Two-Eyed Seeing in an Indigenous Makerspace

Two-Eyed Seeing in an Indigenous Makerspace

Tuesday, July 1, 2025 1:00 PM to 2:30 PM · 1 hr. 30 min. (America/Chicago)
Poster
Cultural Competency

Information

In this session, learn about developing a Makerspace in an Indigenous context. Students and Teachers from a Native American school learned about Makerspaces and incorporated their Indigenous culture with Western activities. Two-eyed seeing allows participants to view STEM through Indigenous and Western lenses.
Outline
What is two-eyed seeing? Western star knowledge and indigenous star knowledge overlap. (10 minutes) Utilizing GIS to explore local landmarks of cultural significance. How GIS can be used in the participants' community. Hands-on activity(10 minutes) Utilizing ELA skills to develop an interview for community elders. For example, student development of interview questions and recording interviews for community archives. (10 minutes)
Supporting research
Bartlett, C., Marshall, M., & Marshall, A. (2012). Two-eyed seeing and other lessons learned within a co-learning journey of bringing together indigenous and mainstream knowledges and ways of knowing. Journal of environmental studies and sciences, 2, 331-340. Becker, S. (2016). Developing Pedagogy for the Creation of a School Makerspace: Building on Constructionism, Design Thinking, and the Reggio Emilia approach. The Journal of Educational Thought (JET) / Revue de La Pensée Éducative, 49(2), 192–209. https://www.jstor.org/stable/26372370 Bull Chief, Emerson. “Belief Ways of the Apsáalooke: Development of a Culture Through Time and Space.” Diss., Montana State U, May 2016. Giusti, T., & Bombieri, L. (2020). Learning inclusion through makerspace: A curriculum approach in Italy to share powerful ideas in a meaningful context. The International Journal of Information and Learning Technology, 37(3), 73-86. doi:https://doi.org/10.1108/IJILT-10-2019-0095 Hammond, Z. L. (2015). Culturally responsive teaching and the brain. Corwin Press. Hill, S. A. B. (2020). Education is your most powerful weapon: Gaining understanding from Apsáalooke knowledge (Order No. 28093674). Available from ProQuest Central; Publicly Available Content Database. (2445921137). Retrieved from http://proxybl.lib.montana.edu/login?url=https://www.proquest.com/dissertations-theses/education-is-your-most-powerful-weapon-gaining/docview/2445921137/se-2 Hsu, T.H., Horng, G.J., See, A.R. Change in learning motivation observed through the introduction of design thinking in a mobile application programming course. Sustainability 2021, 13, 74-92. Kovach, M. (2018) Doing Indigenous Methodologies in N.K Denzin & Y.S Lincoln (Eds.) The Sage handbook of qualitative research (pp. 214-234). Thousands Oaks, CA: Sage Publication, Inc. Papert, S., & Harel, I. (1991). Constructionism. Ablex Publishing. Piaget, J. (1971). The theory of stages in cognitive development.; McGraw-Hill: New York, NY, USA. Tsai, M.J., Wang, C.Y. (2021). Assessing young students’ design thinking disposition and its relationship with computer programming self-efficacy. Journal of Educational Computing Research. 59, 410–428 Vygotsky, L. (1978). Mind in Society; Harvard University Press: Cambridge, MA, USA. Wilson, S. (2008). Research is ceremony: Indigenous research methods. Black Point, Nova Scotia: Fernwood Publishing. Zaky, Y.A.M., & Al Mulhim, E.N. (2024). Teacher Education: Design thinking approach in makerspaces to produce Quality educational video games with a visual identity and improve design thinking skills. Education Sciences, 14(7), 718. https://doi.org/10.3390/educsci14070718
Attendee Accounts
GIS software
Content Community
ISTELive
Subject Area
Elementary/Multiple SubjectsInterdisciplinary (STEM/STEAM)
Grade Level
PK-5
Audience
TeacherTeacher DevelopmentTechnology Coach/Trainer
Session Delivery
In Person
Sample Schedule
Cultural Competency
Transformative Learning Principles
Ensure EquitySpark Curiosity
ISTE Standards
Educators: Collaborator: Use collaborative tools to expand students’ authentic, real-world learning experiences by engaging virtually with experts, teams and students, locally and globally.Educators: Designer: Design authentic learning activities that align with educational standards and use digital tools and resources to maximize learning.Educators: Facilitator: Create learning opportunities that challenge students to use a design process and/or computational thinking to innovate and solve problems.
Skill Level
Beginner
Registration Required
No
Attendee Devices
Devices useful
Attendee Device Specification
Laptop: ChromebookLaptop: MacLaptop: PCSmartphone: AndroidSmartphone: iOSSmartphone: WindowsTablet: AndroidTablet: iOSTablet: Windows
Spotlight on Solutions
No
Additional Fee
No

Log in

See all the content and easy-to-use features by logging in or registering!