Making and Tinkering with STEM: Solving Design Challenges with Young Children, Second Edition
Where Picture Books Meet Problem Solving
Imagine turning story time into hands-on exploration. What could you build to help the three billy goats cross the bridge? How might you make a shadow dance across the wall? Making and Tinkering with STEM: Solving Design Challenges with Young Children invites educators to use children’s favorite stories as a launchpad for creativity, curiosity, and joyful STEM learning.
In this updated and expanded second edition, Cate Heroman makes teaching and learning science, technology, engineering, and mathematics (STEM) concepts engaging, inclusive, and easy to implement through the maker movement, a hands-on approach rooted in designing, building, and inventing. Using picture books as inspiration, teachers guide children to imagine, plan, and create solutions to the challenges faced by story characters.
Inside you’ll find:
- 35 design challenges for children ages 3–8, including refreshed favorites and brand-new additions
- 140 picture books that spark STEM-rich exploration and reflect the diverse experiences, interests, and identities of young children
- Practical guidance connecting tinkering, making, and engineering to how children learn, along with strategies for observing, documenting, and assessing learning in action
- An online planning template for creating your own design challenges
Grounded in research and real classroom practice, Making and Tinkering with STEM gives educators the tools and inspiration to build on children’s natural curiosity and creativity. With this resource, everyday play becomes meaningful STEM exploration where problem solving, imagination, and learning come to life.
Additional Book Details
Table of Contents
- About the Author
- About the Contributing Editor
- Acknowledgments
- Introduction
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Part One: Setting the Stage
- Chapter 1: Understanding Children and Their Families
- Chapter 2: Creating a Learning Environment for Tinkering, Making, and Engineering
- Chapter 3: Guiding, Observing, Documenting, and Assessing STEM Learning
- Chapter 4: Moving from Foundations to Action with Design Challenges
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Part Two: Design Challenges
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Section One: Build It
- Beautiful Buildings
- Bug City
- Build a Bridge
- Build a Fort
- Home Tweet Home
- A House for the Three Little Pigs
- The Just-Right Chair
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Section Two: Move It
- Float Your Boat
- Launch It!
- Marbles in Motion
- Move Like an Animal
- Spring into Action
- Squirrel Shenanigans
- Tower Power
- Wind Wonders
- Zany Chain Reactions
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Section Three: Change It
- Bubble Wand Magic
- Color-Mixing Machine
- Face It!
- Giant Shadows
- If the Shoe Fits
- Instrument Engineer
- Juice It!
- Silly Sounds
- Weaving Wonders
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Section Four: Invent It
- Box It!
- Design a Bot
- Frame Factory
- Gizmos Galore
- Help, It’s Stuck!
- Invent a Thing
- Pet Carrier
- Playground Maker
- Toy Workshop
- What a Car!
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Section One: Build It
- Book List
- References
- Index
Online Resources
Design Challenge Planning Template
Once you have a firm grasp of the design challenge structure, use this planning template to create your own design challenge with an original problem to be resolved based on a favorite story of the children in your learning setting.
Quick Reference of Books and Materials for Design Challenges
This quick reference offers a shorthand overview of materials unique to each design challenge as well as book suggestions.
Book Details
Cate Heroman is one of the founders of Knock Knock Children’s Museum in Baton Rouge, Louisiana, renowned for its emphasis on early literacy and early STEAM education. A nationally recognized educator and author of numerous publications, she has been an early childhood educator, state administrator, trainer, facilitator, keynote speaker, and developer of curriculum and assessment materials.