“Students involved in maker and STEAM activities will see the invention process as a journey toward achievement or success…The journey begins with a call to adventure- a challenge that must be undertaken- that disrupts the comfort of the potential hero’s ordinary world.” ~Dr. Nettrice Gaskins, Techno-Vernacular Creativity and Innovation, p. 43.
Gaskins, N. (2021). Techno-vernacular creativity and innovation: culturally relevant making inside and outside of the classroom. MIT Press.