Case Study: STEMpathy in Makerspaces with the Empathy Toy
Toronto’s Royal Ontario Museum (ROM) first opened its doors in 1914, and is a case study in the evolution of storytelling and education. The museum is constantly developing new ways to engage audiences, connecting ideas from across history and cultures to the navigate challenges of the present and the future. The ROM has identified skills related to Science, Technology, Engineering, Art, and Mathematics (STEAM) along with Social Emotional Learning (SEL) as fundamental to helping young people make these connections, and created Club STEAM as a hands-on interdisciplinary program for young people to work on these skills. We sat down with Cheryl Blackman, Assistant Vice President, Audience Development, and former Club STEAM Leader and classroom teacher, Jamea Zuberi, to discuss the program and how the Empathy Toy has been a part of connecting the past and the future.
A lot of people think a museum is a place of the past. Why is a museum an important space for preparing 21st century learners?
Jamea Zuberi: We’ve all been conditioned to think about museums using that framework, but I see the museum as a place of engagement where kids get the chance to think out of the box. It’s a dynamic, creative and innovative place that [allows kids to take a more] participatory role in their learning.
You are developing amazing programming to help young learners meet the challenges of the future. Why did you decide that STEAM was an important part of the ROM’s program offerings?
Cheryl Blackman: We always had STEAM in mind as a lens because we’re very interested in the idea of preparing 21st century students. It allows us to take a maker focus as opposed to the curriculum focus receive in school. STEAM is another way to engage kids in deep learning that’s not framed around curriculum.
Do you think this type of learning is important outside of school?
Jamea Zuberi: In school, you have prescribed instructions that may direct children’s creativity. Students are always given objectives and preferred outcomes. They are hardly ever allowed to freely think in the way they would like to and the rare times they are, there’s a time limit. One good thing about Club STEAM is that it enhances [the learning that’s happening in the classroom]. When the children go back to school, they’re able to make connections and integrate Science, Technology, Engineering, Art, and Math in ways they have never considered.
Many people view STEM/STEAM and SEL to be on opposite sides of the learning spectrum. Where do you see the connection between them?
Cheryl Blackman: The reality is that in careers related to STEAM, innovation requires collaboration. You can’t be an effective collaborator if you can’t figure out empathy. There is a very strong relationship between teambuilding, collaboration, design thinking and how we say we are supposed to be working together in the 21st century.
Jamea Zuberi: In the past, we’ve had scientists doing awful things in experiments with the knowledge and education that they have. I think that was a result of not having soft skills like empathy. These [different types of intelligence] have to work together. I tell my students all the time, if you are a scientist who is at the top of your game, [you have the responsibility] to use that knowledge to make a positive change. We use The Empathy Toy and soft skills to bridge that gap.