646d0673
Khan, S. (2012, October 1). Teaching for the new millennium. McKinsey & Company. https://
www.mckinsey.com/industries/public-and-social-sector/our-insights/teaching-for-the-
new-millennium
Foreword xvii
Reich, J. (2020). Two stances, three genres, and four intractable dilemmas for the future of
learning at scale. In Proceedings of the Seventh ACM Conference on Learning @ Scale (pp. 3–
13). ACM. https://doi.org/10.1145/3386527.3405929
Watters, A. (2021). Teaching machines:The history of personalized learning. MIT Press.
Young Americans Study America. (1939, June 5). LIFE Magazine, 6(23), 40–42. https://
books.google.com/books?id=fkkEAAAAMBAJ&pg=PA40
Contributors
Introduction
The focal questions for scholars, professionals, and policymakers in the field of
education have been the same for a long time: How do we cultivate learners’
capacity to meet future challenges? What skills do children and adolescents need to
become active, responsible, and happy citizens? What competencies will they
require to make an impact in the future societies of the planet? How can we ensure
that subsequent generations are more capable of solving the increasingly complex
problems of our society than we have been, which include enormous cultural,
societal, and environmental challenges, economic inequalities, and pandemic out-
breaks? In invention pedagogy, we approach these questions through fostering the
innovative and creative capabilities of school communities that will be needed in
the rapidly digitalizing innovation society.
The United Nations’ (UN) Sustainability Goal 4 states that by 2030, all learn-
ers need to have acquired the knowledge and competencies needed to promote
sustainable development (United Nations Educational, Scientific and Cultural
Organization [UNESCO], 2016). Further, the UN’s sustainability goals require
that schools make the necessary changes to address marginalization so that all
students are able to learn. Polarization is a concern, especially in relation to inven-
tion opportunities, digital technologies, access to technology, and the ability to
develop the skills needed to use technology in creative ways (e.g., Blikstein, 2013).
To address these challenges, school reforms have been pursued to enhance cre-
ativity, innovation, and educational practices that facilitate 21st-century compe-
tencies, creative learning outcomes, and deeper learning that are critical in today’s
digital society (Binkley et al., 2012; Dede, 2009).
In recent years, maker education has been brought to the forefront both in
learning sciences research and in public discussions, as it has been recognized as a
strategic component of future-oriented education (e.g., Bransford et al., 2006).
Maker education and maker-centered learning practices provide ample opportunities
for bridging digital divides, overcoming creative participation gaps, and connecting
informal and formal learning activities (e.g., Clapp et al., 2016). Maker education
encourages students to develop a growth mindset (Dweck, 2017) through hands-
on project-based learning and to engage in the creative practices of inventing and
making artifacts (Halverson & Sheridan, 2014; Hsu et al., 2017). Such practices are
DOI: 10.4324/9781003287360-1
2 Tiina Korhonen, Kaiju Kangas, and Laura Salo
often strongly associated with science, technology, engineering, arts, and mathe-
matics (STEAM) learning (Bevan et al., 2014). It has been argued that, through
maker education, we can prepare new generations of students for our rapidly
changing society as well as capitalize on the novel pedagogical opportunities for
digitalization.
In this book, we will introduce invention pedagogy, which is a distinctive Finnish
research-based approach to maker education. This approach focuses on teaching
and learning 21st-century competencies through nonlinear, multidisciplinary,
creative technology-enhanced design and making processes in formal educational
settings and expands the principles of invention pedagogy to the systemic develop-
ment of schools. The origins of invention pedagogy date back to the beginning of
the current century when the researchers and practitioners behind this book
started to collaborate with each other. Back then, Finnish education was interna-
tionally renowned, but we began to notice that there were students who were not
motivated by externally driven and repetitive ways of teaching and learning.
Further, many students were proficient technology users, but instead of using tech-
nology creatively for educational purposes, they used it mainly for entertainment
and social activity. The ‘creative participation gap’ (Jenkins et al., 2009) or innova-
tion inequality was increasing; some students received support from their homes
and social networks to develop their creative and technological competencies,
while others did not. This gap expanded even further during the COVID-19 pan-
demic (Korhonen et al., forthcoming). Invention pedagogy has grown due to the
joint efforts of researchers and teachers to develop accessible educational practices
that help mitigate such inequalities in formal education and support students in
cultivating the competencies that they need today and will need in the future.
In the following sections, we first explore the underlying needs of future-
oriented education, that is, the competencies and skills that students should acquire
through formal education. Next, we present the key elements of invention peda-
gogy and related approaches, such as maker education. Finally, we discuss school-
level development by highlighting the joint efforts by researchers and practitioners
that are needed to invent and innovate in education.
Learning by Inventing
DOI: 10.4324/9781003287360-2
2 Learning by Inventing
Theoretical Foundations
Kai Hakkarainen and Pirita Seitamaa-Hakkarainen
Introduction
Invention pedagogy engages teams of learners across all ages in computer-supported
collaborative learning (Stahl & Hakkarainen, 2021), which involves using tradi-
tional and digital fabrication technologies for ideating, designing, and making
complex artifacts sparking intellectual, engineering, and aesthetic challenges.
Education for invention is required because humans are facing increasingly severe
cumulative problems and risks related to climate change, sustainability of the earth,
geopolitical crises, and radical inequality. Investigators are concerned that there is
an increasingly severe ingenuity gap (Homer-Dixon, 2001) between such chal-
lenges and the limited problem-solving capabilities inculcated by the prevailing
educational practices. Productively participating in the rapidly changing innova-
tion-driven knowledge society requires young people in Finland and elsewhere to
start practicing personal and social-creative competencies, including complex
problem-solving, invention capacity; entrepreneurial skills and risk-taking adapt-
ability; and skills related to effective teamwork and sharing of knowledge from the
beginning of education. Instead of merely promoting intellectual elites, all citizens
need to be more capable of seeing things in fresh perspectives, enhanced creative
self-efficacy, and associated identities as potential creators of knowledge (Bereiter,
2002; Hakkarainen et al., 2004). Coping with a constantly changing society requires
epistemic fluency (Markauskaite & Goodyear, 2017), i.e., the capability to integrate
formal and informal knowledge, and go beyond information given in contexts that
require the application and creation of new knowledge. Learning to find solutions
to varying open-ended complex problems is the only known way of preparing
young people to overcome the unforeseen problems of the future (Bransford et al.,
2006; Marton & Trigwell, 2000).
Productive participation in invention processes can be facilitated in educational
institutions by engaging students in the skilled use of sociodigital technologies, i.e.,
the recently emerged integrated system of mobile devices, social media, digital
fabrication, and the internet, for creative work with knowledge and media
(Hakkarainen et al., 2015). Sociodigital technologies mediate all creative work in
modern society shaping personal epistemic practices, collaborative activity, and
interaction with extended, collective knowledge networks across domains ( Jenkins,
2007; Ritella & Hakkarainen, 2012; Stahl & Hakkarainen, 2021). Although the
DOI: 10.4324/9781003287360-3
16 Kai Hakkarainen and Pirita Seitamaa-Hakkarainen
sociodigital revolution is disrupting human activity across all spheres of life
(Christiansen et al., 2011), educational institutions tend to reduce digital innova-
tions to those merely sustaining prevailing reproductive educational practices.
Moreover, young people are not given enough structured support to learn advanced
academic and creative practices of using digital technologies, creating an increas-
ingly severe creative participation gap (Jenkins, 2007), and innovation inequity
(Barron, 2004). As we apply the term, knowledge creation is the opposite of repe-
tition and reproduction; such shallow epistemic practices are found even among
the best students because of the low expectations they encounter in routine learn-
ing tasks. According to the Cambridge English Dictionary, invention is “something
newly designed or created, or the activity of designing or creating new things”. We use the
term invention pedagogy to refer to the process of engaging the learning community
supported by traditional and digital fabrication technology to design, invent and
make complex artifacts and build new knowledge, at least locally. By talking about
inventors and invention processes, we would like to make both students and their
teachers see themselves as prospective creators of knowledge and artifacts.
References
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Beghetto, R. A., & Kaufman, J. (2010). Broadening conceptions of creativity in the class-
room. In R. Beghetto & J. Kaufman (Eds.), Nurturing creativity in the classroom (pp. 191–
205). Cambridge University Press.
Learning by Inventing 25
Bereiter, C. (2002). Education and mind in the knowledge age. Erlbaum. https://doi.org/
10.4324/9781410612182
Blikstein, P. (2013). Digital fabrication and “making” in education. In J.Walter-Herrmann &
C. Buching (Eds.), FabLab: Of machines, makers, and inventors (pp. 203–222). Transcript.
https://doi.org/10.14361/transcript.9783839423820
Bransford, J., Stevens, R., Schwartz, D., Meltzoff, A., Pea, R., Roschelle, J., Vye N., Kuhl,
P., Bell, P., Barron, B., & Reeves, B. (2006). Learning theories and education. Toward a
decade of synergy. In P. Alexander & P. Winne (Eds.), Handbook of educational psychology
(pp. 209–244). Erlbaum. https://doi.org/10.4324/9781315688244
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3 Epistemic Objects and Knowledge
Creation in Invention Projects
Sini Davies
Introduction
In this chapter, we approach collaborative invention projects in an educational
setting through their nature as artifact-mediated, knowledge-creating learning pro-
cesses. We examine how these projects extend beyond knowledge acquisition and
social participation to involve systematic collaborative efforts in creating and
advancing shared epistemic objects by externalizing ideas and constructing various
types of intangible and tangible artifacts (see e.g., Burke & Crocker, 2020; Paavola
et al., 2004; Scardamalia & Bereiter, 2014a). An epistemic object in the context of
invention projects can be defined as a conception of the invention, with all the
visions, aspirations, projections, processes, and knowledge involved. Epistemic
objects are characteristically open and complex, constantly evolving and ques-
tion-generating (Knorr-Cetina, 2001). They can exist simultaneously in many
forms, both abstract and material, such as figurative and scientific representations,
and material prototypes that enable and promote them to further evolve into
something else, by raising new questions and revealing what is missing (Ewenstein
& Whyte, 2009; Knorr-Cetina, 2001). By investigating epistemic objects and how
student teams develop them during invention projects it is possible to gain under-
standing on the learning that takes place through inventing.
Participation in knowledge creation through invention projects and collabora-
tive design provides learning experiences that promote young people’s creative
thinking, teamwork, progressive inquiry, and problem-solving skills (e.g., Binkley
et al., 2014; Ritella & Hakkarainen, 2012; Seitamaa-Hakkarainen et al., 2010). The
Organisation for Economic Co-operation and Development (OECD) Learning
Compass 2030 (OECD, 2019) considers innovation, collaboration, and co-creation
as key competencies that young people need to cultivate to meet the challenges of
an emerging innovation society. These knowledge-creating skills must be pro-
moted from a young age (Aflatoony et al., 2018; Carroll et al., 2010). In the Finnish
context, the emphasis on the development of students’ wide transversal competen-
cies in the national curriculum, and lack of standardized testing, provide a fertile
ground for knowledge creation through multifaceted innovation projects (Finnish
National Agency of Education [FNAE], 2016).
In the following, I first present theoretical aspects related to knowledge-creating
learning and epistemic objects.We then introduce a case example of our investigation
DOI: 10.4324/9781003287360-4
Epistemic Objects and Knowledge Creation 29
into knowledge creation and a model of conceptual knowledge dimensions in the
epistemic object of a student team that took part in an invention project in a sec-
ondary school in Helsinki, Finland.
Knorr-Cetina (1999) also observed that epistemic objects and their material instan-
tiations, such as prototypes, involve “pointers” (hints, guidelines, directions) regard-
ing how to focus further activities. The objects in making imply both limitations
and weaknesses, as well as provide novel ideas and suggestions, and, thereby, guide
further inquiries. Consequently, the epistemic objects created provide intuitive sup-
port, suggesting which way to proceed. Further, epistemic objects in invention pro-
jects guide and direct the process as students are constantly generating, defining, and
ideating conceptual and visual design ideas and instantiating in a series of succes-
sively more refined visualizations and prototypes (Seitamaa-Hakkarainen et al.,
2010). Moreover, based on our findings on invention projects (Mehto et al., 2020),
students’ epistemic processes are materially entangled as the material objects being
worked on deeply affect the interwoven generation of more redefined design ideas.
insight into the epistemic object of the team studied in this article, we first analyzed
the evolution of the design ideas by systematically picking out all ideas that the
team generated from the video data. We used an expression of a design idea as an
analysis unit. For every idea, we determined the following factors: (a) the theme of
the idea; (b) possible preliminary parent ideas; (c) whether the idea was included in
the final design—that is, was a final design idea; and (d) if the idea was materially
mediated, meaning was the student holding, looking at, pointing to, or modifying a
design artifact or materials while generating the idea. The team generated 77 ideas,
of which 40 were materially mediated and 30 were included in the final design.
During the idea evolvement analysis, it became evident that the ideas and their
development unfolded concepts of knowledge that were more profound and wider
than just the evolution of the design ideas. Ideas represent answers to design prob-
lems, but the complexity of the problems and the knowledge work required to
solve them remained hidden. For a more detailed examination of the epistemic
work involved in the team’s invention process, a second round of video data anal-
ysis was conducted. In this round, we isolated expressions of design problems and
the conversations related to solving them and analyzed them using qualitative con-
tent analysis. We used one question or problem and the discussions related to it as
our unit of analysis. The analysis was conducted separately for each team in two
phases: first, we determined themes and phenomena covered in solving each prob-
lem, and second, we further clustered the themes into four knowledge dimensions:
(1) computing, (2) design and making, (3) usability, and (4) physics. From our
analysis, we constructed a model of the knowledge dimensions and themes of the
Epistemic Objects and Knowledge Creation 33
Banana Light team’s epistemic object that describes the invention process and
invention from the perspective of conceptual knowledge. Through the epistemic
object model, we captured the complexity and magnitude of the knowledge crea-
tion required in the team’s collaborative invention processes.
Joints and
bendable
structures
Friction
Momentum and
center of mass
Intensitity
of light
Refraction
Bendable
Physics structures
Construction Lightweight
Electric techniques fabric
circuits structures
Design and
Block-based Making
programming
Materials
Computing
Sensors
Banana Prototyping
Light and sketching
Collaborative
design
3D-modelling
and -printing
Microcontrollers
Usability
Practicality
Adjustability
Adaptability
Ergonomics
Figure 3.2 Model of the knowledge dimensions and themes of the Banana Light team’s
epistemic object.
34 Sini Davies
the team members shared the same epistemic object throughout the process of
active development.Toward that end, the democratic nature of their teamwork and
decision-making was also important. The atmosphere in the team for the entirety
of the project was very open, and the students encouraged each other to come up
with and voice ideas.
The knowledge that the team created over the four dimensions was intertwined
in nature. Usually, the team worked with knowledge from several dimensions and
developed and maintained many ideas and idea strings simultaneously in their
discussions. This required the team to fully commit themselves to the process, use
each other’s existing knowledge, seek new knowledge, and combine this knowl-
edge with new ideas through ideation, experimentation, and prototyping. They
used sketching intensively to visualize structures and ideas and communicate them
to the other team members.
The Banana Light team concentrated primarily on physical functionality and
the structure of their invention, creating knowledge, particularly around mechan-
ics, such as momentum and the center of mass and friction, through material
experimentation. Their invention had several mechanically challenging elements,
such as how to direct the light onto the keyboard and how to attach the lamp to
the laptop. They explored making bendable structures with metal and chicken
wire, a bendable ruler, revolute and spherical joints, and hybrids of bendable and
solid structures. The following quote illustrates their development of a clip holder
that grabs the laptop screen.The discussion demonstrates both how mechanics was
fundamentally intertwined with their invention process and how the open atmos-
phere of the team allowed ideas to be challenged and discussed. In this discussion,
the students were ideating a mechanical button that could push open a clip that
would hold the lamp on the laptop lid. After the discussion, they tested possible
solutions with a binder clip and a clothes peg.
JESSICA: Yes, but then it [the clip] has to be pushed from both sides.
CARLA: No, it doesn’t have to, because when the button is pressed, we put some-
thing there that pushes the clip claws open. Like in the clothes peg.When you
press from the sides, the peg opens … the same mechanism.
JESSICA: But you will have to press from the other side as well. You will have to
press from both sides for it to open.
CARLA: Oh, yes.
JESSICA: So, could we make two things that press it from both sides?
CARLA: Yes, okay, we can do that.
The students also had to create knowledge about different physical aspects of light,
such as intensity and refractions and how to control them.They put the knowledge
they had gained from the copper tape card workshop into action when connecting
the LED lights to the microcontroller. Through actual making and experimenting,
the team learned, for example, how different sensors detect movement, how to
make electric circuits for one and several LEDs, what different kinds of LEDs are
available, what a short circuit is, and how voltage changes affect the intensity of
light.
Epistemic Objects and Knowledge Creation 35
On the theme of design and making, the students built knowledge around var-
ious ways of making bendable structures. One of their early prototypes is presented
in Figure 3.3. With this prototype, they experimented with a bendable structure
made of chicken wire and modeled the possible aesthetic design of the light.When
reflecting on their design with this prototype, they discovered the importance of
making the lamp as light as possible, which became another key area of construc-
tion that they built knowledge around.
Regarding computing, 3D modeling was one of the themes that the team
explored. One of their ideas was to create ball-and-socket joints that could be
3D-printed to achieve the bendable structure needed to adjust the direction of the
light. They sought knowledge on using 3D-modeling software and experimented
with different ways to create 3D models and modify ready-made models to suit
their needs. They also received help from a tutor student. Although they did not
complete their 3D model of the lamp during the design sessions, their knowledge
work on the subject was intensive. Furthermore, none of them had previous
knowledge of this topic.
In addition to 3D modeling, the team attached a microcontroller (Adafruit
Circuit Playground Express) to their invention to control the lights. They used
block-based programming, building knowledge around the two following areas
in particular: using sensor data to trigger the on-off functionality of the LED
light and controlling the light’s brightness and color. Experimenting with differ-
ent sensors provided the students with ample opportunities to create knowledge
about programming. They had to use conditional if-statements and familiarize
themselves with the functionality and concept of events and variables in pro-
gramming. To solve the programming challenges, they collaborated intensively
and asked for help from teachers and tutor students when they felt they needed
it. The programming seemed to be very rewarding for them, and they even cel-
ebrated together when they succeeded in making the light work as they wanted
it to.
The team considered usability at all stages of the design process. First, they
approached it from the point of view of the product’s practicality and usefulness.
Later in their process, they moved toward more specific usability issues, such as
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4 Collaboration and Co-regulation in
Invention Projects
Pirita Seitamaa-Hakkarainen, Kati Sormunen,
Sini Davies, Jenni Matilainen, and Kai Hakkarainen
Introduction
Long-term collaborative work requires students’ commitment to coordinated
problem-solving, the development of a shared object, and the division of labor to
support their collaborative work (Barron, 2003; Järvenoja & Järvelä, 2009; Riikonen
et al., 2020).
When developing invention pedagogy, it is essential to understand how students
collaborate in teams when pursuing open-ended and emergent invention chal-
lenges. It also means understanding how to support the learning of all students
according to the principles of inclusive education (United Nations Educational,
Scientific, and Cultural Organization [UNESCO], 2016). One of the general aims
of Finnish education is to foster socially sustainable inclusive education and thus
eliminate the exclusion that might reduce students’ social relationships (e.g.,
Honkasilta et al., 2019). It means an increased risk of reducing options for students
with special educational needs (SEN) to follow their educational aspirations and
citizenship skills in education.
The invention challenges, which are completely beyond students’ capabilities,
may be experienced by SEN students as challenging. However, little is known
about how students with diverse capabilities have been able to participate in long-
term collaborative invention projects. Previous research indicates that learning
methods in which knowledge is built collaboratively in iterative cycles and through
working with real-life challenges are of benefit to all students’ learning (McGinnis
& Kahn, 2014). However, such diversity of academic knowledge and learning skills
might have a negative influence, especially on SEN students’ active participation in
collaborative groups (e.g., Anderson et al., 2008; Cohen, 1994). Through the case
examples, we will examine the level of socially shared regulation in invention
teams in which students with or without SEN collaborate. From the perspective of
successful invention projects, the extent to which students are taking other team
members into account and how they are mutually carrying out the responsibilities
for achieving common goals is critical (Barron, 2003; Damşa et al., 2010; Pijl &
Frostad, 2010). We examine collaboration and social regulation as an activity in
which students jointly regulate their design and making activities as a team in
relation to attaining a shared object.
DOI: 10.4324/9781003287360-5
Collaboration and Co-regulation 41
Teachers see students’ participation in the social regulation of invention activities
and their pursuit of the joint object with a flexible division of labor as active
involvement, which also engages SEN students in learning (Sormunen et al., 2020).
Students are engaged in co-designing their knowledge-creating inquiries and
deliberately organize team processes to maintain a shared understanding of the
unfolding process and evaluate their progress toward the shared invention
(Dillenbourg, 1999; Miyake & Kirschner, 2014). We focus especially on the devel-
opment of small group learning and the shared regulation of collaborative activi-
ties. In this chapter, we will introduce two invention projects that we organized.
Both cases focus on the inclusive class settings typical of today, and we spotlight
invention teams in which students with or without SEN collaborate. We seek to
deepen the current knowledge on the emergence and flow of collaboration in
longitudinal invention projects; the principles and findings addressed are adaptable
for all learning by making environments.
Findings
When analyzing teams’ collaborative designing and making processes, some possi-
ble drivers of successful invention were identified. Extensive video data revealed
each member’s participation, engagement, and the quality of interaction between
the members of the team. As the invention projects lasted 8 to 12 weeks, it is evi-
dent that the teams’ engagement and intensity varied at different stages of the
project. However, we were surprised that the student teams at both school levels
were able to maintain their enthusiasm and motivation throughout their longitu-
dinal invention processes.
Gel Comb Five boys (three SEN The Gel Comb is an invention where
students) hair gel is applied directly to the
user’s hair so that the user’s hands will
not get dirty.
Key Rack Three girls (one SEN The Key Rack was intended to keep keys
student) in a designated place with color-coded
hooks for each family member’s key(s).
Collaboration and Co-regulation 47
team’s activities and a challenge in terms of focusing on the targeted invention.The
Gel Comb team reorganized its activities throughout the process and on several
occasions during one session. The smaller-sized Key Rack team, in contrast, func-
tioned in a very organized way right from the beginning, and the participation was
more equally distributed, and the team was committed to promoting their inven-
tion process.The following three themes related to the regulation and organization
of the teams’ activities emerged from the material of the primary class: (1) shared
responsibility, joint decision-making, and co-regulation; (2) reconciling tensions
and dilemmas; and (3) social support, encouragement, and participation.
The Bike and MGG teams focused on organizing making activities and tight
teamwork among all team members. In the MGG team, one student had a leading
role in the organizing process, but he provided the other team members opportu-
nities to participate. Further, the lack of teacher involvement was striking in both
teams, and the teachers were only needed to provide assistance in deciding how to
proceed or material resources and guidance regarding 3D printing (for example).
In the Moon team, the design and making processes were also organized in a very
collaborative manner through negotiations within the whole team, and they com-
posed sub-teams to conduct certain tasks. The UrPo team’s process organizing was
led by the two team leaders and supervised by the teacher. It was rare in the Plant
team’s process for the entire team or even most of the members to take part in
organizing the process.
In general, the teams’ engagement evolved as the teams’ solutions advanced:
they enjoyed problems-solving and making, and the teams’ activities were self-reg-
ulated. Their own meaningful invention challenge combined with the freedom of
making choices can be seen as major elements contributing to the creation of the
shared objectives of the internally motivated teams. For example, the teams did not
discuss the teacher’s expectations about their invention projects; instead, the dis-
cussion and activities focused on the realization of a shared object and the setting
of the teams’ own goals on the basis of their own starting points. The teams’ col-
laborative process of organizing can be characterized by joint project manage-
ment, continuous shared responsibility, and mutual control of the various aspects
of the multifaceted project.
The successful teams managed to sort out most of the teamwork challenges
themselves, and they addressed related issues in most sessions. Thus, the commit-
ment and co-regulation of shared working appeared in terms of enjoyment, capa-
bility, orientation toward destination, and commitment to problem-solving.
Developing their inventions together and the shared motivation among the team
members seemed to constitute a self-inducing positive cycle in which the team
52 Pirita Seitamaa-Hakkarainen et al.
members became increasingly motivated to achieve the objectives they had set,
which in turn encouraged the team members to set new goals and to work hard
to achieve them. However, as stated earlier, such corresponding shared motivation
was not observed in only one team: the team did not develop common prob-
lem-solving goals that would have created commitment within the team members
to develop their own invention. On the contrary, over time, these students made it
clear that they did not have inner motivation and were not able to organize their
process.
Discussion
The aim of the invention projects was to provide a variety of students with the
experience of participation, that is, to persuade them to make something relevant
together, thereby stimulating their internal motivation, referring to the desire to
promote commonly agreed-upon objectives and to commit to the completion of
the project. In teams, the close commitment and positive attitude and flow rein-
forced the view of how important it is to develop teams’ inner motivation and
commitment to their work. It can be said that in both school cases, most of the
teams had positive learning experiences in terms of having ambition, dedication,
and flow. The achievement of positive learning experiences as part of the curricu-
lum content can be regarded as significant, and these experiences may have
far-reaching implications as students move to adulthood and to the world of work.
Equal participation and the sharing of tasks evenly promoted the co-coordina-
tion of the team’s activities, which is a prerequisite for successful collaboration.The
unclear role of the students in the group interferes with the teamwork.Working in
small teams in which all members interact actively to achieve a shared goal and
object is usually inspiring and creates a positive cycle. Creativity in designing
requires the bravery of the members to present their own ideas and experience.
The quick drawing of ideas and testing of details are situations in which joint work
becomes visible. When working is at the center, students convey and make visible
their design ideas through discussion, drawings, and various material 3D models
and prototypes. This provides an opportunity for further processing ideas and dis-
cussing them and producing more advanced ideas. However, getting students into
this state of mind may be challenging as they may have varying skills and knowl-
edge, and the teams may thus be highly heterogeneous.
In the primary class project, the activities of the teams were co-regulated in
many ways. Shared responsibility for the team’s activities was taken both at the
individual level and collectively. Making decisions jointly was sought, or team
members gave one team member the responsibility for leading the team’s activities
and the division of labor. The teams regulated activities to influence the behavior
of other team members, involved all team members in joint tasks, and resolved any
difficulties and disagreements that arose during the project. The team members
gave each other additional social support and encouragement to ensure harmoni-
ous and smooth group activities. Students sought to compromise, work together,
and keep the team together during the project. Working together was perceived as
meaningful.
Collaboration and Co-regulation 53
Directing the teams’ motivation and interest toward a common goal may become
a challenge for joint activities. This is influenced by the instructions, open-ended but
jointly negotiated and comprehensive assignment, and previous experiences of school
practices. Further, the team must put joint effort into working out the shared epis-
temic object of their activity; that is already an achievement rather than something
pre-given. Collaborative learning also takes shape differently depending on whether
the members of the team are allowed to choose their own team and working space or
whether they participate in collaborative activities on their own initiative, on the ini-
tiative of a teacher, or under compulsion. In addition, during the long-term invention
project, the motivation, commitment, and dynamics of the team members may vary.
The teacher can assist in the accomplishment of effective collaboration by mon-
itoring the interaction between team members and by scheduling the various
stages of the invention project—and also by practicing it with students, getting
them to use nonlinear working, and managing anxiety. In inclusive classes with
SEN students, collaboration and co-regulation can be supported by creating differ-
ent routines for working, including starting sessions with the team’s joint review of
ongoing phases (where we are now), what should be achieved during this session,
and at the same time, agreeing on which team members are responsible for which
phase or sub-task. At the end of the working session, it is also important to reflect
briefly on how the objectives of the working session were achieved, whether
everyone has had enough opportunity to contribute, and how collaboration
between the members of the team has proceeded. Agreement on the division of
labor can be reviewed separately in each session.
Note
1 https://growingmind.fi/inventionpedagogy_makingprocessrugs/
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5 Learning to Create
Creating to Learn
Noora Bosch, Jari Lavonen, and Kaiju Kangas
Learning to Create
Invention projects engage students in nonlinear, multifaceted hands-on processes,
through which they collaboratively generate creative solutions to open-ended,
real-life design challenges. The aim is to support students in learning to be curious
problem finders and solvers and to enhance their confidence to act in creative ways
(Goldman & Kabayadondo, 2016). Furthermore, several future competencies
linked with creativity and considered essential for well-functioning future societies,
such as empathy and collaboration, can be developed in invention projects
(Noweski et al., 2012). Within invention pedagogy, creativity emerges as a form of
sociomaterial action as the material world is explored by students through collab-
orative generation of shared artifacts (Clapp, 2017; Mehto et al., 2020).
Throughout its history, creativity has been given multiple definitions. A widely
accepted definition focuses on creative outcomes that need to have both novelty
value and be appropriate or useful for their purpose (e.g., Stenberg, 2022). However,
these elements are always determined in particular social, cultural, and historical
contexts (Beghetto & Kaufman, 2014). In schools, teachers and students are the
experts who recognize the creativity in students’ solutions, and novelty value means
that a solution is new to students or exceeds what can be expected from them
(Clapp, 2017). In education, it is essential to understand that anyone can be creative
at a certain level and can develop from one level to the next (Beghetto & Kaufman,
2014; Clapp, 2017). Creativity can be seen “as a capacity to imagine, conceive,
express, or make something that was not there before” (Durham Commission on
Creativity and Education, 2019, p. 3).
Sawyer (2021) suggested that the goal of teaching for creativity could be for
students to understand creativity as an iterative, improvisational, and nonlinear pro-
cess. Helping students to navigate in such uncertain and undetermined contexts
cannot be guided by fixed instructions (Sawyer, 2018); instead, a creative approach
to teaching is required both in terms of pedagogical methods and simultaneously
enhancing competencies for creativity in students (Patston et al., 2021). Despite the
significant role of creativity in the future society, there is the lack of research on
pedagogies in nurturing learners’ competencies for creativity in K–12 education
(Cremin & Chappell, 2021).
DOI: 10.4324/9781003287360-6
Learning to Create 57
In this chapter, we explore how students’ and teachers’ competencies for creativity,
that is, a dynamic set of knowledge, skills, and attitudes (Noweski et al., 2012), can
be applied and developed through participation in invention projects.We present a
case, an invention project called We Design & Make, in which the design thinking
approach was used for teaching and learning competencies for creativity. In the
project, eighth-grade students (ten girls aged 14–15 years) co-created e-textile
products for local preschoolers according to their wishes and needs. The class met
12 times in weekly lessons facilitated by a craft teacher (later referred to as the
teacher) and a researcher (the first author of the present chapter). The project
engaged the students in a collaborative, open-ended design and making project
which emphasized textile craft practices, new e-textile technology (programmable
microcontroller), and development of a certain type of we-can-do attitude. In what
follows, we first describe how the design thinking approach was used to structure
and facilitate the creative process and practices in the project. Second, we explore
the teacher’s and researcher’s roles and pedagogical practices in building a class-
room culture for creativity and in supporting students’ creative confidence. Finally,
we provide an overview of the competencies for creativity applied and developed
in the project and highlight how several types of competencies are involved in
creative learning projects.
Co
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in
in
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nk
ve
rg
i
rg
th
th
en
en
t
t
en
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th
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er
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Immerse, Define Quick ‘n dirty
Ideate Making
observe, and possible protos
solutions Sharing
interview challenges and user
and vote Reflecting
the users feedback
Figure 5.1 The creative process in the We Design & Make invention project.
Adapted from British Design Council, 2004.
Our case example, the We Design & Make project, followed the Double
Diamond design model (British Design Council, 2004). The model is used in pro-
fessional design, particularly human-centered design, and was slightly adapted to
better suit the needs of a school project (Figure 5.1). The model consists of two
“diamonds” (i.e., process phases): (1) defining the challenges, and (2) creating the
solutions. Both phases involve divergent and convergent thinking, but in practice,
the phases and modes of thinking are partly parallel. In our case example, the first
phase or “diamond” focused on discovering the context of designing (divergent
thinking) and defining the challenges to be solved during the invention process
(convergent thinking). In the second phase, the aim was to develop many ideas and
solutions (divergent thinking), and to deliver prototypes and to test the solutions
(convergent thinking).
During the process, the Double Diamond model was shown to the students at
the beginning of each lesson to visualize how the creative process was evolving,
what steps needed to be taken, and why and how these steps were taken. This
exercise helped the students to understand the iterative and lengthy nature of the
process. In the following, we describe the use of the model as part of the pupils’
co-design process and explain its theoretical pinnings using practical examples
from the project.
Defining Challenges
The foundation of an educational invention project can be laid out in a design
brief created before the project, which outlines the project’s overall goals and con-
straints but does not predetermine the challenge for the students. Setting up the
brief for students’ demands constantly seeking to balance the openness and
Learning to Create 59
constraints of the task. Too much openness or a lack of constraints may lead to
unrealistic ideas or recycling already familiar patterns, whereas tasks with balanced
constraints help the students toward more advanced conceptions (Sawyer, 2018). In
the We Design & Make invention project, the design brief was formulated as fol-
lows:“Co-design and make an e-textile product for preschoolers according to their wishes and
needs.” This brief emphasized collaboration between team members, consideration
of the ideas, feelings, and needs of others, and creative and critical thinking about
how technology could be used in the products. Yet, the brief was open-ended
enough to leave space for students’ explorations around the theme before defining
the final challenge. Although educational invention projects do not encounter all
the constraints of professional design projects, it is essential that students learn to
understand the complexity of working with open-ended challenges, communicate
initially vague ideas and challenges, and deal with the ambiguity of the process.
The invention process generally begins by exploring the design context to dis-
cover the challenge and discussing to build shared understanding of the design
context and its dependencies. It is critical that the student team shares the same
understanding of their challenge or problem (Noweski et al., 2012).The We Design
& Make project began with the eighth-grade students discovering the context,
which entailed empathizing, observing, and interacting with the preschoolers. At
the beginning of the process, students recalled their own preschool experiences,
wrote memories on Post-it notes, and made empathy maps. In this way, the stu-
dents were more able to empathize with the preschoolers and to become attached
to the We Design & Make project theme. The students also visited the local pre-
school to conduct observations and user research, using the interview forms and
other supportive material prepared by the researcher. They were encouraged to
observe the space with all the senses; they took photos and asked questions of the
preschoolers and preschool teachers to understand the end users’ needs and per-
spectives better.
Discovering the context helps students recognize and define the challenge they
want to solve during the invention project. Defining the challenge and the related
constraints takes place at the beginning of a project but continues in the later
phases through iterative efforts. Students simultaneously elaborate the challenge at
hand and create ideas for its solution, constantly alternating between divergent and
convergent thinking. In our case example, the definition phase was strongly inter-
related with the development phase. Based on the insights from the user research,
observations at the preschool, and the preschool teacher’s suggestions, the researcher
put together various “how might we …” questions, such as “How might we make
dressing up more fun?” By brainstorming solutions for the needs identified in the
preschool, the students were also able to further define the challenges to work
with. Many innovative ideas for challenges and solutions were on the table, and the
students voted for their favorite ideas and started to work with the chosen idea.
Creating Solutions
The second main phase of the Double Diamond model focuses on creating solu-
tions to the defined challenge, including developing ideas and solutions, and
60 Noora Bosch, Jari Lavonen, and Kaiju Kangas
delivering prototypes to test those ideas (see Figure 5.1).The first stage emphasizes
divergent thinking and seeing beyond the obvious, and when students generate
and play with several ideas, they develop an understanding that there is more than
one solution to a problem (Goldman & Kabayadondo, 2016). During the delivery
stage, students evaluate ideas from several perspectives and develop appropriate
solutions through prototyping, feedback, and other testing strategies. Invention
projects involve reflective practices in all stages, and sociomateriality has an essen-
tial role in helping students to think and communicate their ideas verbally and
non-verbally through sketches, prototypes, and other design artifacts (Mehto et al.,
2020; see also Chapter 6 of this book).
In the We Design & Make project, different methods were offered to support the
students’ creative ideation and critical evaluation of ideas. In the ideation phase,
inspirational visual materials, idea maps, and supportive questions about the use and
the users of the preschool space were placed on the walls and tables of the craft
classroom. Various solutions were discussed and enriched by the students, and the
goal was to develop adequate plans for starting the prototyping and testing phase.
In addition, the student teams were given large pieces of cardboard on which they
could write ideas, draw models and shapes, and visualize proportions, measures, and
materials so that they were visible to everyone. This practice supported communi-
cation and evaluative and reflective discussions among all the group members, the
teacher, and the researcher.
In our case example, the process then continued with the delivery phase and pro-
totyping.The ideas were further developed and materialized with rapidly constructed
prototypes made from recycled cardboard and fabrics, felt, and other cheap and
easy-to-manipulate materials, which were available in the craft classroom. In addition,
to support idea development, prototyping helped the students visualize their ideas to
others, as the preschoolers visited the school for presentations and a feedback session.
According to the comments and feedback from the preschoolers and their teachers,
the students elaborated their designs and continued toward the making phase.
The teacher’s statement in the first lesson that “We don’t know how these technol-
ogies function, but let’s try to solve it together” made the teacher, the researcher,
and students equal learners in the situation. The teacher and the researcher had a
low authority position, and this offered the students autonomy within the open-
ended challenges, as well as freedom to use the material resources and tools as they
wanted. As one student explained, “We were allowed to work as we wanted to.The
teachers were supportive and tried to help if something went wrong.”
The teacher and the researcher continuously walked around the classroom,
made themselves available, and offered the students empathic support and encour-
agement. They observed which students and groups needed help, stayed close to
students by sitting next to them, and offered help by suggesting, re-voicing, and
simplifying. The teacher and the researcher offered embodied support with mate-
rials, tools, and programming.
RESEARCHER: You know, you learn these things [refers to the microcontroller]
much faster than I or Mia [the teacher].
TEACHER: It’s so great.
RESEARCHER: Which is great. Marvelous.
TEACHER: You can teach us.
SOFIA: My role was to be a leader, but I think the roles were unnecessary as we
did everything together anyway. I always helped others on my team and
contributed ideas, and the team also helped me. Our team shared work well,
and we all designed and made the product together, and no one did just one
thing.
64 Noora Bosch, Jari Lavonen, and Kaiju Kangas
The design brief and the methods used had a role in motivating and engaging
the students in the creative process. The process included designing for a specific
group of people, so empathy, perspective-taking, and meaningfulness were built
into the design brief and the process. Preschool is obligatory in Finland, so every
student had experienced it, making it easier to step into preschoolers’ lives and
build relationships with preschoolers. Working with real-world challenges moti-
vated the students, and students’ engagement became visible when they dis-
cussed their own preschool experiences. As one student explained in the
post-questionnaire, “I learned to observe various challenges and to think how
these could be solved.”
The process involved challenges and failures that required perseverance. The
teacher and the researcher praised the students’ work, encouraged students to ask
peers to help, and suggested that students try new ways of solving challenges. The
parents’ help was sought; for example, one student invited her father to help with
programming on the school’s open day. Humor and laughter were important in
building an easy-going, encouraging classroom environment and sometimes served
as a useful tool to overcome a difficult moment.
From the teacher’s point of view, the most significant challenge was changing
the mindset of a teacher to a facilitator, sharing authority, and letting students
try and fail on their own. From the students’ point of view, the most inspiring
and important aspects of the project were the collaboration with the preschool
children and the sense of purpose in making functional things for those chil-
dren. Students also said that planning their own work and collaborating with
their own teams were important aspects of the project. The students referred to
the importance of helping each other and trying out new ideas with an open
mind. Students used technology creatively, rather than following step-by-step
instructions.
VIOLA: I felt that I could have a say in the way the process progressed, and all ideas
from our team members were happily received. Our team had an encouraging
atmosphere, and the teachers knew how to support and help when needed.
The freedom to explore was obvious in our work. For example, we did diverse
designs for the appearance of the product.
SENJA: Being a designer was difficult at times as we had to design everything our-
selves, for example, how the product would be durable and how to even make
the product. It was also a lot of fun to let your creativity run free, but, as I said,
it was difficult at times.
Learning to Create 65
Nevertheless, we want to point out that the project was organized in Finland with
its low-hierarchical school culture, where relaxed teacher–student relationships
might have supported the co-construction of ideas and artifacts. Although the
teacher and the researcher tried to sustain an easy-going, flexible design process,
the time limits and school structure posed challenges to the process. Several classes
had to be rescheduled due to various school happenings or other events, such as a
climate strike. Although the Finnish curriculum emphasizes the importance of
such open-ended multi-disciplinary projects that develop transformative compe-
tencies in all school subjects, it is challenging to adapt them with the rigorous
schedules of formal education.
Creating to Learn
In this chapter, we have described the nature of creative processes and practices
and illustrated how several competencies were entangled in a creativity-sup-
portive invention project. Our aim was to explore how the students’, the teach-
er’s, and the researcher’s competencies for creativity can be applied and developed
in invention projects. In this concluding section, we provide an overview of
these competencies with three broad but overlapping themes (Figure 5.2), fol-
lowing loosely the three innovation skill categories by Vincent-Lancrin et al.
(2019). The overview emphasizes that design thinking processes involve many
cognitive, affective, and embodied capabilities and practices (Goldman &
Kabayadondo, 2016), that are all important building blocks when learning com-
petencies for creativity.
The students applied and developed creative and critical thinking as they discovered
the design context and its constraints and defined the design challenges through
inquiry.They brainstormed various ideas, generated and evaluated several solutions,
and continuously reflected on their ideas, solutions, and the process. The Double
Diamond model provided structure for the iterative, nonlinear, and sometimes
messy design thinking process, supporting students in shifting between divergent
and convergent modes of thinking. One of the outcomes of going through such
creative processes can include the new mindset that enables students to approach
problems in more experiential ways, learn from failures, and be more confident in
their ability to create (Goldman & Kabayadondo, 2016).
During the project, the students practiced several social and emotional skills, such
as empathy and perspective-taking. Working in groups demanded ongoing collab-
oration and communication, and the students peer-supported and encouraged
each other in many moments. Both individuals and the group had to regulate their
work to be able to complete the products within the given constraints, although
some students with predefined leadership roles paid the most attention to co-reg-
ulating the process (see Chapter 4 of this book). The openness of the design brief
offered many uncertain paths to follow during the process, which demanded flex-
ibility, but the students exercised a responsible and perseverant attitude to finish the
products. Total frustration was close many times, but confidence could grow as
challenges were resolved with the help of teachers, peers, and parents, and the
students expressed pride in the results.
66 Noora Bosch, Jari Lavonen, and Kaiju Kangas
Creative and
critical thinking
Managing uncertainty
Self-regulation and
co-regulation
TE E
R
AC RN
HE EA
RA
SAF O-L
ACILITATOR, GUIDE, AND C
Figure 5.2 Competencies for creativity applied and developed in the We Design & Make
invention project.
Adapted from Vincent-Lancrin et al., 2019.
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6 Materiality in Invention Pedagogy
Varpu Mehto and Kaiju Kangas
Introduction
Making practices are central to invention pedagogy, in which abstract ideas are
transformed into tangible forms and functional prototypes. Materiality transforms
the process and requires the students and teachers to be ready to alter their plans
and adapt to surprises as they are learning to work with the materials, technologies,
and schedules at hand. In this chapter, we discuss invention pedagogy from the
point of view of materiality. We consider how active and dynamic matter alters
practices and how this perspective enriches our understanding of the aims of
inventive learning. Theoretically, this chapter builds on the traditions of Nordic
research on craft education and the concept of relational materialism. Further, our
thinking is positioned with the insights from the Finnish educational system and
the school subject crafts.
We perceive the process of making as an entanglement of maker and matter,
where the human participants think with the matter and learn from it (Ingold,
2013). Materials are not considered merely as resources; instead, material transfor-
mations and related bodily movements emerge from dialogical negotiations
between maker and matter (Aktaş & Mäkelä, 2019). With cultivating their craft
practice, the maker develops their knowledge of materials and techniques, as well as
people and culture reciprocally (Lahti & Fernström, 2021). Materiality embeds pro-
cesses of learning and knowing into the tangible world (Mehto et al., 2020). Making
provides an opportunity to reflect on one’s position in the world and to sensitize to
the dependencies and responsibilities with the environment (Groth, 2020).
Within invention pedagogy, we have illustrated how prototyping practice acts as
an aid for thinking, as a social mediator, and provides inspiring constraints through
materiality (Yrjönsuuri et al., 2019). Further, we have analyzed how materiality
constrains and enables collaboration, for example by hindering opportunities for
participation or providing tangible access to common ideas (Mehto et al., 2020).
Focus on the epistemic roles of materiality emphasized the importance of thinking
with materials in making (Mehto et al., 2020). During these studies, our perspec-
tive has gradually shifted from how students use materials to perceiving relationali-
ties of materiality. Such a perspective aims to enrich the prevailing human-centered
perspective by shedding light on the edges of the intentional learning process and
the obscure, wide-reaching connections of matter.
DOI: 10.4324/9781003287360-7
Materiality in Invention Pedagogy 71
To help us understand how matter affects situations, we turn to theories that
flatten the ontological hierarchies between humans and non-humans (e.g., Bennett,
2010). Perceiving humans as parts of the world unravels dichotomies, such as mind/
body or nature/culture, highlighting the interdependency of humans and environ-
ments (Latour, 2005). Therefore, we emphasize the indeterminacy prompted by
materiality in making. Further, the perspective of sociomaterial entanglements is
steered toward seeking more-than-human collaborations that are crucial for living
on a damaged planet (Haraway, 2016; Tsing, 2015). Thus, we highlight making as
sensitizing to materiality to seek collaborations with the material world. The call
for re-evaluating the position and responsibilities of humans also includes knowl-
edge practices and pedagogies (Braidotti, 2019), setting demands for futures of
education (Common Worlds Research Collective, 2020). In this chapter, we discuss
the potential that making could have for cultivating learning with the world. Our
approach is practical, as we consider how ontological ideas of relational materialism
could relate to everyday life in school.
In addition to these onto-epistemological stances, our thinking is based on the
practices of Finnish education, in which material making is present especially in
the school subject crafts. Materials play an essential role in the tasks, objectives,
content, and learning environments of crafts (Pöllänen, 2020; Porko-Hudd et al.,
2018), and they can be used for their expressive qualities, as resources that are tested
and analyzed for creating design solutions, or as constraints that enable or hinder
technological activities (Finnish National Agency of Education [FNAE], 2016).
Materiality requires appropriate learning environments for crafting, where versatile
equipment, machines, and tools enable adopting a responsible attitude toward
working (FNAE, 2016; Jaatinen & Lindfors, 2019). Further, Nordic research on
craft and sloyd (a school subject equivalent to crafts) education emphasizes materi-
ality. Working with materials develops students’ material knowledge that contrib-
utes to advancement in their designing (Härkki et al., 2016); therefore, students
should be encouraged to work with materials to experience both their potential
and limitations (Illum & Johansson, 2012). Communication and meaning-making
in crafts take place through several connected levels of interaction: between
humans; between humans, tools, materials, and the surrounding space; and between
mind and body (Kangas et al., 2013a).Teaching and instruction in crafts rely on the
multimodality of interaction (Ekström, 2012; Koskinen et al., 2015), providing
students with multifaceted opportunities to generate and communicate their ideas
and knowledge (Kangas et al., 2013b). Materiality of crafts can also promote aware-
ness of sustainability as well as critical and ecological stances toward consumption
(Väänänen et al., 2018).
To bridge the practical and theoretical takes on materiality, we discuss the theo-
retical approaches with an invention project in which students aged 14–15
designed and built smart products in small teams. The aim of the design task was
to orient students toward the problems in their everyday lives and the artifacts
involved. Initial ideas were first materialized as mock-ups and then as functioning
prototypes. Two researchers were present in the classroom throughout the process,
making field notes, videorecording the teams’ design activities, and conducting
short interviews with the teachers and the students. This chapter focuses on two
72 Varpu Mehto and Kaiju Kangas
example vignettes that are written based on video recordings and complemented
by our field notes and student interviews. The vignettes consider the making of
two inventions: a smart piggy bank, which counts the money inserted and
announces when a target sum is reached, and a smart shirt with LED lights that
turn on in the dark.
In this chapter, we first discuss material agency, that is, how matter contributes
to creating the unpredictable nature of the invention project, and second, how
materiality allows acting amidst this complexity by embedding the creative process
into local materialities. The approach is inspired by the methodology of thinking
with theory (Jackson & Mazzei, 2012). Next, we illustrate the concept of assem-
blage with a vignette about a striped fabric. Then, we discuss potentials for acting
with uncertainty with a vignette about an abrasive belt grinder. We conclude with
implications for research and practice.
Material Agency
Matter matters: it affects situations. However, claiming that matter is agentic can be
problematic, especially in the education field, where agency has traditionally been
a human ability with connotations of intentionality and power. Therefore, discuss-
ing the agency of matter requires a different perspective. In this chapter, we reframe
the concept of agency, not as an attribute of someone or something, but as emerg-
ing in encounters (Latour, 2005). Instead of focusing on what someone or some-
thing does, the interest turns to relations—how entities transform each other.Thus,
flattening the ontological hierarchy between humans and non-humans shifts the
focus from individual actors toward loose, messy gatherings.We follow the example
of thinkers such as Mol (2002) and Tsing (2015) and choose the term assemblage to
illustrate this open, fluid, dynamic, entangled nature of reality. Next, we describe
how the theoretical concept of assemblage changes our thinking about the exam-
ple vignette about a striped fabric that participated in the materialization of the
idea about a smart shirt (Jackson & Mazzei, 2012).
Team Smart Shirt collaboratively designed a shirt for each team member. They
chose fabrics for each team member from a large plastic box filled with
leftover fabrics from other projects. Alice (pseudonym) spotted a black-and-
white striped fabric. It was thin, almost see-through. Alice was delighted. She
stated that she did not currently have a striped shirt in her wardrobe.
Pinning the plastic sewing pattern onto the striped fabric turned out to be
difficult. The fabric curled, crumpled, and slid away. Other team members
were already sewing. Alice was distressed and said, “This will take the whole
session, but okay. It’s because my fabric is like this; it, like, moves and…well,
sucks. More rigid [fabric] would be easier”. The teacher came to help. She
set the fabric on the table and, with slow and careful movements, smoothed
out the wrinkles with her palm, emphasizing that the most important thing
to have with this fabric was patience. When Alice finally began sewing, she
noticed that the stripes of two pieces did not meet unless she paid special
attention when aligning the pieces. Careful alignment made the hem straight,
Materiality in Invention Pedagogy 73
also. She told her team members that starting the project made her anxious,
but now she liked crafts and sewing. When the shirt was sewn, Alice wore it
and danced around a bit.
Sewing the shirts took most of the design sessions; therefore, the team decided
to pare down smart functionalities and focus on making the LED lights light
up with the push of a button instead of using sensors that reacted to the
environment. However, in Alice’s case, the e-textile equipment, LED lights,
microcontroller, thick conductive thread, and battery pack were too heavy
and clunky for her lightweight fabric. The teacher confirmed that her shirt
would not be able to carry such heavy components; even the needle required
for the conductive thread would make holes big enough to result in the
fabric’s unraveling. The team decided to attach the smart functionalities to a
separate, sturdier piece of fabric, which could be attached and detached from
the shirt.
In the vignette, matter was intentionally given space to affect (Braidotti, 2019).The
making process was not predefined but instead adapted to the properties of the
materials. The striped fabric was not intended to be included in this particular
project, but it was part of the rich material resources of the classroom that allowed
multiple opportunities for learning to emerge (Keune & Peppler, 2019). So, the
properties of the striped fabric transformed the course and rhythm of the invention
process. For example, the problems sparked by the thinness of the fabric required
slow, careful work, i.e., time.This affected what else the team could do during their
limited time, and thus restricted other features of the initial planned invention.The
thinness of the fabric caused trouble only when combined with the limited
resource of time, relatively thick pins, plastic patterns, and the student’s lack of
experience with sewing such fabric.This transformation emerged through encoun-
ters. The invention process could not be reduced merely to the rational reasoning
of the students, but instead, the process emerged from the more-than-human
assemblage.
In addition to transforming the invention process, the striped fabric itself was
constantly changing and transformed during encounters (Latour, 2005). Its stripes
were a fashionable element that would complement Alice’s wardrobe at one
moment, and at the next, a structural element complicating the sewing process by
making the pattern alignment visible. The thin softness of the fabric, which made
the finished garment light and flowing, was at first alluring, making it stand out
amidst other fabrics in the box. However, during sewing, those attractive qualities
became problematic. These examples illustrate how turning one’s gaze from singu-
lar stable properties to fluid assemblages allows for acknowledging the agency of
matter.
The striped fabric was not only part of an assemblage but an assemblage itself. It
consisted of matters and their properties, such as color, texture, and physical struc-
ture. These assemblages within assemblages relate to each other in the classroom
and beyond. When reflecting on the relations among assemblages, a useful com-
parison is with the metaphor of rhizomes (Deleuze & Guattari, 1987). Unlike
roots, rhizomes are not hierarchical and have no center, beginning, or ending. The
striped fabric also has these wide-reaching “rhizomes”. Research centralizing
74 Varpu Mehto and Kaiju Kangas
materiality could follow the entanglements of the fabric manufacturing or, further,
the chemicals used for dying the fabric and how they affect the environment. This
kind of research would link local and global scales and provide an understanding of
the politics of specific material practices (Gallagher, 2019).Thus, turning one’s gaze
to agentic matter explicitly emphasizes how the invention process is rooted beyond
the classroom.
Amidst these endless connections, students, teachers, and researchers make deci-
sions on which “rhizomes” to focus on. These decisions are also affected by non-
human participants (Bennett, 2010), such as curriculum, sociomaterial practices, or
material resources. For example, the stripes of the fabric prompted a conversation
about consumer culture and fashion when students were selecting fabrics. These
aspects were not deliberately addressed later; however, they remained present in the
matter and artifacts (Latour, 2005). Not all choices to address certain connections
were verbal; connections were also met with actions. For example, the teacher had
organized the classroom in a way that allowed storage and re-use of leftover mate-
rials, such as the striped fabric. This practice considered the topic of waste and the
problematic relationship with maker education and the use of matter. Similarly, the
focus on proficient sewing brought up issues relating to quality, usability, and the
life cycle of artifacts. These issues were not solved or rationalized but handled in a
tangible manner.
Perhaps the most practical consequence of acknowledging more-than-human
agency is the expansion of responsibility. When considering matter as more than a
mere resource for inventing, we must acknowledge how pedagogical choices or
making activities affect humans and more-than-humans not directly present
(Bodén et al., 2019). However, constantly changing and endlessly expanding
assemblages make it impossible to determine outcomes. Therefore, responsibility
requires staying with the trouble and responding with action or by giving space
and listening (Haraway, 2016). Next, we discuss how making practices might enable
learning that cannot rely on definite conclusions.
The materiality of making requires attention to detail. While working with the
powerful and cacophonous belt grinder, it was necessary to slow down to notice
the movement of sparks and metal. Hayley’s embodied activities adapted to the
rhythm of the matter and tools (Aktaş & Mäkelä, 2019; Groth, 2020). Further,
the making process required deliberation of functionality of the artifact in
everyday life. Considering the cultural aspects of the piggy bank was not enough,
but the students also had to focus on materiality, such as the sharpness of the
edges of the metal sheet. However ambitious or imaginative the initial idea was,
the students had to grapple with the mundane details during making (Haraway,
2016) (Figure 6.1).
Making rooted the abstract and somewhat universal idea into local materialities.
It was no longer a common piggy bank: it was a piggy bank made with materials
available in the classroom using the combined skills of the students and teacher
within the time constraints of the school day.The metal sheet, excess material from
an earlier project, transformed not only the structure of the artifact but also which
craft practices were learned during the project. Inventing was explicitly situational
in that aim was not to discover general facts; focus was on finding solutions that
would work in the specific time and place. Materiality made visible the embedded-
ness of inventing (Braidotti, 2019), providing an opportunity to experience learn-
ing as a balancing act.When adapting design aspirations to local constraints, students
were balancing creativity with practicality.
76 Varpu Mehto and Kaiju Kangas
While constraining action, the unscripted material making also allowed stu-
dents to focus on more than just predefined learning tasks—there was plenty of
space for non-task-related play and material experimentation. In the vignette, the
invention process was simultaneously a learning task and play. These two seem-
ingly contradictory making practices were able to co-exist (Mol, 2002). On one
hand, making scaffolded complexity with situated activities, and on the other
hand, allowed co-existence of multiple practices. Even though the students were
obliged to act within the institutional setting of the school and from the position
of students, they were also able to transform the process according to their own
interests.
Conclusions
We have illustrated with examples how matter can be agentic and how it can aid
action amidst uncertainty. Open-ended tasks and unscripted making sessions pro-
vide space for matter to affect. Matter transforms a process through relations; there-
fore, its effects are not prefixed. Also, matter itself changes throughout processes
depending on what and whom it encounters. These connections of matter reach
beyond the boundaries of the classroom; societal, ethical, and ecological questions
are present, whether addressed deliberately or not. While matter creates unpredict-
ability and forms endless rhizomatic connections, it can also aid in acting amidst
the uncertainty. Materiality insists on careful deliberation and attentiveness to
details. Adapting the process to material constraints makes the embedded nature of
inventing tangible, highlighting learning as a balancing act.
Considering the perspective of agentic matter can deepen the understanding of
complex practices. First, sensitizing oneself to matter may help shed light on prac-
tices or technologies whose roles are taken for granted, thus revealing actors hiding
Materiality in Invention Pedagogy 77
in mundanity (Bodén et al., 2019). Attentiveness to material details can therefore
reveal situations and places that call for a response (Haraway, 2016). This responsi-
bility reaches beyond humans to all those we share the planet with (Tsing, 2015).
Methodologically, the more-than-human perspective requires the readiness to
follow even the most surprising trains of thought, the ability to shift one’s focus
to relations instead of singular actors, and the use of firmly situated perspectives
instead of universal claims (Bodén et al., 2019). Finding ways to attune to the
more-than-human requires embracing all fields of knowledge (Tsing, 2015).
Educational research could offer a functional platform for bringing together
humanism and sciences since we already have plenty of experience in coping
with a broad and somewhat incoherent discipline that is nevertheless based on
practice.
Second, acknowledging agentic matter can widen our understanding of what
kind of learning matters. Philosophers such as Braidotti (2019) and educational
researchers, such as Common Worlds Research Collective (2020) have argued that
education and pedagogies should learn to place students and teachers in, and have
them be parts of the world, not outside observers. However, what this more-than-
human learning could be in practices of formal education is still an under-
researched area. In this chapter, we illustrated how material-making practices
enable and require learning beyond traditional academic skills, such as situated and
embodied knowledge, attentiveness to mundane details, and generative action. As
these skills are crucial for cultivating “the arts of noticing” (Tsing, 2015), the poten-
tial of craft practices should be further explored in various educational settings.
In practice, taking the more-than-human perspective turns one’s attention to
the fluidity of matter. In other words, when planning an invention project, it is not
fruitful to attempt to fully predetermine the effects of materials. Providing rich
material resources and an adaptable learning environment can enhance opportuni-
ties for learning on students’ own terms (Keune & Peppler, 2019). These opportu-
nities depend not only on the properties of the material, but also on the uncertain
relations; for example, on the skills (or lack thereof) of the user, time resources,
and/or available tools. Therefore, cultivating students’ craft skills can also aid the
process of ideating and making. However, learning with matter requires time and
opportunities to adjust to the tempo of work, emphasizing the importance of
allocating enough time for making.
Matter carries with it connections to political, environmental, and societal issues.
Even non-verbal practices can address wide-reaching connections. Therefore, to
grapple with such complicated issues ethically, careful attention needs to be paid to
the design task, material resources, and classroom practices. Involving matter into
pedagogical practices introduces global connections into the classroom thus pro-
viding natural opportunities for addressing wide-reaching issues. Considering
questions of responsibility through making shifts the focus from rationalizing an
external abstract phenomenon to mundane details at hand.Therefore, making pro-
motes sensitizing to matter and affirmatively generating something new. Instead of
aiming at mastering the world, this kind of situated knowledge emphasizes living
with it.
78 Varpu Mehto and Kaiju Kangas
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DATE/article/view/2585
7 Toward Sustainable Lifestyle by
Means of Invention
Anni Loukomies, Sanna Patrikainen, and Kalle Juuti
DOI: 10.4324/9781003287360-8
Toward Sustainable Lifestyle 81
of a sustainability focus in a curriculum requires an interdisciplinary approach to
teaching and should include the systemic nature of the sustainability concept as a
starting point (Lozano et al., 2021). Furthermore, to strengthen the role of sustain-
ability in the curriculum, the summary by Lozano et al. (2021) called for peda-
gogical innovations that provide interactive, experiential, transformative, and
real-world learning. Thus, the multidisciplinary module introduced in this chapter
emphasizes interaction, innovation, and real-world connection. These fundamen-
tal aspects of the module are most closely aligned with the economic dimension
of sustainability; however, depending on the design, other dimensions can also be
present.
A circular economy uses a sustainable approach to consumption that re-thinks
the use of resources and the ownership of objects. Unsustainable consumption of
raw materials is a threat to the planet and its ecosystems; therefore, the core concept
of a circular economy is to minimize waste by extending the circulation of raw
materials. The primary objective is to ensure that ‘the product value chain and life
cycle retain[s] the highest possible value and quality [for] as long as possible and is
also as energy efficient as it can be’ (Korhonen et al., 2018: 38). However, using
recycled materials in production and manufacturing is beyond the scope of deci-
sion-making in everyday life. Instead, an ordinary person can contribute to a cir-
cular economy by re-thinking their ownership and use of objects and equipment.
To support this shift in focus, novel services of lending, sharing, and renting need
to be developed.
To operationalize this process in schools, Juuti and Gericke (2022) have defined
four circular economy transitions that manifest this change: (1) from disposable to
fixable (lengthening the lifespan of a product by improving its quality and by pay-
ing particular attention to reparability), (2) from waste to raw material (during the
product’s lifetime, technical and biomaterial cycles are separated), (3) from product
to service (when a commodity is available as a service, there is no need for universal
individualized ownership), and (4) from owning to sharing (people share material
resources via online platforms). The aim of this project was to identify which cir-
cular economy transitions the students utilized in their inventions and designs.
In this chapter, we introduce a multidisciplinary module for primary schools
that is situated within the context of sustainability education and employs an
invention pedagogy approach. During the project, sixth-grade students (aged
11–12 years) were familiarized with the concept of using a circular economy as a
way to support a sustainable future. By using digital tools, the students collabora-
tively designed prototypes of circular economy mobile applications. The primary
aims were to identify the types of inventions the students designed and developed
and reveal what understandings of sustainability were expressed in their inventions.
In addition, we examined the influencing mechanisms the students utilized during
the project.
The specific research questions were as follows:
Our Study
Context and Participants
This study presents a collaborative multidisciplinary module for primary schools
that supports participation and encourages involvement; the module was trialed in
a Finnish comprehensive school.
Sixth-grade students (aged 11–12 years) were assigned a task that employed an
invention procedure and introduced and developed the concepts of influencing
and sustainability. The students were asked to design mobile applications with the
aim of changing the culture and actions of a community and generating support
for a more sustainable future. The prototypes of the mobile applications were cre-
ated using the Marvel application (https://marvelapp.com). An essential element of
the project was to identify a positive way to support the development of under-
standing and a willingness to change; the project aimed to avoid the promotion of
guilt and dystopian concepts.
The sequence of aims in the module was grounded in curriculum content and
related to transversal competencies and subject-specific objectives. Furthermore,
the invention pedagogy protocol formed the structure of the sequence.The course
of the module was established as a general sequence plan with additional specific
lesson plans.The structure covered the iterative process of drafting and refining the
conceptual ideas that arose during the needs assessment and during the develop-
ment of the final prototype applications. Throughout the process, the collaborative
student teams were asked to explain and justify their ideas within the group and
between groups.
In the module described in this chapter, the students were asked to design an
interactive mobile application prototype using the Marvel app prototyping tool.
The purpose of their prototype was to invent a product that supported sustain-
ability. Two problem spaces have been identified in design activities: composition,
represented by visual design, and construction space, represented by technical
design (Goel & Pirolli, 1992; Kangas et al., 2013; Seitamaa-Hakkarainen &
Hakkarainen, 2001). In the context of this invention project, the emphasis was on
the composition space, but the students also addressed the construction space by
adding hotspots, interactions, and layers in their prototype applications; thus, they
modeled the technical functions of the design solution. The construction of func-
tioning applications was beyond the scope of this project, as it would have required
additional time and scaffolding skills to teach the students code writing. Instead,
the digital prototype application offered students a shortcut to the construction
space and enabled them to overcome the technical obstacles caused by the restricted
period and their limited coding skills.
Toward Sustainable Lifestyle 85
Phases of a Participatory Circular Economy Inventions Module Employing an
Invention Pedagogy Approach
The phases of the multidisciplinary module followed the phases of the invention
process, as described in Chapter 9 of this book. In the context of this project, the
phases were as follows: (1) Orientation to the topic and the work; (2) defining the
invention challenge; (3) brainstorming, information gathering, and testing of ideas;
(4) presenting the ideas and evaluating and approving the plan; (5) fabrication of
the prototype; (6) implementation and modification of the prototype and feed-
back; and (7) presentation and launching of the prototype.
The multidisciplinary project was started during Finnish language lessons by
studying the concept of influence and examining its meaning and methods. Drama
activities were also used to familiarize the students with well-known influential
people and inventors. In science lessons, the students were introduced to the con-
cepts of sustainability and circular economy and their various related dimensions
and transitions. During mathematics lessons, the students employed statistical
methods to examine the most popular mobile applications used in the class. This
orientation phase was designed to familiarize the students with the project’s con-
text and the required takeover concepts.
In the second phase of the project, the students were asked to list the sustainabil-
ity-related problems that they had observed in their own environment: at home, at
school, or in the classroom. The students were then given the opportunity to
implement and practice meeting protocols during their Finnish language lessons,
and in small groups, they selected one interesting problem to explore further. The
students were also asked to self-evaluate their meeting skills. The aim of these
activities was to enable the observation and examination of sustainability phenom-
ena in a context that was familiar to the students. Furthermore, the students were
encouraged to identify and apply the concepts and skills that they had learned.
In the third phase, the aim was to employ creative ideation methods to identify
the sustainability problems and support the generation of multiple ideas and solu-
tions. In the idea generation phase, the students applied ideation methods (e.g., the
8x8 method) and searched for information online. During visual arts classes, the
students examined prominent mobile applications and interviewed each other to
find out why certain applications were popular. Finally, they familiarized them-
selves with the user interfaces of the applications and discussed how visual design
elements, such as logos and colors, are used to communicate ideas and influence
the decisions of the end users.
In the fourth phase of the invention process, the students practiced giving and
receiving constructive feedback. In small groups, each student introduced their
design solution ideas and obtained feedback from their classmates. Based on the
feedback, they chose a final design solution that could be developed into a proto-
type. The students evaluated their group’s work at the end of the idea generation
phase.The aim of this phase was to develop reasoned decision-making and employ
group support to aid the selection of a suitable solution idea.
The multidisciplinary project then proceeded to the fifth phase. During math-
ematics lessons, the students used the Marvel app mobile application to draw the
86 Anni Loukomies et al.
display images that would be required for the construction of their prototypes.The
aim of the prototype generation phase was to identify the technical mechanisms of
the prototype application that could be used to influence the end users’ behaviors
and choices.
Once the prototypes were finalized, the working groups entered the sixth phase
of the project and received feedback from the teacher regarding their prototype’s
user interface. Based on the feedback, the students further revised their application
designs. An essential aim of this phase was to learn to use feedback to improve a
design solution. In addition, it was important that the teachers noted any signifi-
cant emotions that were expressed during the process so that they could support
the students in identifying and exploring these feelings.
The collaborative project was finalized by introducing and launching the proto-
types. The characteristics of influential communication were covered in Finnish
language lessons, and the students were given a task to construct a draft speech at
home. In their small groups, the students prepared speeches that introduced their
choice of sustainability problem and its intended circular economy solution. They
presented the details of their solution, focusing on its usefulness.The students were
also asked to explain why their sustainability problem was personally significant
and describe what experiences they had related to its context. Finally, the students
evaluated their process of working and the mobile application prototype they had
constructed.The aim of this final phase was to collect data on the students’ experi-
ences of influencing and inventing while activating their awareness of these aspects.
Students’ Inventions
Throughout the project, the students worked in small groups. During the phases of
the invention pedagogy process, they identified a problem and then worked toward
designing a mobile application as the outcome.The collaborative invention process
resulted in 12 mobile application prototypes, and the design outcomes were related
to one or more dimensions of sustainability. Furthermore, the students were
directed to include a circular economy transition as a starting point for their design.
The project revealed that students employed their interdisciplinary competence
when they worked together, co-invented, and negotiated their decisions. In addi-
tion, students employed and practiced their media use and evaluation competen-
cies when designing and revising application prototypes. The design outcomes are
introduced in Table 7.1.
The students first addressed the various problems that motivated their invention
process; they identified a range of the sustainability-related issues mentioned in the
Acknowledgments
We thank SITRA, the Finnish innovation fund, Helsinki Institute for Sustainability,
and Erasmus+ project “Schools Educating for Sustainability: Proposals for and
from In-Service Teacher Education” for supporting the development of circular
economy in education.
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8 Framework for Technological
Competence in Invention Projects
Tiina Korhonen, Kaiju Kangas, Sini Davies,
Kati Sormunen, Laura Salo, and Markus Packalén
Introduction
At the core of the fourth industrial revolution (4IR) are pervasive digital technolo-
gies, which make it possible to radically change the nature of product and service
innovations and continuously form new technological innovations (Anderson,
2012; Oke & Fernandes, 2020;Yoo et al., 2012).Therefore, there is a need to engage
young people to participate in the technology-mediated practices and for them to
learn to integrate ubiquitous and complex technology competence with innovat-
ing. The meaning of technology is determined by its use, and technological com-
petence is learned through sustained use. A particular technological competency is
learned by appropriating it as a tool of learning, such as in maker activities. Sustained
use of the tool makes it a part of one’s system of activity. Such a developmental
process is referred to as an instrumental genesis (Rabardel & Bourmaud, 2003;
Ritella & Hakkarainen, 2012). Maker-centered learning involves using a wide vari-
ety of tools and a participant does not have to master them very deeply to be able
to use and take advantage of them; in many cases, there is “performance before
competence” (Cadzen, 1997) as well as overcoming obstacles by social sharing of
competence.
There are varying interpretations of how the nature of technological compe-
tence is understood and how people should be educated in this era of industrial
revolution. Many recent studies and policies place a strong emphasis on digital
competence, such as knowledge acquisition, structuring, construction, and sharing
(e.g., Li et al., 2020; Redecker, 2017). A wider technological landscape that includes
all human-designed technological products, systems, processes, and services in
which technology is integrated into products, has been addressed especially in the
field of technology education. Recent research and policies in this field underline
technological literacy (i.e., the capability to understand, use, create, and assess tech-
nologies) as the key component in teaching and learning with and about technolo-
gies (International Technology and Engineering Educators Association [ITEAA],
2020; Jones et al., 2013). Yet, the concept of technological literacy has been criti-
cized because of the dichotomist premise about a person as either technologically
literate or not (Dakers, 2018). Further, it has been argued that more attention
should be paid to the interdependence of social and technological innovations (de
Vries, 2018); technological developments provide new possibilities for social
DOI: 10.4324/9781003287360-9
96 Tiina Korhonen et al.
activities which, in turn, affect the future direction of technology development
(Orlikowski & Scott, 2008).
In the Finnish curricula, teaching and learning technological competence are
approached in a cross-curricular and multidisciplinary manner. A future-oriented
approach to technology requires a broad perspective and strong connections to
21st-century competencies (Binkley et al., 2012; Finnish National Agency for
Education [FNAE], 2014). Technological competencies are underlined in several
areas of the curricula, from the transversal competencies (see Chapter 1 of this
book) to general competence objectives, as well as in many individual school sub-
jects. In addition, the teaching of programming has been introduced into the cur-
riculum as a completely new theme.
The push for integrating the teaching and learning of technological compe-
tence into schools has not been without challenges in Finland. The content and
methods in the core curriculum and the strategies adopted to further the use of
digital technology in schools have raised numerous arguments for and against both
among teachers and in the public discourse (e.g., Kokko et al., 2020; Saari &
Säntti, 2018). The primary challenges are related to schools’ equipment infrastruc-
ture, teachers’ lacking competence (e.g., Tanhua-Piiroinen et al., 2019, 2020),
sometimes fearful attitudes about content or tools that are new to them or their
school, and how ubiquitous technologies should be addressed in teaching (e.g.,
Kokko et al., 2020). Further, our latest research indicates that teachers and students
consider their academic digital competencies to be good but face various chal-
lenges related to the creative use of technologies (Korhonen et al., 2020; Korhonen
et al., forthcoming).
In the following sections, we respond to the challenges by proposing a frame-
work that conceptualizes and operationalizes the technological competence that
students and teachers can apply and learn through invention projects. We first
describe the theoretical foundations and pedagogical principles behind the frame-
work and then depict its five dimensions: crafting, designing, engineering, pro-
gramming and reflecting, documenting and sharing. Each dimension is elaborated
upon through its central concepts, aims, examples of the technological tools, and
pedagogical practices associated with their use. In addition, we note how the
dimensions are considered when planning invention projects and discuss the rele-
vance of the framework for the future work of teachers and researchers.
UMENTING,
, DOC SHA
TING RIN
EC G
EFL
R
EN
G
GI
IN
NE
GN
ERI
DESI
NG
CRAFTING
PR
O G R A M MI N G
Crafting
Working with tangible tools, materials, and artifacts using traditional and digital
fabrication techniques plays a crucial role in knowledge-creating learning through
invention processes (Blikstein, 2013; Kafai et al., 2014; Kangas et al., 2013; Riikonen
et al., 2020a). In invention pedagogy, the material approach through crafting and
making is present throughout the whole process, enabling and often triggering the
implementation of all the other technological competencies of the project. It pro-
vides the means for creative ideation and experimentation with technologies to
Framework for Technological Competence 99
develop students’ understanding of the technological world. It is noteworthy that
crafts is a separate subject in Finnish school and thus offers a special context for the
teaching and learning technological competence in invention projects (Finnish
National Agency for Education [FNAE], 2016).
It must be noted that both students and teachers need adequate expertise in the
relevant aspects of these tools, materials, and techniques to creatively and produc-
tively utilize them in their invention processes (Riikonen et al, 2020b). On the
other hand, such expertise also guides the invention process. For example, learning
how to use a hammer, a sewing machine, or a laser cutter expands students’ under-
standing of the options provided by these tools and therefore promotes the cre-
ation of functional and pedagogically appropriate inventions.
Due to the unpredictable nature of invention processes and their outcomes, it is
not always possible to predetermine the adequate tools, materials, and techniques
that will be needed during the process. However, by selecting specific tools, mate-
rials, and fabrication techniques, teachers can constrain the open-ended design task
to create focused and well-framed invention challenges that are appropriate for the
students’ age and skill levels. It is also important to remember that the focus of an
invention project is not on manufacturing perfectly finished end products but,
instead, on the knowledge-creating learning and invention process. On the other
hand, students are often highly motivated to learn new craft techniques while
working with their invention, which is a valuable learning outcome in itself.
In the following, we have divided crafting into four levels, based on the tools,
materials, and techniques used, suitable for different ages and skill levels. Special
attention should be paid to teaching the students how to use the materials, tools,
and facilities safely.
Simple Crafting
When working with small children, simple craft materials and techniques are often
the most suitable for invention projects. Basic materials that the children are already
familiar with, such as paper, cardboard, steel wire, felt, yarn, wooden sticks, rings,
and pearls, allow for multifaceted experimenting and prototyping. Soft metal
sheets, easily workable plastics, and modeling clay are suitable for small children.
With these materials, it is also possible to build simple mechanical inventions with
small children, such as moving toys and pop-up cards. For fabricating moving parts,
commercial assembly kits can also be used. Craft techniques suitable for small
children include cutting, gluing, knotting, and sewing simple stitches.
Hand Crafting
In tandem with the development of the hand-eye coordination and motor skills of
the students, new craft materials and hand manufacturing techniques and tools can be
introduced to them. For example, wood, metal, plastic, fabric, yarn, and wool can be
used with the relevant fabrication techniques. Simple machinery, such as a sewing
machine and a fretsaw, can also be introduced to the students. If possible, the co-
invention project should be carried out in dedicated craft classrooms or makerspaces.
100 Tiina Korhonen et al.
Machine Crafting
On this level, the students move on from using hand tools and simple machines to
more sophisticated traditional fabrication machinery, such as a wood lathe and
band saw, and to digital production, such as that using 3D printers and laser and
vinyl cutters.There are plenty of premade examples and projects for digital fabrica-
tion tools available online that can be used to familiarize students with the same.
More sophisticated materials, such as leather or harder metals can also be intro-
duced at this level.
Hybrid Crafting
Finally, when students become familiar with the main techniques and machinery
involved in the previous three levels, they can be allowed to use them, and the
corresponding facilities, extensively, as well as on their own, to create sophisticated
inventions combining multiple fabrication techniques, tools, and materials. Students
can also be encouraged to use the makerspaces and digital fabrication tools avail-
able outside the school premises, such as those found in a library. They can also be
guided to use the internet more to find instructions, tips, and example projects to
support their co-invention process. At this level, the co-invention process and the
inventor team become increasingly independent; they can even become experts in
using novel digital technologies
Designing
One of the aims in invention pedagogy is to help students understand that technol-
ogy is man-made and that before technological solutions take their physical or
digital form, they need to have been designed by someone. This understanding
develops gradually in invention projects, through which students learn to apply
design principles to address invention challenges and use technological means to
express their design ideas.Thus, in invention projects, technology is both the object
and the tool of design.
Designing can be roughly divided into three overlapping phases: ideation, visual
designing, and technical designing. The emphasis in design ideation is on gaining
new insights and looking beyond the obvious; it is the start of a process in which
the aim is to create something new (Laamanen & Seitamaa-Hakkarainen, 2014).
Visual and technical design can be characterized as a search within two problem
spaces: the composition space and the construction space (Seitamaa-Hakkarainen,
2001) (also see Goel & Pirolli, 1992). The composition space consists of the orga-
nization and manipulation of visual elements and principles such as the shape,
pattern, and color of the invention. The construction space includes the design of
technical elements, such as structure, materials, and production methods. Within
the composition space, the students consider how the outcome of the design pro-
cess (the invention) will appear, whereas in the construction space, they analyze
how the invention functions and how it will be fabricated. The students move
within and between these spaces both horizontally (i.e., generating several parallel
Framework for Technological Competence 101
ideas) and vertically (i.e., developing the ideas further and adding more details)
(Kangas et al., 2013; Seitamaa-Hakkarainen & Hakkarainen, 2004). In invention
pedagogy, the understanding of these two problem spaces, and of the deliberate
horizontal and vertical movement within and between them, enhances the quality
and versatility of students’ design ideas.
As with any other form of intelligence, design competence is not a given “tal-
ent” or “gift.” In invention projects, students are systematically facilitated to learn
and develop design competencies. During the early stages of learning design, the
function and significance of various design tools and representations, such as
sketches, mock-ups, drawings, and prototypes, may not be apparent to the students
(e.g., Hope, 2005; MacDonald et al., 2007; Welch et al., 2000). Therefore, students
are explicitly taught how to use various tools and techniques to facilitate the gen-
eration (not just the execution) of ideas (MacDonald et al., 2007). In invention
projects, various technological tools, both digital and non-digital, offer age-
appropriate means for students to create, visualize, and further elaborate their ideas.
Functional Prototypes
In professional designing, a prototype refers to a full-size three-dimensional material
design representation that includes working and functional components and that is
used to test and communicate various elements of a design (Pei et al., 2011).
Prototypes are usually employed in the later phases of the process and provide a more
finished representation of the design than models. Here, however, we refer to the
prototypes that are used to experiment with the functionalities of inventions and
that are constructed using simple materials and mechanical, electronic, or program-
mable parts.These functional prototypes can be either full-size or smaller-scale mod-
els of the invention design or some of its parts.Various tools and technologies can be
used to produce the required functionalities – from simple moving parts made from
cardboard or using construction kits to more advanced functionalities realized using
programmable tools, such as educational robots or microcontrollers. As the students’
design and making skills are still developing, prototypes function both as tools for
idea refinement and as practical training in making (Yrjönsuuri et al., 2019).
Engineering
In addition to design intent and vision, the physical or digital form of technologi-
cal solutions is determined by engineering decisions. In invention pedagogy, engi-
neering knowledge is needed to create functionality in an artifact (Fortus et al.,
2004). Engineering builds a bridge between intuition and science, allowing the
students to measure, predict, and explain the built environment (Martinez & Stager,
2019). To solve real-world problems, the students need to employ mathematical
and scientific principles and apply engineering ideas and practices (Krajcik &
Delen, 2017; Nadelson et al., 2015). Solutions are often found by students through
various experiments. Fortus et al. (2004) note that teachers need to be explicit in
exposing the relationship between engineering concepts and their underlying
mathematical and scientific principles; otherwise, they would not be apparent to
students. We foreground three elements of engineering competence that are fre-
quently addressed in maker and invention projects (e.g., Davies et al., 2022; Kangas
et al., 2022): structures (Fortus et al., 2004), simple machines (Dotger, 2008), and
electronics (Litts et al., 2017). However, an invention project may just as well
address other engineering topics such as pneumatics or earthworks.
Framework for Technological Competence 103
An organic way for students to start developing engineering competence is to
observe their environment. Armed with experience in observing the existing
functionality, students can begin building the functionality required for their own
inventions. For example, at school, teachers can encourage students to observe
and discuss relevant engineering topics, for instance, by asking them which struc-
tures they can identify in a chair or desk (structures), what benefits a bicycle
gearbox provides to a rider (simple machines), or which electronic circuits they
have used during the day (electronics). Students can then continue exploring the
relevant parts of engineering, such as structures, by implementing their own sim-
ple versions of the observed engineering concept. This activity prepares students
for invention projects, providing them with a template for building the function-
ality that they need in their invention in a way that is relevant to their vision and
that fulfills their expectations for their self-placed constraints, such as function
and durability. By combining such templates from multiple areas of engineering
competence, students can engineer technologically multidimensional invention
artifacts.
Structures
Mechanical structures form the basis of most of the built environment, which
manifests as, for example, poles, beams, trusses, plates, or shells. Technological com-
petence regarding structures allows students to understand why things break in the
real world and to build the structural scaffolding needed for their invention project
artifacts. Structures and structural systems are present in children’s lives from early
on. Children are natural engineers and build structures with all kinds of materials
– from blankets and cushions to blocks and sand (cf. Stylianidou et al., 2018). At the
playground, children experience exciting structures by testing different climbing
frames, swings, and slides.
Teachers can expand this initial model of structures to an understanding of
structural engineering principles and connect it to science core ideas (e.g., matter
and its interactions, and forces and interactions) (Fortus et al., 2004). By under-
standing this connection, students can not only apply structures in invention proj-
ects but deepen their understanding of underlying connection between disciplines.
The teacher can set up various motivational tasks and playful competitions in
which students can apply the structural templates that they have observed. For
example, students can experiment with structural principles by building a tower as
high as possible or by building a durable bridge in 20 minutes. Basic craft materials
found in the classroom can be used for the same. After the students complete such
a learning task, it is essential that the teacher leads a review of the rigidity of the
various built structures and helps students draw analogies between the structural
engineering principles, such as triangular and beam forms, in the structures they
have observed and those that they have built. Regardless of the form of the learn-
ing task, it should allow students to experiment with structural principles using
different materials, reflect on structural systems, and consist of several repetitions or
cycles. Several exercise cycles help students to develop more challenging solutions
and promote a deeper understanding of concepts (Schunn, 2009).
104 Tiina Korhonen et al.
Simple Machines
In addition to static structures, structures that move and form mechanical systems
are central building blocks in mechanical engineering. Indefinite variations of
simple mechanisms are present in our built environment, making it easy for stu-
dents to discover their application and observe their related kinematic (motion)
phenomena (e.g., Dotger, 2008). For example, by playing on a swing, a student can
experience the working of a pendulum. The movement of the bicycle accelerates
on its own downhill, and with the help of the crank mechanism, you can pedal to
accelerate on even ground (see Taylor, 2001).
Mechanical principles connected to science core ideas of motion and stability
can also be easily explored with students in class using familiar craft materials.
Students can experiment with and observe the mechanics of levers, wedges, wheels
and axles, screws, pulleys, cranks, and inclined planes in this manner. Based on their
experience, they can develop simple machines that use leverage mechanisms and
cultivate an understanding of the relationship between shape and movement.
Subsequently, students can apply the template ideas of simple machines to more
complex mechanical systems such as gears and transmissions. They can also add
mechanical properties to their inventions using rubber bands, springs, and wires or
pneumatics. The invention can be, for example, a mechanical hand whose fingers
can be operated by pulling on cables that are attached to the same.
While basic mechanisms can be easily built and explored using craft materials,
using these materials to build more complex mechanical solutions from scratch is
challenging for younger students and tedious for older ones. Mechanical building
kits, such as Lego Technics, allow for a fast and easy exploration of basic mechanical
principles as well as scale to very complex mechanical systems.
Electronics
Most of the products and systems that we consider “technology” in contemporary
everyday language are produced using electronic circuits. In fact, a simple circuit is
a good focus point for initial invention projects. A learning task for exploring
electrical principles can guide students to consider which devices in the classroom
and their homes are powered by electricity. It is very important that students grasp
the basic concept of an electrical circuit, as this knowledge forms the basics of
electrical safety. According to Osbourne (1983), even very young schoolchildren
can learn to build a circuit independently. The teacher can provide students with a
battery, wires, and a lamp. The learning task is to make the lamp light up through
experimentation. Such a simple electrical circuit can be used to study conductive
and nonconductive materials. Students can add a ready-made switch to the circuit
or build a membrane switch. Subsequently, the lamp can be replaced by an LED,
motor, or buzzer, making visible the range of electrically operated devices.
The construction of the circuits does not need to be limited to wires and tradi-
tionally packaged electronic components. Using new and unorthodox materials,
such as electrically conductive tape or playdough for wires and glued-on LEDs, can
make the construction process easier, allow inventions that require a different form
Framework for Technological Competence 105
factor, and deepen students’ understanding of electrical phenomena in materials
(Litts et al., 2017). Osbourne (1983) emphasizes that by using the correct terminol-
ogy with students even on projects that feature extremely basic electrical circuits and
gradually building an engineering competence regarding concepts such as electric
current, voltage, and resistance, students can advance to understanding the principles
underlying devices such as sensors and transistors.With an engineering competency
in these basic concepts, students can calculate the value of the resistor that will pro-
vide the desired amount of current in an LED circuit. They can also practice more
complex electronics connections in simulation environments (e.g., Circuits.io).
Programming
Mirroring real-world technological products, the inventions created in invention
projects may be controlled through a software that runs on a computer embedded
in the invention. The software adds “intelligent behavior” to an invention, making
it come to life in the eyes of students. An invention project can also produce a
completely digital invention, which can be manifested only as a computer pro-
gram, with no material components (e.g., games) (see Laakso et al., 2021 for more
examples). Programming competence includes the programming languages, pro-
gramming tools, and practical methods that students need to create the software for
their invention. We suggest separating this practical competence from competence
in software engineering principles.
In the context of invention projects, the key programming competence is related
to robotics kits, microcontrollers, and programming languages.
Robotics Kits
Robotics kits such as Lego Mindstorms EV3, have proven to be very useful for
easily implementing even extremely complex artifacts in invention projects.
Although electronics hobby and teaching kits have been available for a long time,
similar kits incorporating a programmable element are a relatively recent addition
to the toolset. The area of robotics combines computer control with a physical
structure, moving mechanisms, and electronic circuits. As such, it provides a flexible
platform for inventions that may not count as typical robots but that bring together
the various technological competence involved in invention pedagogy.
Robotics kits offer several convenient ways for crafting an invention.The kits are
often designed to be directly compatible with those meant for building structures
and mechanisms; for example, EV3 robotics can be easily interfaced with Lego
Technics building blocks. With prepackaged sensors and actuator components fea-
turing standard electrical connections, the kits significantly simplify the electronics
craft. In addition, the kits are supported by approachable, often visual, program-
ming tools. The overarching simplicity motivates learners, as they can get the first
iteration of their invention moving quickly.
Surprisingly, despite the emphasis on simplicity, the kits also feature the capacity
and flexibility for more complex projects.They can be used for a range of invention
themes – from “future transportation” that innovates on moving robots to “smart
106 Tiina Korhonen et al.
homes” where students can trigger actions using light and sound sensors. However,
the key challenge associated with robotics kits also arises from the prepackaged
simplicity; students often wish they could have different physical forms for the “one-
size-fits-all” sensors and actuators included in the kits. The controller unit provided
is often physically large, complicating its use in most portable or wearable projects.
Microcontrollers
The controller unit of a robotics kit contains a microcontroller, which is a small,
specialized computer that runs the software programmed for the unit.
Microcontrollers are also available separately – both as individual electronics com-
ponents and as more convenient pre-built microcontroller boards. Microcontrollers
allow students working on invention projects to overcome the physical size limita-
tions of robotics kits. Microcontroller boards are available in a variety of shapes and
sizes, with a range of onboard functionality. Examples of popular beginner micro-
controller boards include the BBC micro:bit and the Adafruit Circuit Playground
Express (e.g., Litts et al., 2017). Despite having different form factors, both these
boards include a set of sensors, such as a motion sensor, and several LEDs for display,
which require minimal additional components to be used for an invention.
Students can embed a compact microcontroller board in their invention to
make it “intelligent.” Some boards are specifically designed to allow easy attach-
ment to fabric materials by sewing to create so-called e-textiles (see e.g., Kafai et
al., 2014). Their programs can use the onboard or separately attached sensors to
monitor the surroundings, control movement through servo motors, and com-
municate with the user using LEDs, buzzers, and speakers. The microcontroller
board can also be considered to be an electronics component in an electronic cir-
cuit that connects the various sensors and actuators. Thus, students will have many
opportunities to apply their engineering competence in electronic circuits. For
example, they can be introduced to using electronics prototyping boards, or bread-
boards, to easily test the many sensor and actuator connections in a microcontroller
board. They can also simulate such circuits before building them using free online
circuit simulation tools such as Circuits.io.
Students who are already experienced with programming can implement inven-
tions with more advanced microcontroller boards or use full single-board comput-
ers such as the Raspberry Pi. One of the key benefits of invention projects is that
students with different levels of competency can find challenges and learn new
things. In addition, by serving as tutors (see more in Chapter 12 of this book),
students who are more competent can guide other students by sharing their own
learning experiences.
Programming Languages
The primary goal of invention projects is not to make students proficient in a
particular programming language but to provide the students with age- and com-
petence-appropriate tools for experiencing the practice of creating software com-
ponents that can help them achieve their vision of their invention. The first
Framework for Technological Competence 107
programming projects are typically completed using visual languages such as the
LabVIEW visual programming language, which is often used to program Lego
Mindstorms EV3 robots, or the Scratch language, which is often used with many
robotics kits but can also be used to build games and other non-robotics software.
When students are introduced to microcontroller boards, they can gradually
move to using text-based programming environments and languages. Hybrid pro-
gramming tools, such as the Microsoft MakeCode language (which is often used
with the BBC micro:bit), are useful for making this transition, as they allow the
student to switch back and forth between visual and text-based representations of
their program. In addition, the versions of general-purpose programming lan-
guages specifically designed for programming microcontrollers (e.g., CircuitPython)
can help introduce students to full text-based programming, such as the C pro-
gramming language used in the Arduino framework.
Conclusions
In invention pedagogy, technological competence refers to both the students’ and
teachers’ capability to observe and understand the built technological and digital
environment, readiness to use technology to support personal and group activities,
and possession of skills for using technology as a tool for creativity and innovative-
ness. In this chapter, we proposed and described five dimensions of technological
competence and their embodied learning through invention projects: (1) crafting,
(2) designing, (3) engineering, (4) programming, and (5) reflecting, documenting,
and sharing. Crafting competence is cross-cutting in nature and refers to the knowl-
edge and skills related to the way an invention is fabricated into its physical form.
Designing refers to the knowledge and skills related to the original context and
110 Tiina Korhonen et al.
intention of the form and function of an invention, i.e., its “design.” Engineering
refers to the knowledge and skills related to the optimization of an invention regard-
ing the various constraints or imposed by external factors. Programming compe-
tence refers to the knowledge and skills related to the implementation of computer
programs using programming tools. The reflecting, documenting, and sharing com-
petence is developed throughout the invention process and covers the capabilities to
reflect, create, use, and share the knowledge related to the process and its outcomes.
Underlying the development of this framework is our notion that for both teachers
and researchers, reaching a holistic understanding of technological competence in
invention projects is challenging. Many teachers have limited personal experience of
learning or teaching technological competence within anything that even resembles an
invention project. Thus, they may find it difficult to think about what technological
knowledge and skills are involved in invention projects and how these relate to the
teaching and learning of the other competence described in this book (e.g., creativity,
collaboration, or sustainability competence). Similarly, researchers are in the process of
establishing an understanding of how these embodied, embedded, enactive, and
extended (Newen et al., 2018) competence are developed in everyday school practices.
A joint understanding is developed through an research-practice partnership (RPP)
with teachers who are experts in the pedagogical implementation of technology-
enhanced invention projects.The teachers’ ability to support age-appropriate and cur-
riculum-based development of technological competence, and to fit the project into
the restricted time, space, and material resources of schools, is essential when planning
the skills that are to be practiced in invention projects.With the help of this framework,
our goal is to continue to support and research the development of teachers’ pedagogi-
cal skills and practices related to the technological competence involved in invention
projects. Above all, our future goal is to explore how our framework supports the
development of teachers’ pedagogical competence and epistemic technological knowl-
edge (see Chapter 15 of this book) and how this affects students’ learning.
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DATE/article/view/2585
Part II
DOI: 10.4324/9781003287360-10
9 Designing and Structuring the
Invention Process
Kati Sormunen, Kaiju Kangas,Tiina Korhonen, and
Pirita Seitamaa-Hakkarainen
Introduction
Implementing an invention project at school and intertwining it with transdisci-
plinary curriculum contents can be challenging and require much effort from the
teachers. Further, many Nordic countries have revised their K–12 curricula for
education to provide knowledge that reflects current and future society. It has
raised a question of how to develop the professionalism of the teachers and the
student teachers to address new needs of curriculum change and digital competen-
cies (Kjällander et al., 2018). Especially when implementation of new fabrication
technologies in formal school settings is in its initial stages, maker projects have not
yet built up to the clearly defined best practices.
The teacher has a crucial role in developing students’ creative and innovative
qualities and habits by engaging them in participating in the sociocultural world
through authentic making activities (Härkki et al., 2021). Invention projects are not
based on a distinct subject but on skills that can be integrated into many disciplines.
The meaning of the invention projects is built on transdisciplinary and engaging
learning activities, but the implementation of these projects needs careful planning,
designing, scaffolding, and support. The challenges are related to the transdisci-
plinary nature of nonlinear invention projects, new curriculum changes, projects’
structures, and teachers’ collaboration. The challenges include teachers’ competen-
cies in teaching new digital tools and how fabrication technologies are introduced
into existing school environments. Also, teachers might not have personal experi-
ence with these novel ways of learning.
Previous studies have revealed that teachers need pedagogical support for practi-
cal examples, models, and structures to design and conduct meaningful maker proj-
ects (Andersen & Pitkänen, 2019; Smith et al., 2016). In our research projects, we
have worked closely with teachers in the field and organized workshops aimed at
developing teaching practices by modeling invention project phases, supporting
teachers’ digital competencies to implement invention projects in their schools,
and getting familiar with pedagogical practices of team teaching (Härkki et al.,
2021; see also Chapter 11 of this book). Similarly, the teacher education program
addresses the same needs. The invention projects challenge student teachers’ exist-
ing competencies, and there is a need for a framework that considers how inven-
tion projects need to be designed and what significant components and phases they
DOI: 10.4324/9781003287360-11
118 Kati Sormunen et al.
should consist of to be appealing to various kinds of learners. In several workshops
and courses in the teacher education program, we have introduced design princi-
ples and models for nonlinear learning projects complying with the National Core
Curriculum for Basic Education (Finnish National Agency of Education [FNAE],
2016) policies and providing practical training for relevant digital technologies
such as e-textile, programming, and robotics. A fundamental principle has been to
engage and empower teachers and student teachers to innovate invention projects
rather than to implement them directly (Andersen & Pitkänen, 2019; Kjällander et
al., 2018). In this chapter, the invention pedagogy process model is based on
research-based models of project-based engineering and learning by collaborative
design (LCD). As a practical example of professional development of teaching new
pedagogies, since 2016 we have been using the invention pedagogy course orga-
nized annually for master’s-level teacher education students.
Asking questions
Creating artifacts
and defining
and reporting
problems
Creating
conceptual and visual
Defining design ideas
design task and Evaluating ideas
design constraints and constraints
Connection to
Creating
Distributed expertise expert culture and
design context
data collection
Figure 9.1 The project-based engineering process modified from Krajcik and Delen (2017)
and Krajcik and Shin (2019), and the LCD model modified from Seitamaa-
Hakkarainen et al. (2010).
Designing and Structuring 121
LCD model is based on academic concepts of progressive inquiry and design
thinking (Cross, 2011). According to Cross (2011), design thinking can be seen as
a designer-like way of knowing: designers need to have the capability to define,
redefine, and change a given problem situation through design activities. In the
design process, problems and solutions co-evolve, and designers problem-solve in
solution-focused tackling of ill-defined design challenges (Cross, 2011).Within the
LCD model, the design integrates thoughts and actions, and designers navigate
complex and messy design situations through iterative reflection-in-action and the
creation of various external representations and material prototypes. The aim of
the LCD model is to engage the students in collaboration toward an explorative
and iterative design process to generate knowledge through making (Seitamaa-
Hakkarainen et al., 2010). Thus, the LCD model emphasizes the socio-material
aspects of designing: how conceptual design ideas are cyclically developed through
various visual sketches, mock-ups, and prototypes toward final artifacts. The model
describes the design process as a spiral in nature by approaching the optimal design
iteratively through successive design cycles. In the LCD model, a starting point is
an idea in which all participants are working to develop the shared design object
by sharing their expertise socially.The model emphasizes that collaboration should
occur at all stages of the design process by creating shared design contexts, analyz-
ing design constraints, collecting, and sharing new knowledge, prototyping, and
providing feedback for the artifacts being designed. The question is not simply to
divide labor between various parts of the overall design project, but the whole
design team has a central role in this activity.
The LCD process starts with all participants performing a joint analysis of the
design task and design context. They must analyze the design constraints (i.e.,
external requirements).Various, sometimes conflicting, factors that affect the design
process and define its requirements must be considered when framing the design
context. The design constraints form the design context by defining the intended
users and their unique needs for the artifact, the function of the artifact, and the
resources available. The efforts of the participants are organized toward developing
shared design ideas (conceptual artifacts), embodying and explaining those ideas in
visual sketches (graphic artifacts or inscriptions), and giving the ideas a material
form as prototypes or results (e.g., produced products). The design process appears
mediated by the shared artifacts being designed from the beginning to the end.
Thus, constant cycles of idea generation and testing of design ideas by visual mod-
eling or prototyping characterize the design process.
Defining Brainstorming,
the invention information gathering,
challenge and evaluation
of ideas
Presentation Evaluation
and evaluation and approval
of the work of the plan
Modification
implementation
and fabrication
of the artifact
The invention challenge was introduced to student teachers using a recent news-
paper article about how stress negatively influences people’s eating habits.
Student teachers defined the concept of eating habits so that everyone had an
understanding of the subject and listed lousy eating habits on sticky notes.
Designing and Structuring 125
The goal was to bring together as many perspectives as possible for the next
phase. Finally, the teacher educator introduced the actual invention challenge:
“How will unhealthy eating habits affect humankind if we ignore our habits?”
The teacher educator used a picture of morbidly obese humans from the
Wall-E movie to evoke thoughts.
The brainstorming session began with the automation and robotics ideation
connected to the visions of the future kitchen from the previous phase. The
teacher educator reviewed the most common sensors (e.g., temperature
sensor, motion sensor, light sensor, and touch sensor), and the student teach-
ers became familiar with the operating principles of the sensors. Then a
distant model ideation method was used, and the teams tried to find inspi-
ration for the design problem using distance domains. In this case, the
teams looked at the analogies using the Wall-E robot and its features and
properties.
1. A distance model: In the first stage, the teams produced at least five qualities
from the image of a distant model (e.g., expressive, compassionate, able to
stretch the “hand”).
2. An “insanely fun” idea: In the second stage, the team produced five insanely
fun apps based on their features (e.g., a human-like product that looks nice,
makes good choices, and jokes quite often. It can pick up stuff with telescopic
hands and tell jokes when it brings food).
3. A plausible solution: In the third phase, the teams develop one workable
solution (e.g., a Miracle Machine, which makes the day’s meals and encourages
good eating habits). The plausible solution had to fulfill one condition: The
object of the invention had to be a product from which teams could build a
prototype by using the skills acquired.
It is worth including digital tools the students are familiar with in the invention
project. Otherwise, a large portion of the time is spent learning the basic use of the
device. When students are already familiar with the tools, materials, contents, and
skills required, they can deepen their knowledge or create something new.Teachers
can also include some new elements, but it is necessary to consider what is being
practiced or learned and what aspects are to be deepened when drawing up learn-
ing objectives. Especially when working with new technology, students benefit
from a one-hour introduction to the tool. For example, if the learning objectives
involve the creative use of a programmable device, the teacher should carefully
teach the students the basic use of the device. As work methods and tools become
familiar, it is natural for teachers to expand on the topics and guide the work.
Lever
mechanism
Idea sketch: We could make the mock-up Technical drawing: We could mimic walking with a
with Tinkercad and 3D print it. At school, each servo motor. It could also dance or shake. We could
student could customize the product's look and play Stayin' Alive in the background. This silly and
think about how to make it move. funny reminder gets you in a good mood.
Figure 9.3 A student teacher team’s idea sketch and technical drawing of their invention idea.
Designing and Structuring 127
Evaluation and Approval of the Plan
Students present their idea to other students in a class or experts during the evalu-
ation phase and receive feedback. Based on the feedback, the teams refine the plan
of the object of the invention. They also collectively accept the final artifact to be
implemented.
Student teachers presented the plan and prototype of their invention idea to
others whom the teacher educator asked to give one piece of positive feed-
back and one development proposal. Positive feedback was intended to help
teams identify workable solutions, while development suggestions helped
teams develop their inventions.
The peer feedback given and received during the invention project helps students
understand their studying (process) and learning (outcome) and identify their skills
and areas in which skills were not yet sufficient. Students also learn to correct their
mistakes and develop their work to achieve the goals set for competence and learn-
ing. Giving and evaluating feedback can be done verbally or in writing.
When working with groups of students, teams would typically set out at this
stage to further develop their inventions based on peer feedback. However,
because the aim of the invention pedagogy course is to apply the invention
pedagogy at schools, the student teachers set out to work on an invention
process plan for students, basing it on their own invention process experience.
The task was to produce a project plan in groups and a related prototype (i.e.,
a model of the final output). The student teachers received support materials
for planning, e.g., project guidance, project topic selection, student-level
brainstorming, planning, design, and technology use. The materials included
both literature and inspiration videos or pictures. The student teachers made
their project plans on a template, which guided them (e.g., setting goals).
The course ended with an invention fair in which students presented their
plans and prototypes to others. One student teacher group elaborated their
innovation idea, the Empathetic Reminder further (Figure 9.3), by developing
an invention project titled Everyday Eco-machine for fifth and sixth graders.
128 Kati Sormunen et al.
Figure 9.4 The prototype of sixth graders’ invention solution: The zero waste composting
machine.
“The idea is that student teams design the future machine that can solve
food and environmental challenges. The machine prototype is built from
recycled materials. In addition, one or more functions or features are modeled
on the prototype on the Adafruit Circuit Playground. A portfolio is compiled
of the stages of the work. Finally, teams will present the inventions at the
Invention Fair.”
(Student teacher’s portfolio entry)
The teacher-student team’s invention solution for the project is presented in Figure
9.4. Pictured is a drawing of artifacts made from students’ recycled materials and an
excerpt from one team member’s portfolio entry.
An invention fair is an event at which students present the invention and its
phases to the audience and receive feedback on their work. The audience can
consist of other students in the class or school, parents, experts, or teams from other
schools in bigger invention fairs. Before the fair, student teams plan the presenta-
tion, prepare an inspiring presentation, and practice presenting it. The invention
process portfolio helps teams in this process. The invention fair can be held either
during or at the end of an invention project. When the fair is held during the
project, the presentation will focus on presenting the prototype of the invention. At
the end of the project, student teams will present both the process and the finished
inventions at the fair. The fair also provides a natural endpoint for the project.
Conclusion
The education of future creators and inventors emphasizes open-ended learning
tasks in which students apply learned knowledge and skills to learn more in col-
laboration with their peers. The teacher’s most important responsibility in these
learning projects is to realize transdisciplinary learning. The goal is that no subject
Designing and Structuring 129
alone guides the learning process, but they are seamlessly combined into a holistic
unit that is strongly connected to the real world. Often, transdisciplinary learning
projects are driven by a pedagogical model developed in the context of a single
subject or discipline. However, our goal has been to create a pedagogical model
that supports the learning of today and the future in which activities that disrupt
subject boundaries are possible. This chapter introduced the invention pedagogy
process model based on the project-based engineering process and LCD models
highlighting knowledge creation, science, engineering, and design practices. The
end goal is to support the teacher and student teachers in designing pedagogically
meaningful learning activities and engaging and getting the first experience of an
explorative and open-ended process.
According to Smith et al. (2016), teachers have insufficient understanding of
complex design processes and awareness of digital technologies and tools, and con-
sequently, they experience a loss of authority and control of the teaching (Andersen
& Pitkänen 2019; Härkki et al., 2021). We have developed a model of transdisci-
plinary cooperation in which the disciplines provide an inspiring context. The
invention process model makes it easy for the teacher to lead the learning process
in the classroom and provides the possibility to change traditional teaching meth-
ods in the school. When organizing workshops and courses related to invention
pedagogy, we have aimed to empower teachers and student teachers to increase
their understanding of invention pedagogy and related technologies in a way that
strengthens their capability to try and take control of unfamiliar and unexpected
aspects of the design process and to feel more confident applying it in their teach-
ing. Also, the research-practice partnership (Coburn & Penuel, 2016) has allowed
us to involve more teacher practitioners that were initially unfamiliar with the
maker technologies and principles of nonlinear invention pedagogy.This opportu-
nity has made it possible to support teachers during the invention projects we have
initiated together.
It is self-evident that there are plenty of other design or maker-centered learning
process models, such as design thinking (IDEO), that emphasize participatory and
emphatic designing with users (see Chapter 5 of this book).We strongly encourage
teachers and student teachers to familiarize themselves with these models and learn
to find suitable tools to apply in their invention projects. Similarly, we support the
teachers and student teachers in using various design materials and technologies in
the design process.
Guiding open-ended learning assignments is often challenging for teachers,
especially if they are leading the project for the first time. Although the invention
challenge should be connected to the curriculum, at the same time, students should
be given opportunities to work in the direction of their vision. A range of peda-
gogical models facilitate the teacher’s designing and orchestration of work and help
to anticipate challenges that students might encounter. Especially for teachers
guiding a nonlinear learning process for the first time, the model helps outline the
learning entity. For this reason, student teachers must gain firsthand experience
with open-curricular learning tasks and nonlinear learning processes in teacher
education.
130 Kati Sormunen et al.
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10 Orchestrating Invention Activities
through Teacher’s Multilayered
Work
Kati Sormunen and Marjut Viilo
Introduction
The classroom conditions based on the invention pedagogy assume that the design
processes are based on collaboration and anchored on students’ ideas, questions, and
current skills. It follows that the invention processes are often nonlinear, emergent,
and open-ended in nature (see Chapter 2 of this book). In the pedagogical settings,
aiming to develop the process and the object of the design process with the stu-
dents, the outcomes, the content, or the process phases cannot be entirely known
beforehand. The classroom discussion carried on by all participants, and based on
collaboration and shared expertise, is described as improvisational (Sawyer, 2004,
2019).The individual members bring their contributions to the process by discuss-
ing and trying to build on the process turn by turn. Thus, the participants comple-
ment each other’s skills and orientations. Working in such diverse groups offers
several options for differently oriented students. On the one hand, the talented
students can be inspired to take on more challenging tasks in the group, and on the
other hand, working in cognitively diverse groups provides an encouraging exam-
ple to those students who struggle with their learning for different reasons
(Sormunen et al., 2020).
Despite the teachers’ growing understanding of the student-driven design learn-
ing or inquiry processes, the ideal ways to support student participation or create
compatible classroom activities may be challenging (Bielaczyc, 2013). In addition,
a major challenge is the organization of collaborative and nonlinear activities with
different kinds of learners. Even though collaboration relies on positive interde-
pendence, peer support is often insufficient for struggling students. On the one
hand, students need support and advice to function as active participants in the
invention process. In contrast, too much structuring and direction may diminish
their initiatives or ideation. The teachers need to accept openness, but at the same
time provide sufficient structuring and scaffolding for the process (Jenkins et al.,
2003;Viilo et al., 2018). These open-ended settings require creativeness in orches-
tration and teaching (Hämäläinen & Vähäsantanen, 2011; Sawyer, 2019). The con-
cept of orchestration is used for describing the teacher’s efforts in organizing and
supporting the students’ processes in individual, social, tool-mediated, and chang-
ing learning situations (Littleton et al., 2012).
DOI: 10.4324/9781003287360-12
Orchestrating Invention Activities 133
This chapter offers a perspective on orchestrating that can aid in understanding
the organization or the procedural and timely guidance needed in the design, mak-
ing, and invention activities. In these settings, the processes are open-ended, and the
working methods are based on collaboration. First, we offer an overview of the
elements within orchestration and distinguish between orchestration design and
dynamic orchestration. Second, we illustrate the orchestration solutions in four
different invention pedagogy settings with a lot of student diversity. Examining
cognitively diverse classes provides an overall understanding of the intensity of
orchestration in relation to the need for student support. Finally, we discuss the
experiences learned from the settings.
Findings
The nature of orchestration varied from highly structured (Class 2) to highly flex-
ible implementation (Class 3), providing information on effective orchestration
practices. In what follows, we describe the main elements affecting the orchestra-
tion design and then elaborate dynamic orchestration of the invention projects
through the teachers’ organization before the lessons and teachers’ guidance during
the unfolding activities.
Orchestration Design
The orchestration design varied in different class settings according to learning
design and support for active student collaboration (Table 10.2).
Learning Design
All projects were pedagogically anchored and were planned to begin with
teacher-led ideation activities and continue through sketching to the production
of functional prototypes. Class 1’s project design was based on maker-centered
project-based learning, unlike the others (Sormunen et al., 2020), following a
relatively linear and structured process from beginning to end. In Classes 2, 3, and
4, teaching and learning were based on nonlinear invention pedagogy. They fol-
lowed the invention pedagogy process model as presented in Chapter 9 of this
book.
Teachers in all classes set transdisciplinary learning objectives for the project,
integrating science and mathematics, crafts, and visual arts, and four or five trans-
versal competence objectives, depending on the project (Finnish National Agency
of Education [FNAE], 2016). Two projects (Classes 1 and 3) included also Finnish
language objectives, meaning that all students practiced reading, writing, or listen-
ing skills during the process. Unlike in other classes, in Class 1, the teachers had
already considered the students’ learning needs at the design stage. They set dif-
ferentiated learning objectives for each student, especially for struggling students
and talented students.
The projects’ learning objectives also highlighted socio-digital (information and
communications technology, ICT) competence as an object or tool for learning
and technology-enriched materials were essential parts of all projects. In the
Finnish curriculum (FNAE, 2016), technology education is a multidisciplinary and
cross-curricular entity that is practiced in science (e.g., engineering), mathematics
(e.g., programming), and crafts (e.g., designing and manual and digital crafting).
Teachers included crafting and engineering elements in their project design, but
more specific technology content was unclear during the orchestration design
phase. However, programming was considered initially because some or many of
Orchestrating Invention Activities 139
Table 10.2 Elements of orchestration design in four different invention projects
predict what the invention teams would do in the next lesson, what challenges
they might encounter, and the kind of support they might need during the next
lesson (Class 4).
The preparation of the learning space (physical learning environment) and the
teaching team’s division of labor (teacher resources) were also acknowledged as the
teacher’s background organization. Teachers supported the independent work of
the intervention team by creating posters on the classroom walls that included
step-by-step routines for starting and ending group work (Class 3). In some classes,
teachers brought out the necessary materials just before the class (Classes 2 and 4)
and arranged workplaces for the teams (Class 2) to ensure that students began to
work immediately. In this way, teachers could prevent conflicts between students
when setting up work (Class 2). Also, it was beneficial that teachers discussed each
team’s need for support and agreed on which of them was responsible for guiding
each team before each lesson (Classes 1, 2, and 3). It also seemed appropriate to
anticipatively consider what to do if a student fails to collaborate or make progress
(Class 2).
Orchestrating Invention Activities 143
Teacher’s Guidance during the Lessons
Depending on the class setting, the teacher’s guidance between the structured
instruction and flexible guidelines varied. The lessons always had a similar start in
all classes, and teachers gave explicit instructions for working during the lesson.
Teachers also made sure that all students’ and teams’ work started. If the students
had difficulties concentrating or regulating their behavior, the teacher moved on to
work with them. In Class 2, it was often the case that teachers’ support was identi-
fied as highly personalized. Typically, a struggling student had challenges, so the
teacher worked side by side with a student doing the same task and modeling the
desired activity. In Class 2, the teaching staff resources were considerable, with three
teachers leading the project and another two or three assistants to support the
students in each lesson.
In other classes, the organization of work was more flexible, and the goal was
to reduce personalized support gradually. Teachers reminded invention teams
about the posters on the classroom wall (Class 3) or commonly agreed (Class 4)
routines, to review feedback or instructions that teacher had written on portfolios
(Class 1), and to work on the portfolio during and at the end of the lesson (Classes
1, 3, and 4). Particularly in Classes 1 and 3, when mainstream students supported
the work of struggling students, teachers emphasized the independence of stu-
dent teams. They sought to personalize the work organization only for some
groups by helping them get started at the beginning of the lesson (Classes 1, 3,
and 4). Efforts were also made to increase the independence of the teams through
reflective discussions at the end of each lesson (Class 1). In these discussions, the
teacher aimed to guide students’ collaborative skills and promote self-organiza-
tion in the next lesson.When all invention teams were ready to work, the teachers
followed their work and provided scaffolding if necessary. The independent stu-
dent teams checked the teachers’ feedback and instructions from the digital learn-
ing environment (Class 1). They could plan the lesson (Classes 1 and 3), divide
tasks (Classes 1 and 3), and complete process portfolios (Classes 1 and 3) without
teachers’ support.
Concluding Remarks
This chapter defines the elements present in orchestration when implementing
invention pedagogy in classrooms. We focused on the cognitively diverse class-
rooms, including students who struggle with their learning, to raise attention to the
ways of working that help all students’ participation. Figure 10.1 summarizes the
appropriate orchestration design and dynamic orchestration that teaching teams
should implement when guiding and scaffolding the co-invention processes of
diverse students. We illustrated how the invention projects orchestration designs
were created in different cases by setting learning design and support for active
student collaboration. We also defined how the teacher’s organizing and guidance
activities maintained the processes in practice.
The case examples presented show that orchestration design has a significant
impact on the success of a nonlinear invention project. The more diverse student
144 Kati Sormunen and Marjut Viilo
(setting the invention project)
ORCHESTRATION DESIGN
Pedagogy Engagement
• Pedagogical model for supporting work • Authority to own learning
(e.g., invention process model) • Engaging learning task
Learning objectives Grouping
• Transdisciplinary learning objectives • Familiar groups (student-led grouping)
(knowledge & skills)
Effective peer-support
• Cross-curricula technology use (teacher-led grouping)
(technology-enrichened
learning materials) • Based on the learning task
(interest-led grouping)
Techers’ Teachers’
background guidance
organization during lessons
DYNAMIC ORCHESTRATION
(during the invention project)
teams are, the more carefully the teacher must plan for orchestration. The projects
were settled by defining the transdisciplinary learning objectives raised from the
curriculum and formed the content area with which the students worked during
the invention process.The pedagogical models and the ideas of invention pedagogy
supported the unfolding activities when developing the objects of the participants’
processes. It is often perceived that struggling students benefit from a highly struc-
tured learning environment. However, our cases show that inventing exercises do
not need to follow any strict order.The developing object determines the stages of
Orchestrating Invention Activities 145
the process and directs both the activities of the student teams and the guidance of
the teacher. Carefully planned but adaptable orchestration design supports not only
struggling but all students learning in nonlinear settings where invention activities
unfold.
The orchestration design also considered students’ participatory roles among the
community and teams.The invention processes challenge participants to engage in
collaborative discussions and designing. Collaboration and reaching mutual under-
standing require the skills to negotiate, build further on the discussions and the
process, reflect on the process achievements, and make decisions together based on
the current status of the invention process. All these skills and processes must be
supported. In the present processes, the process design involved engaging learning
tasks that gave students authority over their own learning. In addition, the well-
planned and familiar groups and effectively constructed peer support helped the
students collaborate and design their processes further.
Dynamic orchestration plays a vital role in the success of heterogeneous group
invention projects. In the background, the teachers do well when arranging phases
of the process, providing tools, and preparing the learning space for the coming
lessons. It is also fruitful to comment on the student’s processes in the digital learn-
ing environment, offer feedback, and provide additional materials to help their
work. In most cases, organizing an invention project requires close cooperation
between subjects and teachers and collective following of the ongoing process. In
this way, different perspectives and a wide range of expertise are included. During
the project, the presence of several teachers enables the implementation of flexible
and creative teaching arrangements and solutions (see Chapter 11 of this book).
However, dynamic orchestration must be planned between the teachers taking part
in the project.
During the invention activities, it is helpful to rely on the plans created before
the lesson and adapt them according to situational demands. The teachers’ role is
paramount in cognitively diverse classes for providing support and guidance
throughout the process, responding to and sustaining the students’ ideas, and
advancing the design practices. The teachers should promote the groups’ indepen-
dence and interdependence and provide only as much support and structuring as
the students’ learning process and inventing requires. In most of the present classes,
the students could affect their own learning processes, take responsibility for the
process with teachers’ help, and let go of it when the work proceeded.The teachers’
support varied between the highly personalized guidelines to students’ indepen-
dent work. Some students were able to assume more responsibility earlier than
others.
The purpose of this chapter has been to recognize the ways of working that may
help the participation of all kinds of students in nonlinear invention pedagogy
processes. To conclude, when orchestration works, students can assume more
responsibility for their own actions. In successful orchestration, the support
responds to emerging needs helping participants feel how their initiatives are
highly valued. It creates ownership of the collective process and supports all stu-
dents’ belief in their own strengths.
146 Kati Sormunen and Marjut Viilo
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11 Team Teaching in Invention
Projects
Tellervo Härkki,Tiina Korhonen, and Sorella Karme
Introduction
Team teaching an invention project is a pedagogical choice that aims at creating an
inspirational and motivating learning experience for students. For teachers, team
teaching translates into innovation, collaboration, shared expertise, and teachers’
professional development. In Finland, the model of team teaching usually refers to
co-teaching whereby at least two teachers teach in the classroom at the same time
(Cook & Friend, 1995). Another approach emphasizes the various roles teachers
have as a starting point of teaching, and this model consists of three continuum
constituted pedagogically motivated stages: the sequential motif, the distinctions
motif, and the dialectic motif (Wenger & Hornyak, 1999). In particular, the dialec-
tic motif is in line with the pedagogical aims of invention projects, such as risk-
taking, spontaneity, collaborative knowledge creation, and continuous feedback.
However, team teaching in this manner is quite complex, especially in turn-taking
(Wenger & Hornyak, 1999), and it requires both training and collegial support for
teachers to leverage from it (Aarnio et al., 2021).
In Finnish schools, team teaching occurs infrequently, even though the benefits
of team teaching in general are collectively recognized, attitudes toward it as a
pedagogical approach are positive, and the importance of collaboration is high-
lighted in the national curriculum of basic education (Finnish National Agency of
Education [FNAE], 2016; Guise et al., 2017; Saloviita & Takala, 2010). Moreover,
Finnish teacher education does not equip student teachers with adequate team
teaching competence (Aarnio et al., 2021), even if the need to push the traditional
student teaching toward a more collaborative direction has been recognized (Guise
et al., 2017). However, invention projects are student-centered, multidisciplinary,
and phenomenon-based; therefore, team teaching can be seen as essential as teach-
ers’ diverse expertise is required to manage the project in a pedagogically meaning-
ful way.
In our research projects, many teacher teams were simultaneously learning to
teach invention projects and to teach as a team. A large part of the teachers’ energy
was spent on learning pedagogical approaches and novel technologies. Thus, at the
beginning, team teaching practices emerged and developed along with invention
projects rather than being specifically designed in detail in advance. For instance,
many invention projects were multilocal: teaching occurred simultaneously in
DOI: 10.4324/9781003287360-13
Team Teaching in Invention Projects 149
several classrooms, makerspaces, other internal learning environments, or extramu-
ral school premises. Different schools had different facilities, and the teams tailored
their team teaching approaches according to their capabilities, ambitions, and avail-
able external resources.
Typical for invention projects, teachers’ responsibilities, availability, and division
of workload influences the design of learning tasks and student assessment. For
instance, when done by a team of teachers, student assessment becomes more bal-
anced as teachers can recognize different aspects and nuances of learning (Härkki
et al., 2021). However, not only is the availability of expertise likely to be in simul-
taneous demand by several students, but also the availability of materials, tools, and
learning environments need to be considered. All in all, team teaching in invention
projects is about sharing one’s expertise: knowing the specifics of a disciplinary
topic or technology, pedagogical approaches, presentation, and demonstration
techniques, promoting constructive interaction, motivating students, supporting
student self-efficacy, and organizing supportive learning environments. More
importantly, team teaching is about teachers extending their individual skills to
become collaborative ones, such as shared orchestration, socially distributed meta-
cognition, and socially shared regulation. Additionally, team teaching and the col-
laboration of teachers provide a model that shows students how to cooperate, and
through that, how to excel in invention projects.
In this chapter, we describe team teaching approaches based on the research
literature and our research projects. In the context of invention projects, we discuss
how to organize a team and implement essential activities in different project
phases to build a well-functioning teaching team. The examples of teachers’ expe-
riences come from several research projects. All of these were multiyear, large-scale
projects aimed at developing innovative teaching practices in collaboration with
teachers.The teachers worked either in primary or secondary schools. Some teach-
ers had long-term team teaching experience, while some teachers generated team
teaching practices during the invention projects. The main emphasis is on success-
fully team teaching an invention project, as an extensive literature already exists on
building teams. In this chapter, we also discuss the characteristic activities of a
well-functioning teaching team and provide recommendations for further devel-
opmental steps.
There have always been four adults in it, and those are the perspectives of how
to do things. So, it’s not just one person’s idea, but someone throws an idea and
it’s discussed, and it’s supplemented or the other one throws in a different idea
and then we think which is better, and we end up with which one’s better.
After all, it requires us adults to give space to each other, not just to go with
our own mind—to give and take, so to speak.
(Tom, class teacher)
You really have to share those tasks in such a way that one takes care of this
and the other one takes care of that and the third one reminds you of “Hey,
now”, and then you can have recess meetings saying “Hey, are all things
taken care of right now?” Like a clear arrangement. That’s what you have
to do.
(Susan, subject teacher)
Our understanding is that socially shared regulation is the key to successful team
teaching. Time and channels for it should be agreed on during the planning phase.
Another issue that should be agreed on is how to evaluate the team’s performance
during the project and after it ends.
HANNAH: Math teachers taught the basics of coding, two hours. But it felt that
students know nothing.
VERA: It is interesting. Because they most certainly did learn coding in math. But
the transfer…if students learn something in math, they do not recognize it at
crafts. How to organize team teaching…should one of us [crafts teachers]
stand there in the math class to make the connection visible? This is an inter-
esting question because this is not the only time this has happened. Students
can be like “never heard, dunno what a ruler is, or what to do with one.”
HANNAH: Or maybe the math teacher could have come to our classroom to help
with coding?
VERA: We need to think about how teaching of coding should be scheduled and
organized next year.
154 Tellervo Härkki et al.
Subject teachers Theo and Nita reflected on their long-term teaming experience
highlighting the meaning of trust:
THEO: This project has further developed our collaboration. We have done several
projects like this, and our collaboration develops all the time.We know that we can
work together, and we don’t need to think about what the other is doing.We can
trust that things are under control. It is really valuable that we can trust each other.
NITA: It would be impossible to work without trust. Maybe it is the trust, you
know that the other one wants to do this as good as possible. Personally, this
collaboration and doing together is most important.
They also reflected on how they change projects from year to year, based on what
they have learned.This time, they noticed that specific learning tasks resulted in an
imbalance between the students’ needs and the teachers’ expertise:
THEO: As usual, we’ll make changes, and our next project will be different. This
time, the big change will be [the] emphasis on technologies: we’ll include
coding that both of us can teach.
For me, working with several adult professionals was the most valuable experi-
ence. I got so many new ideas and food for thought from discussions with Jean
[the service designer]. Jean could have some high-flying ideas, which needed
to be brought closer to earth and simplified, closer to the students’ experience.
However, this project offered versatile learning both for the student and for us
teachers, which was most rewarding. For me it was important to realize that
even if students produce lots of ideas [with the designer], it is not so straight-
forward to choose and narrow down what we can actually do within the tight
course timeframe. In that sense, the teacher has also an important role in
designing.
(Mila, subject teacher)
At least I would have had the anxiety straight away: “Help! What’s being
sought here, whether I understood correctly and how can I come up with
it?” And I would have been distressed by the fact that do I even dare to do
this. It would have taken a little courage if I had been alone, and I would
have been a little unsure if I would have dared [to carry out an invention
project].
(Lisa, class teacher)
Experimentation and reflection are essential parts of the teacher learning process,
and learning experiences are unique for each teacher (Rytivaara & Kershner,
2012). However, to teach as a team, teachers need to make their thinking and
learning more explicit as they plan activities and discuss student learning. This
Team Teaching in Invention Projects 157
could be challenging but not impossible, as teachers’ practical knowledge is implicit
and deeply embedded in classroom practices (Rytivaara et al., 2019). Receiving
constant feedback, combined with the teacher’s willingness to adopt and enhance
his/her teaching practices, can be very rewarding. An elementary school teacher
described the professional development happening in this sense:
I’ve been saying all along that I’m in a more delicious position than I’ve ever
been in.Two people who are about to leave us and the quiet information they
have, I’m the winner in that exchange. I wouldn’t have developed this well
professionally if I hadn’t done it on a team. Since you get feedback from other
adults on that team, it also develops your teaching, and you see others’ way of
teaching. The same thing and you think, “No jokes, you can do that in that
way too?” It gives [me]perspective that my way is not the right way, or you can
do things in other ways too; with a little “improvement”, push it in a better
direction.
(Maya, class teacher)
The teaming model, in which co-present teachers co-teach the same student
group, provides teachers with opportunities to directly experience and observe
each other’s teaching styles and pedagogical decisions in an authentic context.
However, there is still the need for individual reflection to develop into shared
reflection. Shared reflection and open communication are central for a team to
develop into an effective partnership (Pratt, 2014), but also for a successful team-
taught invention project.
Discussion
Team teaching is an efficient way to respond to the challenges that come with a
teaching job: staying abreast of the emerging knowledge and skills needed to be a
teacher (Thousand et al., 2006). We recommend starting with a short project and
clear objectives. A short invention project provides a good opportunity for teachers
to determine whether team teaching is a suitable approach for them and to test the
waters with novel learning tasks. A short commitment gives teachers a glimpse of
the benefits, and the possible challenges are smaller in a short-term project than in
a longer-term project. Clear objectives from the start help each team member set
Team Teaching in Invention Projects 159
Figure 11.1 Beneficial support structures and skills for team teaching.
realistic yet inspiring personal objectives—and achieve them. This applies to the
school-level implementation of team teaching and to the teachers planning a
team-taught invention project.
Instead of a set of implemented (or pursued) practices, a team-taught invention
project should be seen as a unique learning path taken by a particular team of
teachers.The shift from individual teaching to team teaching and shared orchestra-
tion of student learning is a major undertaking.When team teaching is initiated by
individual teachers who want to develop their classroom practices, it could be
characterized as a first-order change. That level of change fine-tunes their work
160 Tellervo Härkki et al.
routines but does not challenge their values or the wider community. However,
when team teaching is initiated as a school- or (regional/national) curriculum-
wide change, it becomes a second-order change.This level of change entails a para-
digm shift, confronts fundamental beliefs about current practices, and leads to new
goals, roles, and structures, as well as different ways of thinking and working
(Marzano et al., 2005). These two levels of change require different supportive
structures. In Finland, the 2016 national curriculum initiated a second-order
change regarding team teaching. Currently, there are inconsistencies in the ways
regions and schools have been building supportive structures that facilitate emer-
gence and further development of team teaching practices. Moreover, structural,
dialogical feedback channels between the school, region, and national levels are
underdeveloped.
At its best, team teaching serves as the backbone of both short-term and long-
term invention projects. Teachers’ shared expertise in the design, implementation,
and evaluation of invention projects supports the implementation of entities that
go beyond subject differences. It requires creative problem-solving and it supports
the different needs of groups of students.Working in a team also supports continu-
ous teacher professional development as a part of the day-to-day life of the school’s
activities. Above all, working in the team facilitates implementation of multidimen-
sional invention projects in ways that support the student groups’ activities that are
innovative in terms of content and practices.
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12 Fostering Invention Projects
through Cross-Age Peer Tutoring
Sini Davies
Introduction
In this chapter, we introduce cross-age peer tutoring, which refers to a pedagogical
approach and infrastructure in which older students with technological expertise
systematically support their younger peers in invention projects. Cross-age peer
tutoring provides valuable support for teachers, especially in long-standing inven-
tion processes and in implementing new digital technologies like microprocessors,
robotics, e-textiles, and 3D printing. It allows teachers to concentrate on the peda-
gogical orchestration of the overall project rather than solving technological chal-
lenges. Furthermore, it offers opportunities to use more advanced technologies, as
teachers do not have to overwhelm themselves with learning to use or even be
familiar with them. On the other hand, cross-age peer tutoring provides ample
opportunities for the tutor students for personal growth and have far-reaching
positive effects on their futures.
Peer tutoring is not a new approach, although it has been implemented and
studied more in tertiary education than at the elementary and secondary levels
(e.g., Ching & Kafai, 2008; Fields et al., 2018; Morrison et al., 2010; Topping et al.,
2017;Willis et al., 2012). It is a point of emphasis in the newest Finnish curriculum
(Finnish National Agency of Education [FNAE], 2016). Peer tutoring pedagogies
often focus on transmitting basic skills and promoting positive attitudes to learning
rather than engaging tutors and tutees in emergent, knowledge-creating problem-
solving and learning novel skills and competencies (Topping et al., 2017).
Consequently, many cross-age peer tutoring programs are heavily structured,
involve pre-planned learning activities, and aim at pre-specified learning outcomes
(Karcher, 2005). In our invention projects, we have focused on developing and
investigating cross-age peer tutoring in open-ended, maker-centered learning
projects based on nonlinear pedagogy and emergent technology-mediated inven-
tion activities (Riikonen et al., 2020a; Tenhovirta et al., 2021).
First, we introduce the theoretical aspects of cross-age peer tutoring from the
perspectives of learning and pedagogy. Second, we describe a cross-age peer tutor-
ing model at one of our research–practice partnership lower secondary schools.
The school already had an established practice of older students serving as tutors
for their younger counterparts. Through invention projects, the school aimed at
creating a more systematic approach to cross-age peer tutoring, where eighth-grade
DOI: 10.4324/9781003287360-14
Fostering Invention Projects 163
students from a technology-focused class tutored their seventh-grade peers on the
latter students’ invention projects. Here, we present two perspectives of the cross-
age peer tutoring practices developed during the first year that the invention proj-
ect was conducted in the school: (1) how tutors experienced cross-age peer
tutoring and (2) how peer tutoring in invention projects could be to supported
and facilitated. Finally, we discuss the opportunities that cross-age peer tutoring
offers for schools, students, and invention pedagogy.
Fa
m
ili
ar
iza
tio
g
rin
n
Mentoring
nto
ing
each
nd T
Tutoring a
The cross-age peer tutoring cycle consists of three phases: familiarization, tutor-
ing and teaching, and recruiting and mentoring. During familiarization, the tutors
learn and develop basic skills regarding technologies, teaching, and collaborative
inventing. In tutoring and teaching, the tutors begin to guide the tutee teams and
organizing workshops while they advance their own expertise. Toward the end of
this stage, the tutors also begin to expand tutoring outside the classroom, providing
their expertise to the whole school community and even outside their school. In
the final stage, the tutors recruit a new group of students to become the next year’s
peer tutors. The advantage of having tutors do the recruiting is that they are part
of the school’s student community and can more easily find enthusiastic younger
students who already are or are keen to become experts in new technologies.
Finally, they mentor the new group of tutors, providing them with invaluable sup-
port, insight, advice, and information on being a peer tutor.
Fostering Invention Projects 167
The effects of this cross-age peer tutoring model on the school’s working culture
and community extended well beyond the invention projects. The tutor students
helped narrow the gap between students and teachers and created a more demo-
cratic working culture in the school, especially regarding maker-centered activities.
They became an asset to the school’s pedagogical team and created mutual respect
between teachers and students. As the crafts teacher and school principal put it, the
“tutoring model enables students’ participation in the school’s operation at various
levels. It creates a positive, appreciative, heart-to-heart atmosphere in our school”.
Recruiting
Tutor cycle
Familiarization Tutoring and teaching and
phase
mentoring
New
Feelings about Realization, growing ”I know what learning
Uncertainty, nervousness
teaching skills I’m doing” cycle
Figure 12.2 The time line of the first cohort of peer tutors.
168 Sini Davies
experience in teaching others and thus felt insecure and nervous. One tutor wrote
the following about the early stages: “The start was hard. We weren’t sure about
what we were doing, and we didn’t know what to think about all of it”.
The tutor students quickly established collaborative practices that supported the
development of their teaching skills. They began to plan and structure the work-
shops they organized in detail and to systematically reflect on their teaching, espe-
cially after the workshops.This process involved making reflective notes and having
conversations after the sessions. In the following interview excerpt, one expert
tutor describes this approach:
We wondered how the session should go and what we should show, in what
order. And after that, usually after the session, we discussed with Joona [one of
the tutor students] how the session went and what I could have done better.
There were conversations…of what we had learned in the last session, and it
always improved a little.
Gradually, the tutors developed their skills, and uncertainty and nervousness trans-
formed into confidence and joy.The tutor students became a well-organized team,
with each having a different role, while working in close collaboration and relying
on one another’s strengths. Based on our experiences and research findings
(Tenhovirta et al., 2021), this team-building process of discovery is very important
and may have long-standing benefits for the tutor students’ self-confidence. One
described this transformation from uncertainty to high confidence and well-orga-
nized teamwork as follows:
We started enjoying what we were doing, finding out new ways of holding the
classes, new things to teach, and new challenges.… We had different unspoken
roles in the group. I did the talking; then, we had one helping out the students,
a coder, and a pessimist who kept our feet on the ground. We all knew what
to do, and we felt secure about it. At this point, without our even noticing, this
tutor teaching had changed all our suspicions to pure admiration, and we were
proud to have the chance to do it. By then, we had developed good teaching
methods and equipment and a great attitude toward tutoring.
In both written reflections and interviews, the tutor students described the role of
the teachers and the importance of the support they were provided by all parties in
the research–practice partnership, emphasizing the independence, responsibility,
and respect they were given. They also felt that they became highly respected
members of the school’s pedagogical team; they also started to respect their teach-
ers even more. This boosted their confidence even further and motivated them to
seek to excel in their positions as peer tutors and to develop their skills. One tutor
student described the significance of the teachers’ role in the following way:
It is important to mention that during all this time, we weren’t on our own.
We had the complete support of the crafts and IT teachers, the principal,
and the university. In particular, our teachers spent a lot of time with us, but
they never tried to act like they were better than we were. Instead, they even
Fostering Invention Projects 169
backed off sometimes and asked our advice. It became a relationship of
mutual respect, because we tutors started to appreciate the job they did after
trying it out ourselves, and they respected our commitment. I see this as the
key.The reason this was possible was our commitment and also our teachers.
They supported us by letting us decide on our own. If we had always been
guided by one of our teachers, I don’t see any way it could have worked.
The first cohort tutor team recruited a new team of tutors from among their
younger peers and guided and motivated them to continue their work. The tutors
felt that this was an important task and did not want the tutoring model to fade
away.This was also an emotional experience for them because they did not want to
stop being tutors, but they knew that they had to cede responsibility to a new
cohort of tutors and move on with their own studies. Based on our findings
(Tenhovirta et al., 2021) and the tutors’ writings and interviews, the experience and
skills they acquired through their time as peer tutors affected and clarified their
future plans and could have far-reaching effects on their futures. This is a very
important aspect of peer tutoring from the educational point of view. One tutor
crystalized the key effects of peer tutoring on him and his fellow tutors as follows:
Authentic invention projects are often nonlinear and engage teams of students in
creating unforeseen solutions for ill-defined, authentic, and complex challenges (Viilo
et al., 2011). However, these projects can be very challenging for teachers to plan and
conduct. Cross-age peer tutoring offers an invaluable asset to support the successful
completion of such maker-centered learning projects.With the support of peer tutors,
the teacher does not have to concentrate on solving novel and often complex techno-
logical challenges, while the tutor students can use their own constantly developing
expertise to introduce more sophisticated new technologies into the invention proj-
ects.With the help of the tutor students, teachers can take a more comprehensive role
in scaffolding the projects and classroom activities. When teachers trust the tutor stu-
dents and respect their expertise—which often exceeds their own—those students
can even be engaged to help plan the procurement of such technologies for the school.
When the school acknowledges the expertise of its students through systematic
peer tutoring that can be expanded to many areas beyond technological expertise,
it promotes a more equal culture between teachers and students. Based on our
observations, even students who do not serve as peer tutors benefit from this build-
ing of mutual respect and knowledge exchange. Furthermore, such an open atmo-
sphere of mutual respect could promote the development of a culture of innovation
in the school, with the teachers no longer the sole holders of knowledge, and the
students no longer passive receivers of it. The educational value of cross-age peer
tutoring should not be overlooked in this respect.
Finally, becoming a peer tutor can have long-standing positive effects on stu-
dents. Cross-age peer tutoring promotes the tutors’ self-efficacy and self-image. It
also offers them abundant opportunities to learn and cultivate a multitude of skills:
technological expertise, teaching know-how, collaboration, taking responsibility,
self-control, and reflective skills. Perhaps the most important aspect of self-devel-
opment among the peer tutor students, based on their own experiences and our
observations, has been to believe in themselves and have the courage to take on
new challenges. Not being afraid of making mistakes and having the mentality to
try again if something goes wrong are some of the more valuable skills to learn in
becoming an innovative participant in today’s society.
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13 Approaches to Student Evaluation
in Invention Pedagogy
Auli Saarinen and Jari Lavonen
DOI: 10.4324/9781003287360-15
174 Auli Saarinen and Jari Lavonen
competencies in an invention project form the third group of aims, which could
be evaluated as a part of the project (Pepper, 2011). However, the development of
various skills and competencies through invention or design projects does not eas-
ily reach full potential. For example, aims related to the transversal competencies
are often not shared with the students (Scott & Yates, 2002). Therefore, self-evalu-
ation and peer evaluation that move learners forward do not focus enough to the
learning of transversal competencies.
In an evaluation action of an invention project, the focus is always on both the
quality of the learning process (the formative type of evaluation) and the learning
outcome (the summative type of evaluation) with a focus on improving students’
invention process and outcomes. Therefore, both the teacher and the students use
evaluation data to develop teaching and learning, and consequently, the evaluation
is called enhancement-led evaluation (Atjonen, 2015; Patton, 2011). Consequently,
it is important to support students in using evaluation feedback in the development
of their learning process and learning outcome. This type of orientation to the
evaluation is emphasized in Finnish education policy and practices and is recog-
nized as an orientation to evaluation in this book because the authors are from
Finland. In general, in Finnish compulsory school education, student assessment is
the responsibility of teachers who have pedagogical autonomy in the matter,
although principles of student assessment and assessment targets are defined in the
national core curriculum. Standardized testing has no role in Finnish compulsory
education; instead, students are encouraged to design and assess their own learning
(OECD, 2020).
A quality learning process promotes students’ learning and depends on cognitive
activation, supportive climate, and classroom management (Hattie, 2009). The
quality of the outcome of the learning process refers to how well the competencies
can be used in new situations, such as in problem-solving or in new invention
projects (Dixson & Worrell, 2016).The evaluation provides students and the teacher
with feedback.There are several other aims of evaluation, such as making the learn-
ing process and the learning outcome transparent.The evaluation actions are always
based on the verified evidence and graded according to the criteria. The criteria
come from the general part of the curriculum, such as the description of transversal
competencies and from the subject-specific part, such as the description of engi-
neering and design practices.
The evaluation and the feedback affect how the students learn or work during
the invention projects and get excited by the inventing (Weeden et al., 2002).
Evaluation with encouragement supports a student’s self-concept as an inventor.
This type of encouragement and constructive feedback is supportive in the devel-
opment of students’ self-efficacy, in other words, their belief in their capacity to
execute behaviors necessary to use their creativity and invention process (Bandura,
1997). Self-efficacy reflects confidence in the ability to exert control over one’s
own motivation, behavior, and social environment. It influences confidence in how
the invention project proceeds and results in the invention which is pleasing to at
least its inventors in its newness. Moreover, an invention project has many features
known to improve growth or maker mindset (Nadelson, 2021). Therefore, the
evaluation actions should indeed be constructive and encouraging during the
Approaches to Student Evaluation 175
learning of invention projects: students need to understand the feedback and,
according to that, direct their learning and working in the desired direction. The
feedback is directed and connected to each student’s actions and outputs. The stu-
dents are directed simultaneously to interpret feedback so that it will be easier for
them to change their own way of operating.
Or: “Tell us about a situation in everyday life in which you have previously acted
to decide what to do: if you do—then you do it—otherwise…”
While they are being questioned, the students should be given sufficient time to
think about the question. Therefore, it is good sometimes to ask questions on a
whiteboard or via an online environment. Students may be asked to discuss the
questions in small groups, write or draw an answer, and compare answers between
the groups. Answers can also be presented by taking pictures of the environment or
during a school trip. Answers, pictures, or thoughts should be discussed construc-
tively—not through negative evaluations.
A test, Kahoot,1 or Socrative2 activity could also be used to map the students’
conceptions or skills: Which of the processes include the “if-then” structure: (a)
listening to music, (b) heating water in an electric kettle, (c) writing a document.
Teachers can ask questions that they know to be critical for the success of the
students’ work: “How are the results reported?”, “What keywords did you think
you should use in a search?” In a similar way, it is possible to map the way in which
the students have understood the aims of the invention project: “What and how we
are evaluating in the invention project?”, “What sensors/electrical equipment do
you think you will need in your project?” The questions help students think about
aims of the project.
In the context of diagnostic evaluation, students often respond in an unexpected
way because the topic has not yet been studied, and they do not know the concepts
or skills needed in the project. Therefore, it is particularly important to provide
encouraging feedback to students. After the student’s answer, a teacher naturally
continues with a follow-up question. If the answer is vague, the student may be
given an opportunity to modify the answer. The teacher can repeat or slightly
modify the student’s answer, for example, by asking,“Do you mean that…” (repeat-
ing the answer in your own words), “You bring up perspectives A and B, would
there be other perspectives?”, “What do you think about C?” The types of feed-
back given by a teacher can be grouped as follows:
Figure 13.1 An extract of ePortfolio in an invention project: Everyday Assistive (Arjen apu)
(sixth grade). A burglar alarm that reacts to movement and protects your prop-
erty and works as a mirror.
Documentation
Development Changes in
THINKER degree of
PORTFOLIO
Abstract freedom:
Holistic Student-led
REPORTER Concrete Shared
Teacher-led
STORER
Collaboration
Figure 13.2 The elements of ePortfolio process and the development levels.
(modified from Saarinen, 2021).
182 Auli Saarinen and Jari Lavonen
One principle of the portfolio evaluation is that the working and the progress of
it, the best achievements, and failures and coping with them are stored. One’s own
development is examined and with the help of the documentation, reflected either
to construct a statement or the deepest level of reflective thinking (Kimball, 2005).
Then also the mistakes and failures are seen but not emphasized in the same way
as for example in the traditional evaluation which is based on the use of summative
tests. On the other hand, the examination of mistakes and their corrections show
versatile skills and abilities, and therefore it is desirable for the portfolio documen-
tation to contain errors and mistakes. The portfolio evaluation is an attempt to
strengthen learning to learn and self-direction, as well as to develop self-esteem.
Discussion
Both, formative and summative evaluation are needed in an invention project, and
they can be realized through self- and peer-assessment practices. Both types of
evaluation are carried out according to the holistic aims of an invention project.
Formative evaluation supports the invention project and students learning during
the process. Summative evaluation summarizes the student’s invention project and
learning outcomes.Therefore, it is more than grading, and a single grade might not
be enough for summarizing. In this chapter, alternative evaluation tools, such as
self-assessment evaluation, a list of evaluation dimensions, and a collecting ePortfo-
lio method have been introduced. The ePortfolio method enables both the short-
and long-term tracking of learning activities and thus gathers the evidence for
assessing the process and finally assesses summatively the reached level. The ePort-
folio can contain along with self-/group-interpretation views from peers and feed-
back from the teacher.The collected evidence becomes material for evaluation and
gives a broader and authentic picture of the skills and competencies that have been
achieved. Also, the transversal competencies, demanding to verify, can be more
conveniently traced through the authentic evidence in ePortfolio.
However, the invention project and nonlinear learning model demand new ways
of applying evaluation. Evaluation should support the creation of the student’s wide-
ranging creative competencies and capabilities. These open-ended problems with
complex nature settings in invention projects need to be assessed with improvisation
and the evaluation accomplished in a way that facilitates the process, like the ePort-
folio method. Evaluation should be seen as an ongoing process with several itera-
tions, a co-creation with learners, and as a learning event itself, not a vanishing point.
Notes
1 https://kahoot.com/
2 https://www.socrative.com/
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Part III
Co-developing Inventive
School Culture
DOI: 10.4324/9781003287360-16
14 Learning Environments for
Invention Pedagogy
Leenu Juurola, Kaiju Kangas, Laura Salo, and
Tiina Korhonen
Introduction
Within invention pedagogy, we consider schools to be learning ecosystems com-
posed of the operating culture, collaboration practices and networks, pedagogic
practices, digital and non-digital instruments, and learning environments. Further,
learning environments can be interpreted to include physical, virtual, and epis-
temic-social environments (Nardi, 1999; Nonaka & Konno, 1998). One of the aims
of invention pedagogy is to create learning environments that provide multifaceted
technological (tools) and social (community) resources that enable students to par-
ticipate in creative practices of inventing and making artifacts in schools. Such
environments are usually seen as “makerspaces,” distinct from structured, formal
learning environments (e.g., Halverson & Sheridan, 2014; Hatch, 2014).
Makerspaces (sometimes also referred to as hackerspaces, hackspaces, and fablabs),
are creative, do-it-yourself spaces where people can gather to create, invent, and
learn. Makerspaces emphasize personally meaningful informal learning and nur-
ture purposeful tinkering and peer-supported inquiry, whereas maker-centered
learning in schools tends to be more preplanned, structured, and guided by teach-
ers (Halverson & Sheridan, 2014; Martinez & Stager, 2013; Sheridan et al., 2014).
Although many researchers are excited about the educational potential of maker-
spaces, maker-centered learning often takes place in informal and non-formal con-
texts, such as museums, libraries, or science centers (Gutwill et al., 2015; Halverson
& Sheridan, 2014; Kafai & Peppler, 2011). Our research efforts in invention peda-
gogy have focused on how learning by making can be integrated into school
environments and practices for systematically educating personal and collaborative
creativity in formal education.
Finnish schools have had a type of makerspace since the 19th century: craft
classrooms. As crafts is a standard school subject in Finland (see Porko-Hudd et al.,
2018), each school has dedicated spaces for crafts, usually one classroom for textile
crafts and another for technical crafts (Figure 14.1). These typically include basic
workplaces and workstations for various craft techniques, such as sewing, seaming,
knitting, and printing in the textile classroom and woodwork, metalwork, plastic
work, electronics, and machine tools in the technical classroom (Jaatinen &
Lindfors, 2019).
DOI: 10.4324/9781003287360-17
188 Leenu Juurola et al.
In recent years, efforts to expand the craft classrooms with instruments of digital
fabrication, such as 3D design and making tools, wearable computing (e-textiles),
and educational robotics, have taken place. In addition, some schools have built
separate makerspaces or created mobile solutions, such as maker toolboxes or
maker vans. Such efforts have been fueled by policies underlining that learning
environments should offer “possibilities for creative solutions and the exploration
of phenomena from different perspectives” (Finnish National Agency of Education
[FNAE], 2016, p. 53) and by research indicating that a holistic makerspace with
well-defined areas of working and paths for moving provides students multifaceted
opportunities for design and problem-solving (Jaatinen & Lindfors, 2019).
Internationally, research on makerspaces has revealed that there is a wide variety
in the composition of makerspaces; the purpose, settings, equipment, users, and
management of makerspaces vary considerably (Mersand, 2021). Carefully designed
makerspaces have proven to support participants’ engagement and innovation
(Sheridan et al., 2014) or students’ literacy (Nichols & Coleman, 2020), among
other things. Further, research indicates that physical re-design of learning environ-
ments may facilitate shifts in how, when, and why students engage in learning
(Hughes & Morrison, 2020), and that “makerspace design should consider the
development of possible encounters between people and things to support unfore-
seen transformations” (Keune & Peppler, 2019, p. 281). However, both internation-
ally and in Finland, research is still scarce in terms of how to develop well-functioning
Learning Environments 189
makerspaces in formal education, considering the essential underlying pedagogical
conditions that must be designed, implemented, and addressed to foster students’
creative practices of inventing and making.
In this chapter, our aim is to explore the ongoing co-development process of the
Innokas FabLearn Lab, a makerspace concept for Finnish schools, through the
framework of pedagogical infrastructures, that is, the conditions designed and
implemented in an educational setting to support the fundamental learning objec-
tives (Lakkala et al., 2008, 2010; Riikonen et al., 2020). We first provide a back-
ground for the co-development of Innokas FabLearn Lab concept. Then, we
outline the pedagogical infrastructures, i.e., the (1) epistemological, (2) scaffolding,
(3) social, and (4) material-technological infrastructures underpinning the devel-
opment of the concept. We illustrate the co-development process through a case
example, in which a network of technology- and development-oriented teachers
co-created a flexible and modifiable concept for designing a multipurposed learn-
ing environment. We use direct quotes from their interviews conducted in the fall
of 2021. Finally, we provide some conclusions and future directions for the devel-
opment of environments that support learning through inventing and making.
I have held a 3D printing school for parents and students, student pairs. It
involved training so that I didn’t have a FabLab at the time, but there was a
printer anyway, and the parents and students were trained in 3D modeling and
using these devices, and then they implemented these joint plans at home,
after which the parents and students brought them into the school, and they
were printed.
(Teacher 2: Craft teacher, big urban school with a FabLearn
Lab close to craft classrooms since 2020)
Collaborative planning can also mean involving school networks in the planning
process. Especially in the design of a new space, the school staff typically collabo-
rates with the architects and the municipal environment services responsible for
the design and implementation of the facilities. External expert support is often
needed in the planning of pedagogical activities.
192 Leenu Juurola et al.
Pedagogical Infrastructures in Learning Environments for
Inventing
It is essential in invention pedagogy to provide adequate structural support to
facilitate students’ learning processes and to unleash their full potential during
complex and multifaceted invention projects. From the viewpoint of learning
environment design, this requires recognizing the underlying pedagogical condi-
tions that need to be addressed in the environment to enhance the desired type of
learning. Within invention pedagogy, we have conceptualized these conditions
with the help of a pedagogical infrastructures framework, which was first intro-
duced by Lakkala et al. (2008, 2010) in the field of technology-enhanced knowl-
edge-creation learning. The framework was inspired by Bielaczyc (2006), whose
research on computer-supported knowledge building highlighted the role of the
appropriate social infrastructure around the technical one, that is, the classroom
culture and its established norms and social practices as well as the organization of
physical and virtual spaces. Lakkala et al. (2008, 2010) identified interrelated tech-
nical, social, epistemic, and cognitive infrastructures that simultaneously affect the
educational setting. The infrastructures create the background conditions that
mediate the intended social and cultural practices of a learning environment but
do not strictly prescribe learning activities (Lakkala et al., 2010).
Within invention pedagogy, distinct from more discursive computer-supported
collaborative learning, we have developed a slightly modified version of the peda-
gogical infrastructures framework (Riikonen et al., 2020). While Bielaczyc (2006),
Lakkala et al. (2008, 2010), and also others (e.g., Scardamalia & Bereiter, 2006) have
underscored the role of conceptual ideas and tools in the learning process, inven-
tion pedagogy also highlights the importance of material artifacts and socio-mate-
rial intertwining (Orlikowski & Scott, 2008; see also Chapter 6 of this book).Thus,
instead of “cognitive” infrastructure, we refer to “scaffolding” infrastructure, which
includes not only epistemic but also embodied and tangible support. In addition,
we have used a broader concept, “material-technological infrastructure,” for out-
lining both the technological and material conditions of the educational setting—
the combined non-digital and digital settings that support the invention process. In
this chapter, we use the pedagogical infrastructures framework to describe the
pedagogical conditions underlying the collaborative development of learning envi-
ronments for invention pedagogy. An overview of the modified framework is pre-
sented in Table 14.1.
several participants with various backgrounds and skills and mediating artifacts
where knowledge is embedded (Paavola et al., 2002). In invention pedagogy, the
epistemological infrastructure enables knowledge creation through long-term,
iterative designing and making processes, where students’ advancement is visible in
their design artifacts, such as sketches, prototypes, and final inventions (Riikonen
et al., 2020).
The long-term, iterative, and socio-material nature of the invention process, as
well as the various participants and versatile activities, need to be taken into
account while developing the learning environments for invention pedagogy.
Innokas FabLearn Labs are used both during and outside school lessons, and the
194 Leenu Juurola et al.
users can be students and their teachers or others interested in inventing and
making. During lessons, a whole class of students with varying levels of motiva-
tion and skills participate in the activities. The environment needs to be designed
in a way that supports teamwork, such as the building up of team spirit and the
co-creation and sharing of ideas. For other users, the space should allow activities
included in self-directed personal projects. Different users and their varying needs
for the environment impact on the design and implementation of spaces and
activities.
If you think that there are students or teachers who have acquired the basic
skills and already know them well and have a lot of interest and innovation to
come here to develop something, something that is their own thing, then it is
a completely different thing in a way or if you are teaching a group that comes
because of wanting to innovate or because of what you can do in a maker-
space, then it is a little different than teaching a regular class.
(Teacher 2)
For all users, the learning environment should enable both short- and long-term
invention projects. Long-standing projects require time, which should be consid-
ered when designing, storage solutions, for example. Ideas, prototypes, and other
artifacts created during invention projects should be visible for everyone visiting
the space, allowing the users to be inspired by projects created by others.
The time needed to work depends on the group of students; if the group of
students is not familiar to others, then it is worth spending time on those
warm-up tasks, probably 45 minutes is suitable. Then, for this initiating or
brainstorming, it easily takes a few hours, maybe even more. It may take up to
five hours, and then you start making the artifact; so it depends entirely on that
artifact, but it may take 5–10 hours and then the marketing and pitches and
sorts; then it depends on how you guide the project, but five hours maybe it
could count to that, too.
(Teacher 1)
Various Innokas FabLearn Labs have been established in different parts of Finland.
In some cities, the Lab is situated in a school, but other schools and nonschool users
can use the space as well (Figure 14.2). In many small schools, the most practical
solution is to set up the space in a normal classroom to provide a low threshold for
invention pedagogy activities. In addition, mobile solutions, such as maker tool-
boxes, enable invention projects in educational institutions short of space or
resources (Figure 14.3).
models, and templates that support students’ planning, monitoring, and reflection
of their learning (Lakkala et al., 2008, 2010), as well as material and embodied scaf-
folding that facilitates students’ competencies in designing and making (Riikonen
et al., 2020). In invention projects, the scaffolding infrastructure consists of design
briefs introducing the open-ended invention challenge and related constraints,
196 Leenu Juurola et al.
guidelines relevant for designing and making, and teachers’ and tutors’ real-time
support. The scaffolding infrastructure is often embedded with some other peda-
gogical infrastructure, and particularly the distinction between epistemological and
scaffolding infrastructures is not clear cut (Lakkala et al., 2008).
The establishment of Innokas FabLearn Labs is scaffolded with training sessions
and learning materials based on systematic research and the development of inven-
tion pedagogy. The training and materials are created through research-practice
partnerships (Coburn & Penuel, 2016), through which cutting-edge research sup-
ports the design of accessible pedagogical practices tested in the field.
Our space is intended for use in basic education in our city. In practice, I am
currently offering training here, and when we join the Innokas FabLearn Lab,
I will be involved, and we will have other teachers actively involved in Innokas,
and training will be organized here as well. The aim is to train the teaching
staff and students, especially here at our school.
(Teacher 2)
I believe that the skills learned in invention projects are exactly the skills you
will need in the future: working together, creativity, problem-solving, and self-
management, that kind of self-directed work, although it is quite difficult, but
when supported, it works really well.
(Teacher 1)
In Innokas FabLearn Labs, collaboration is often very visible and tangible, and
limited tool resources guide students to create inventions in teams. In addition,
establishing the Lab in a space in which the activities can be seen by people passing
by can be inspiring for many students, teachers, and other possible future
inventors.
The space is between the primary and secondary schools, and we were able to
open it on both sides to have a wall with a window; from there you can see it
on both sides in full swing, and it is used by the whole comprehensive school,
and we have discussed that of course because the high school is in the same
building, so then they will also be able to take advantage of it as well.
(Teacher 1)
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15 Developing Teachers’
Transformative Digital Agency
through Invention Pedagogy
In-Service Training
Tiina Korhonen, Laura Salo, and Markus Packalén
Introduction
Research on teachers’ professional learning and development guides the orienta-
tion of national-level teacher education strategies and practices in Finland. Lavonen
et al. (2020) synthesized these studies and highlighted four factors supporting
teachers’ professional development strategies identified in the previous research:
the long-term nature of the professional learning (Oliveira, 2010), teachers’ active
role in their learning (Garet et al., 2001), the connection between learning and
classroom or practical context, and collaboration and reflection with colleagues
(Avalos, 2011; Van den Bergh et al., 2015). Lavonen et al. (2020) also emphasized
that in the Finnish context, teachers are expected to actively regulate their own
professional learning by setting goals, reflecting, and self-assessing their own learn-
ing processes.
There are various opportunities for professional learning through in-service
training for Finnish teachers. National and regional institutions such as the National
Agency of Education, universities, and private entities provide professional learning
possibilities for teachers. In addition, municipalities are obligated to support teach-
ers’ continuous professional learning. Despite these affordances, participation in
in-service training is occasional and lacks long-term learning plans and continuity
(Husu & Toom, 2016; OECD, 2020). Participation in in-service training is volun-
tary in Finland, apart from a few obligatory training days a year. Twenty percent of
teachers do not participate in any in-service training for various reasons, and par-
ticipation varies across the country. Barriers to participation include organizing
substitute teachers and their funding as well as motivating teachers to undertake
continuous professional learning (Ministry of Education and Culture [MEC],
2016). With regard to in-service training in digitalization, teachers have mostly
participated in training that covers basic information and communications tech-
nology (ICT) skills and the use of specific programs (Tanhua-Piiroinen et al.,
2020). Thus, there is need for training that supports teachers’ creative use of tech-
nology (Korhonen et al., forthcoming) and innovative orientation toward teaching
and learning (Lavonen et al., 2021). As solutions to these challenges, it has been
suggested that in-service training be developed so that it is tied to the everyday
work of schools and utilizes networks and sharing best practices (Lavonen et al.,
2021; OECD, 2020).
DOI: 10.4324/9781003287360-18
Teachers’Transformative Digital Agency 203
In this chapter, we depict how the invention pedagogy approach supports teach-
ers in their professional learning and learning transformative competencies needed
in the 21st-century era.We first define the concept and the need for transformative
digital agency and draw connections to the aims of the national curricula in
Finland. Second, we depict the Everyday Technology in-service training course
context and development of teachers’ transformative digital agency during the
course and through the implemented invention projects with students. Finally, we
reflect on the course’s impact in the light of Finnish national-level teacher educa-
tion strategies and practices and theory of transformative digital agency.
The more you did the assignments, watched videos, and read about it, the
more you got into the technological world and thoughts started to form. I felt
motivated to think about the impact of digitalization in my own everyday life
and read about other participants’ thoughts about it.
(Teacher 18)
Teachers reported that the course content clarified how invention pedagogy sup-
ports the realization of curricular goals. Participants got to revise familiar processes
and learn new content. Problem-solving was approached through the innovation
process, and teachers learned how to use programming and robotics tools in inven-
tion projects. Teachers’ technological and invention pedagogical awareness grew.
Moreover, teachers found clarifying parallel concepts related to invention peda-
gogy and the innovation process important:
The most motivating thing was to revise the concept of maker education and
related concepts, such as STEAM [science, technology, engineering, arts, and
mathematics], the innovation process, and invention pedagogy.Thinking about
208 Tiina Korhonen et al.
making from the perspective of my own work was also especially fruitful, and
I got an idea for the spring semester activities from the course assignment.
(Teacher 33)
The content about learning by doing and innovation education were a good
reminder for me about how the aims and schedules should be presented
openly. Naturally, I have gone through them with the students at the begin-
ning of the course, but they could also be visible as a reminder in the class-
room throughout the process. Equally important is to have work samples on
display.
(Teacher 35)
Technological Competence
Teachers describe in their diaries that the course had supported the development
of their technological competencies. The support was needs-based and augmented
each participant’s competence gaps. As with technological awareness, teachers here
also brought up the relevance of developing epistemic knowledge. Introducing
new ideas and content to teachers such as health technology innovations or artifi-
cial intelligence supported the development of their technological awareness and
competencies.
Teachers’ academic, artistic, and computational digital competencies were sur-
veyed at the beginning and end of the course (Table 15.2). Here, academic digital
competencies refer to basic technological knowledge-processing and knowledge-
building practices, such as word processing, multimedia presentations, joint knowl-
edge-building, and communication. Artistic digital competencies refer to using creative
and visual technologies or software, such as image processing, video editing, or
animation. Computational digital competencies encompasses creative problem-solving
and designing and implementing complex technological systems and artifacts, such
as building devices in invention projects that use programming, robotics, and
automation.
To examine the extent to which the participants’ self-reported digital compe-
tencies developed during the in-service training, paired samples t-tests were used
to compare the post-questionnaire’s digital competence components one by one
with the pre-questionnaire’s competence components (see Table 15.2). The survey
results show that teachers found themselves to have already been proficient in
academic digital competencies before the course but reported the lowest profi-
ciency in computational digital competencies. There were statistically significant
Teachers’Transformative Digital Agency 209
Table 15.2 T
eachers’ academic, artistic, and computational competencies before and after
training on a proficiency scale from 1 to 5 (1 = not at all; 5 = very fluently)
Pre-questionnaire Post-questionnaire t df r
Mean SD Mean SD
changes (p < .01) in both perceived academic and computational digital compe-
tencies during the course. All mean levels of competencies grew with computa-
tional digital competencies growing the most.
Pearson’s correlation coefficient (r) was used to enable the assessment of rank-
order stability.The correlation for all competencies were strong, indicating that the
participants’ relative level of competence did not change much. This finding may
indicate a homogeneous competence development trajectory.
The teachers’ learning diaries also told a story of competence trajectories. Digital
academic and artistic competencies were mentioned in a few diary entries, but
computational digital competencies and a lack of programming and robotics skills
relevant to invention pedagogy were mentioned the most. Participants felt that the
course’s material and content supported their learning, helping them better under-
stand the connections between computational digital technology and curricular
aims and concepts. Also, participants found the hands-on guidance on combining
technology competencies with invention pedagogy and multidisciplinary learning
modules to be the most valuable. This guidance was realized through the course’s
hands-on activities, project examples, and collaborative work:
The Innokas hands-on meeting was very productive, and I got a lot of tools
for my own work from them as a teacher-educator. Especially visual program-
ming with Adafruit was so interesting and fun.
(Teacher 33)
Adaptive Practice
During the course, teachers conducted projects with students using invention
pedagogy and the innovation process. These projects varied in duration from a few
hours to several months, and they related to challenges that arose in students’ daily
lives, such as their learning environment, well-being, sustainable development, or
home activities. Some projects dealt with specific themes, such as climate change
or safety. Other projects were purely based on play or fantasy, and some derived
their content from a specific school subject. All these projects used the innovation
process that participants had become familiar with during the course.Teachers also
targeted multidisciplinarity and crossing subject boundaries when planning and
implementing these projects.
During these projects, and in line with the innovation process, students pro-
duced tangible artifacts such as scale models or miniatures, toys, games, computer
models, escape rooms, or prototypes related to the themes of their projects gener-
ally. These artifacts were either advanced tangible products or product designs in
nature. Students used the technological dimensions described in Chapter 8 of this
book to document their processes and design and implement their artifacts. They
used technology in both designing (3D printing), engineering (levers, cranks, cog-
wheels, syringes), programming (Micro:bit, Adafruit, Lego-robots, Bee-Bot, and
Scratch), and making products by crafting (electronical components, recycled
materials, craft materials). Cloud services and video production served as a means
to document and share during this process. Several teachers also considered evalu-
ating activities when planning these projects. During these projects, teachers guided
students in self-assessments and peer assessments. A few projects used portfolios as
Teachers’Transformative Digital Agency 211
evaluation tools (see Chapter 13 of this book for more detail). In all projects, teach-
ers conducted continuous assessments.
Through their projects in schools and daycare centers, teachers described under-
standing the practical preparation required for multidisciplinary invention projects
and the way in which students are guided during the innovation process. Equally,
the understanding of the scope of the projects and the size of the target group also
expanded: the experiences shared by the teachers about the projects led the teach-
ers to understand that multidisciplinary learning entities can vary in scope and
duration depending on the teaching objectives and students’ level of competence.
Also, the project does not always have to be aimed at the whole group to be taught,
but can also be tailored to smaller groups as needed.
From a pedagogical perspective, these projects’ innovation process, implemented
with children and students, also supported participants’ technological awareness
and technological competence development during the course. For example, hav-
ing the courage to try was mentioned in this learning diary entry: “Electrical engi-
neering is not rocket science. It can be easily mastered if you just dare to try.” The use of
low-threshold materials is also highlighted. In addition to planning and leading the
innovation process, some teachers described pondering student learning and spe-
cifically the skills students learned during their project. Alongside content knowl-
edge, participants discussed teamwork skills, problem-solving, and teaching students
thinking skills.
Guiding the development of thinking and creative problem-solving skills was
also reflected in the teacher survey results. Even before participating in the course,
participating teachers reported having guided students toward inquiry-based activ-
ities, learning by doing, creativity, and expressing ideas on a weekly basis. To exam-
ine the extent to which the participants’ invention-pedagogy-related adaptive
teaching practices developed during the in-service training, paired samples t-tests
were used to compare the post-questionnaire’s teaching practice components with
the pre-questionnaire’s teaching practice components (see Table 15.3). All mean
levels of teaching practices grew slightly with encouraging students to share their
ideas and be creative growing the most (p < .05). After the course, the teachers
reported they encourage their students’ sharing of ideas and creativity daily as
opposed to weekly before the course.
Pearson’s correlation coefficient (r) was used to enable the assessment of rank-
order stability. The correlation for all practices was moderate, indicating that the
participants’ relative teaching practices did change and there was varying develop-
ment among participants.
Reflective Practitioner
In the survey conducted at the end of the course, teachers pondered the course’s
impact on their previous practice and considered issues related to teaching meth-
ods, teaching situations, tools and materials, and collaboration. They rated items
based on perspectives implementation and perceived importance (Table 15.4).
Almost all responding teachers felt that they were allowed to develop teaching and
teaching methods during the course, and they reflected on their past activities.
212 Tiina Korhonen et al.
Table 15.3 T
eachers’ invention-pedagogy-related adaptive teaching practices before and after
training on a scale from 1 to 5 (1 = less than monthly; 5 = several times a day)
Pre-questionnaire Post-questionnaire t df r
Mean SD Mean SD
Table 15.4 T
he implementation and perceived importance of transformative digital agency
during the course
I also recall (the idea of) a non-linear working process from the videos, as I had
never heard of that term before. I understood it to mean a process of working
that is unique and no one can know the exact result in advance. From the
examples given by others’ projects and the views shared by the professor, it is
possible to draw ideas and thoughts about teaching in general and not only
about projects and multidisciplinary learning entities.
(Teacher 18)
Teachers also described their doubts about increased awareness and sharing experi-
ences from a perspective based on students’ skills or schools’ operational structures.
Some teachers wondered whether students’ competencies would suffice to work
on the artifacts that were an essential part of the course’s invention projects. Issues
were also raised related to the structure of school activities, such as adapting a
subject-based syllabus to multidisciplinary, multihour, or longer-term projects or
allowing teachers time for joint planning. Participants also discussed the evaluation
of multidisciplinary learning modules using invention pedagogy. Teachers
214 Tiina Korhonen et al.
wondered how to build encouraging feedback that supports learning into their
process so that students have opportunities to reflect on their own activities and at
the same time, receive feedback from their teachers that can guide and develop this
learning process.
The course also led teachers to reflect on their own teaching methods, practices,
their development, as well as how to apply the knowledge and skills they learned
in new ways across different contexts. Good examples of this reflection were given
in a wide range of subjects; adapting and brainstorming were not only related to
STEAM subjects and interdisciplinary learning but also to physical education, reli-
gion and ethics, and special needs education. Increased epistemic awareness of
technology—and applying this new awareness and competence to one’s own stu-
dents—was also discussed. The experience of defining things previously taken for
granted during the course made one participant consider their own teaching
activities from the same perspective:
During the course, and as part of the invention projects, several teachers reflected
on tolerating uncertainty, failure, and trying by mirroring their own transformative
agency. Diving into new challenges and the permission to fail were viewed from
perspectives based on both teaching situations and students’ skill development:
Collaboration with other teachers and peer learning rose to occupy a special posi-
tion in participants’ learning diary entries. According to these teachers, the orga-
nized sharing of competencies with peers or colleagues during the course played
an essential role in their development of transformative agency. Discussions about
course content and the projects implemented in schools and daycare centers, as
well as the joint planning sections of the course projects and the encouraging
Teachers’Transformative Digital Agency 215
feedback received from fellow participants, deepened teachers’ epistemic knowl-
edge, self-efficacy, and ability to direct their own activities. The joy of working
together and the importance of successful experiences were also mentioned as
factors that influenced participants’ desire to learn something new and develop
their own teaching activities:
The joy of working together, sharing information, and discussing what you
learn really deepens learning.
(Teacher 46)
In the smallest steps, both the instructor and the student start in cooperation
with the teachers. Doing things together and helping others, sharing informa-
tion, these things accomplish a lot. Students in our schools have a lot of com-
petence, as long as it is presented in a meaningful way, all the while inspiring
and supporting the student.
(Teacher 29)
Conclusions
The implementation of the Everyday Technology course and teachers’ experiences
of this training reflect the factors presented in the introduction of this chapter and
support professional development of teachers: the long-term nature (Oliveira,
2010) and teachers’ active role in their professional learning (Garet et al., 2001), the
connection between learning and classroom or practical context, and collaboration
and reflection with colleagues (Avalos, 2011;Van den Bergh et al., 2015). Teachers
also regulated their own learning by setting goals, reflecting, and assessing their
own professional learning process (Lavonen et al., 2020). The course was designed
as a long-term entity emphasizing teachers’ own agency and teacher interaction,
alternating between course content and jointly planned classroom experiments.
Participants’ experience revealed that interaction and peer learning, organized dis-
cussions, and hands-on co-development—as well as the opportunity to plan proj-
ects at schools and daycare centers with colleagues—were important factors
supporting teachers’ professional development.
Additionally, teachers’ awareness of digitalization, technological development,
technology itself, and invention pedagogy as a method were important factors that
supported participants’ innovation orientation and professional development. The
increased awareness and increased competence in innovative technologies inherent
to invention projects led participants to reflect on their epistemic knowledge and
capabilities as instructors in invention projects. Some teachers expressed having the
courage to try and developed a new or strengthened sense that they were also
allowed to fail and, through failure, learn something new. Some participants, in turn,
reflected on their own and students’ competence levels, considering whether their
own skills or their students’ skills were sufficient to carry out invention projects.
Teachers’ course experiences (recorded in their learning diaries), hands-on
project experiences, and reflections on teaching, self-efficacy, and student
216 Tiina Korhonen et al.
competence seemed to reflect Lund and Aagaard’s (2020) main goal for transfor-
mative digital agency: the ability to identify educationally challenging situations and
utilize digital resources to transform these challenges into constructive situations. The sur-
vey results, for their own part, supported these results.They also strengthened our
view of digital and epistemic knowledge’s relevance to teachers’ transformative
agency. Ever-evolving digital technology and digitalization require teachers to
have a strong awareness of both technology’s development and its impact on our
actions. It appears that epistemic knowledge of digitalization is among the factors
that enable teachers’ transformative digital agency while simultaneously serving
as a cornerstone of invention pedagogy. Awareness and competence development
will enable teachers to understand the relevance of invention pedagogy projects
from the perspective of both curricular objectives and necessary skills for the 21st
century and will support them conduct invention pedagogy projects.
Finnish teachers are viewed as autonomous implementers of the curriculum
who make independent decisions about teaching methods and tools. Some bound-
aries are set at the municipal level, but implementations vary extensively (Lavonen
et al., 2020). Teachers’ experiences with the Everyday Technology course rein-
forced our earlier understanding that autonomous and highly educated teachers
need more tailored, participatory training that includes embedded, practice-
oriented activities alongside guidance in understanding digitalization and inven-
tion pedagogy’s opportunities to support students’ 21st-century learning.
However, the teachers who participated in the course and provided data for this
chapter represent a very small sample of Finnish teachers. We need more extensive
research into factors that influence the development of teachers’ transformative
digital agency. From the educational equality perspective, we should find ways to
motivate the teachers who are less eager to participate in training in invention
pedagogy or technological competencies to also develop their innovative orienta-
tion toward teaching and learning. Through a comprehensive study of educational
institutions’ entire teaching staff, we will obtain more information on factors that
hinder the development of teachers’ transformative digital agency, and this infor-
mation will enable us to target support measures for teachers more effectively. Our
aim is to give Finnish students more equal opportunities to learn 21st-century skills
by supporting teachers and inspiring their participation in invention projects.
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16 Toward an Innovative School 2.0
Tiina Korhonen, Leenu Juurola, and Laura Salo
Introduction
In this chapter, we expand invention pedagogy to include the systemic develop-
ment of schools. We depict the theoretical background and characteristics of the
Innovative School Model and innovation education developed in the national
Innokas Network in Finland. The model is a result of 20 years of development
work with Finnish schools. As a case example, we portray the work done during
2019–2021 in a project focusing on the development of the Innovative School
Model and practices with eight schools from several parts of Finland. At the end of
the chapter, we reflect on the Innovative School Model and co-development pro-
cess with the schools and envision the next version of the model, Innovative School
Model 2.0.
The multifaceted nature of the systemic and innovative development of schools
is well illustrated by the complex adaptive systems theory (CAS). The theory helps
build an understanding of the complexity of the school system and the relation-
ships between the factors influencing it. The nature of systems is characterized by
emerging consequences that are formed from the relationships between the sys-
tem’s structures (Morrison, 2002). “Emergence” can be described as an internally
led change and adaptation process that is realized through self-organization and the
formation of a new order. An emergent and unanticipated new order can be
formed at the macro-level through collective micro-level interaction. This new
order cannot revert to its founding parts. It can be thought that the new order
present at the macro-level is a new model, way of thinking, or working culture that
is formed in the process and is present throughout the system.The emergent result
is described to be more than the sum of its parts (Mitleton-Kelly, 2006; White &
Levin, 2016). In school practice, this means, for instance, a new and established way
of acting and being in interaction. Here, we speak of a new school culture that is
being built.
The results of these emergent processes that shape schools’ working cultures can
be compared to the unpredictable results of the innovation process. Innovation
processes are also associated with unforeseen and undefined creative processes.
Schools’ working culture is examined from the perspective of innovation processes
by innovation-driven theories such as the theory of the diffusion of innovations
(Rogers, 2003), the theory of educational change (Fullan, 2015), and the Innovative
DOI: 10.4324/9781003287360-19
220 Tiina Korhonen et al.
School Model (Korhonen & Lavonen, 2017). The Innovative School Model
(Figure 16.1) builds on the theories outlined by Fullan and Rogers and brings
them to practice through development work with Finnish schools aimed at sys-
temic change. In the Innovative School Model, all actors in the school context are
viewed as participants and innovators: students, teachers, principals, parents, and
other stakeholders. Collaboration is encouraged at all levels with peer-to-peer
learning among students, teamwork between teachers, and in home and school
collaboration, and within various partnerships.The model is supported by research
indicating that participant involvement in innovation implementation and rein-
vention increases the probability of the continued use and development of the
innovation.The creative and versatile use of technology in learning and teaching is
a leading and cross-cutting theme of the model. The model extends the notion of
innovation from hands-on learning innovations typical for invention pedagogy to
operational innovations renewing school-level practices, such as teaching practices,
school-day structures, and teacher collaboration (Korhonen & Lavonen, 2017). As
CAS theory points out, the probability of change can be strengthened through
smart system regulations by either changing the system, removing parts of it, or
co-development (Mitleton-Kelly, 2006; White & Levin, 2016).
The design and co-development of the Innovative School are approached by
applying design-based research (DBR) and by being aware of the elements impact-
ing the school’s systemic development under CAS theory: interactions between
stakeholders, the structures of joint practice, and circumstantial opportunities and
Learning
and learning Teachers’
environments professionalism Leadership Partnership
• What, where, when • Subject matter • Shared leadership Collaboration
and how do we learn and pedagogical and management
• Home and school
knowledge
• Different learners • Teams and
and their needs • Skills for collaboration teamwork • Nearby community
and problem-solving, • National and
• Active learning • Goal orientation
creative skills international
and interaction
• Learning, teaching, networks
and assessment • Quality assurance
methods
addition, based on the results of the survey and conversations, each school chose
one or more specific themes for development. In schools 3 and 5, a consistent
learning path was developed ranging from the first school years to the end of lower
secondary school. School 3 had an emphasis on students’ STEAM (science, tech-
nology, engineering, arts, and mathematics) skills, and school 5 had an emphasis on
digital skills. At two of the schools (schools 4 and 5), the students’ role as peer
mentors for digital skill development was the focus. In these schools, a group of
students took the role of either tutor students or so-called digi agents. In four of
the schools (schools 1, 2, 7, and 8) teachers’ competence development and knowl-
edge sharing formed the core of the development work. At school 6, the focus was
developing a makerspace and related practices.
After the initial need surveys, analyses of the surveys and selection of the devel-
opment project plans were altered by the COVID-19 outbreak in spring 2020.
Schools moved to distance education, and this period in Finland lasted from March
to May 2020. The changed circumstances significantly impacted the development
work done at school and the teachers’ opportunity to take part in the work.
224 Tiina Korhonen et al.
The project plans were altered under the new situation. Some of the planned sup-
portive measures, such as workshops for teachers and a joint project meeting
scheduled for the spring, were canceled. Distance meetings and interviews were
organized for each participating school to map the situation.
Schools returned to face-to-face teaching in fall 2020, and the project work
resumed accounting for the new circumstances. The schools’ development work
was supported by local regional Innokas Network coordinators and researchers.
Co-development was supported during 2020–2021 on multiple levels: (1) among
project experts and project teams in school-specific meetings, (2) among school
teams, (3) among the whole school staff and students in joint training or develop-
ment days, and (4) among all project stakeholders in joint development meetings.
Supportive measures targeting all project stakeholders included joint project meet-
ings, training, and shared project tools such as a project plan template and a checklist
for a successful development project. During the joint project meeting, the focus was
the schools’ subprojects, allowing for sharing competence and experiences, sparring,
and co-development among all stakeholders. School-specific meetings focused on
the development of each subproject with the aid of the project experts. In these
meetings, schools were given practical guidance in using project tools, strengths and
challenges were identified, and solutions were sought together. In the meetings, the
teams ideated supportive measures such as training for the whole school staff. The
work of the project teams was built according to the structures of each school.
In the final project year, during joint meetings, project teams were guided to
recognize the developments made: the processes, practices, and needed structures
and resources. Based on reflections, the school teams planned and produced videos
depicting their schools’ work on the different dimensions of the Innovative School
Model. The videos served as a tool for sharing expertise, as well as modeling and
disseminating project results.
At the end of the project in fall 2021, the school teams and Innokas Network
regional coordinators were interviewed. In the interviews, the experiences of the
Innovative School Model and project were gathered from the perspective of both the
schools and the project activities. Additionally, the interviews sought to find ways to
further utilize the developed models and practices in schools beyond the project’s lifes-
pan. Schools were encouraged to keep up with development work by further working
on structures that support competence development in everyday school practices.
1st grade
Programming skills
Online skills
Mapping making
Designing maker
competences and
space solutions
training
Designing a maker
education learning path
Discussion
External
expertize
Counsellors
Classroom
teachers
Resource
teachers
Purchase Updates and Co-creative Presentation,
proposal team feedback, changes
Special
education
teachers
Subject
teachers
Principal
Figure 16.3 The tasks of the STEAM team members and a process model for purchases
(school 7).
project. At the end of the project, their schools had begun to consider supporting
a continuum of holistic development, and it had been decided that the Innovative
School project team could continue to support the joint development of the
school’s activities as a permanent team after the end of the project. It is also
important to consider personnel changes in securing the continuity of team
activities. One of the project teachers described the challenge posed by staff
exchanges well:
228 Tiina Korhonen et al.
There have been difficult times when we have felt that we [with the other
project teacher] have been trying to run things together. Now, we see the light
at the end of the tunnel again because a new person has been recruited to the
team.
(Subject teacher, School 2)
We have started using Google Tools and have introduced Google Classroom
to all the sharing activities we do. Now that we have a new school, it is easy to
say that this is how things will proceed and these are the ones we’ll try at first.
New school, new tricks. So now we’ll test electronic platforms—how to get
things done together and share work.
(Subject teacher, School 6)
The principal of one project school pointed out that the new technologies for
competence sharing introduced during the project strengthened self-direction and
reduced traditional top-down leadership, transforming the school little by little
into a learning community. Information is equally accessible to all, and the infor-
mation produced by different teams can be used more easily and flexibly, which, in
turn, increases the efficiency and transparency of activities. Simultaneously, the
activity becomes more communal.
The courage to act and take a stand has increased. Things have become more
agile, and decision making has become easier.
(Principal, School 7)
The principal also emphasized the role of the project as part of the design and
construction process of the new school building underway at that school. The
project had been a natural part of the change process in the school; it had been
implemented considering the skills of the teachers and workload.Thus, the project
has become successful and “looks like us [the school]”. The principal of the school
in question was particularly interested in co-development as a working method of
the project. The principal felt that the activities of the project supported his activi-
ties as a leader at both his own school and the municipal level.
The project has also supported my work, and I have been able to develop
things not only at the school level but also at the municipal level.
(Principal, School 7)
When we got companies involved in the first year, it brought a slightly differ-
ent perspective when we started to get information from elsewhere as well.
And that is certainly too what the students have been longing for.
(Subject teacher, School 2)
All the schools involved in the project also had other existing networks, such as
a regional tutor network or other regional partnerships. The development work
based on the Innovative School Model, therefore, encouraged the identification of
existing networks and their better and more diverse use as part of the school’s daily
activities. Most of the project schools already had plans to utilize networks outside
the school. Although the implementation of these plans was interrupted during the
COVID period, network cooperation was not completely abandoned; rather, the
implementation was postponed.
We have succeeded very well in the goals of the project, in that we have
involved all the actors in our own school. All the teachers are positive, and the
students like this. The outside-school activities are, of course, not yet realized
due to COVID. I am holding a larger meeting for vice principals and other
schools that want to join in the future.
(Class teacher, School 8)
In the final interviews, most teachers and principals found that one of the best
outputs of the collaborative work with other project schools (networking) was the
realization that the challenges schools faced were similar and that the solutions
found were applicable and useful regardless of the school type or area. The support
provided by the Innokas Network was also emphasized in the project work. During
the project, the schools could take advantage of both the research-based support
provided by the university and the support of the regional coordinator in their
area.
Toward an Innovative School 2.0 231
I’ve asked the regional coordinator many things and the coordinator has
always had time to respond. The coordinator has been our biggest support in
daily life.
(Class teacher, School 1)
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The Cornerstones and Future Directions of
Invention Pedagogy
Kaiju Kangas,Tiina Korhonen, and Laura Salo
DOI: 10.4324/9781003287360-20
Conclusions 237
Figure 17.1 The four cornerstones of invention pedagogy across the levels of learning by
inventing, the facilitation of the invention process, and the co-development of
inventive school culture.
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Index
Pages in italics refer figures; pages in bold refer tables; pages followed by n refer notes.