Showing posts with label steam. Show all posts
Showing posts with label steam. Show all posts

STEAM into Sydney: Takeaways



On March 16-17, Celeste and I (Dasha) attended IFLA PublicLibraries’ Section Mid Term Meeting at the SLNSW. The agenda was STEAM. STEAM, for the uninitiated, is an acronym for Science, Technology, Engineering, Arts and Mathematics – seeks to contend with a lack of engagement in these disciplines in formal education. As discussed at the conference, the ‘arts’ are sometimes omitted, though I am firmly in the STEAM, not STEM, camp. Speakers commenting on this trend consistently assert that the arts and sciences are inextricably linked (one thought-provoking example was presented by Matt Poll and Marcus Hughes from the University of Sydney and Museum of Arts and Applied Science, examining contemporary Indigenous sciences, which are closely tied to artistic cultural practice).

These were two days of concentrated ideas, featuring over 20 speakers, a mix of keynotes and panel discussions, librarians and non-librarians, from Australian and international organisations. The overarching focus was on diverse libraries’ STEAM activities and opportunities for partnerships in related industries. Naturally, I was particularly interested in how these spaces included makerspaces and fab labs (fabrication labs: see MIT).

Rather than rehash the content of every speaker (and the 19-odd papers of required reading), I am keen to share my key takeaways from the conference. The conference papers can be found HERE and many are worth reading. I also want to acknowledge the generous encouragement of Angela and Debbie in our attendance at this very in-demand conference. 

Takeaway #1: Action

The most successful STEAM programs in libraries worldwide have been set up to succeed with well-thought out and effectively integrated activities and tools. A plan for ongoing STEAM programming is essential to meet the growing needs for this type of education not just for children, but also for youth and adults. As indicated throughout the conference, STEAM is a new form of literacy.

I spoke to Joy Suliman from City of Canada Bay Libraries’ hugely inspiring purpose built e-resource centre The Learning Space, and her advice was “just do it” – her examples included STEAM demonstrations between shelves at the library before the centred officially opened.

Deborah Jacobs, Director of Global Libraries at the Bill & Melinda Gates Foundation, underscored one of the features we know and love about libraries: our programs can bring about social change. She cited the Aspen Institute’s Rising to theChallenge: Re-Envisioning Public Libraries report as essential reading.

Is there a way we can co-ordinate our own future STEAM programs to better use resources and staff knowledge? Perhaps the formation of a STEAM working group, which could even encompass the activities of the MakerSpace?

Takeaway #2: Space

Space is like gold at libraries. But inspiring, sustainable programs intended for longevity need designated, thoughtfully-considered spaces. Multiple library services outlined how the goals of their makerspaces, fab labs and medialabs aligned with council values and community expectations - thus making their case for such programs stronger. Among the inspiring studies put forward by libraries, two speakers from Canada were of particular note: 

Chantal Brodeur, head of the Repentigny Public Library Network, which has a new youth space incorporating digital creation, in the form of a medialab, and digital fabrication, as a makerspace. As yet unopened, it has been designed as a 3rd place for young people (not school, and not home) to meet and collaborate.

Suzanne Payette, Director of Brossard Public Library and its FabLab in Québec, which was created to tie into the 'intelligent city' mission. In term of design, I see it as representing best practice in fab labs. It is open, bright, inviting and and deceptively simple, with multipurpose capacity.
Brossard has a culturally diverse population. User consultation was pivotal  in establishing a space concept relatively new to Quebec public libraries: the fab lab. Yet the mission of such a project is tied closely to the purpose of a library in the 21st century, such as the role of libraries in “[promoting] a participatory approach, collaboration and cooperation… [stimulating] creativity and innovation… [providing] democratic access to technology”. Brossard leveraged existing use of library space by repurposing an existing computer lab. iPads and laptops were made available for loan within the library to compensate for the changing use of the computer lab.

Payette’s paper addresses details of budget and planning in the project’s development. Two dedicated staff were involved in its implementation. As in other STEAM-savvy libraries, staff were specifically allocated for the development and operation of the fab lab.

Takeaway #3: Partnerships

All notable STEAM and making programs drew from resources outside of the library. In many library services, partnerships of mutual benefit were found in areas as diverse as press outlets, coffee shops and schools. Denise Clarkson from Hutt City Libraries in New Zealand spoke at length about the international Clubhouse model, which involves collaborative input from youth at all stages of program and space development and even features youth-led alumni. 

Our Childrens' Team’s newly activated ThinkSTEM program is exactly the type of partnership with so much potential for added programming value. While brainstorming, Celeste and I considered potential partners in sources such as ANSTO, and locally-based students of Wollongong University.

Takeaway #4: Time

Like space, time is an invaluable currency. Time and budget were glaring hurdles for most (though not all) library services. New equipment is ineffectual if there is no people-power behind it. New technology – whether it is a Sphero robot running an obstacle course, MakeyMakey banana-piano kit, or Glowforge laser cutter (https://glowforge.com) – can excite and engage our patrons, as well as non-traditional library users. There was constant reinforcement that time was needed to develop knowledge and skills on an ongoing basis. 

Technology we showcase helps make other technical experiences more accessible to our users. Professor Carolyn McGregor, Research Chair in Health Informatics at the University of Ontario Institute of Technology, cited a range of disruptive innovation that have very quickly become ingrained in our daily experiences, including Amazon-profile modelling and Internet of Things healthcare devices such as Fitbits – what better place than a library to demonstrate what technology can do?

We may never be experts in all fields – nor should we try to be – but the library of the future will recognise that STEAM education is a primary, rather a secondary, library function.

-Dasha