As I mentioned in my previous post, Makerspace is a physical space that welcomes everyone to collaborate and create ideas using high-tech to low-tech technologies. Basically, any program that has a "make" idea can be considered the Makerspace program. In this post, I will give you an idea about some of these programs, as well as the statistics that revealed the importance of Maker Movement.
Makerspace is mostly associated with STEAM (Science, Technology, Engineering, Art, and Math) space and its programs are aimed to improve and give a practical understanding of STEAM subjects. However, Makerspace is highly considered as a collaborative space where visitors can think, create and share their ideas. For example, DIY (Do It Yourself) activity gives students to bring their ideas into live using different tools, such as glues, papers, electronics, or any other staffs. The role of the Makerspace manager during the activities is facilitating the process rather than training. Here are some examples of programs run in the Makerspace:
1. Robotics
According to Makerspace for Education robots can do three things: sense, act, and think. Robotics program in Makerspace allow students to make electronic robots that perform any simple action. For instance, Lego robots is widely used Kits that contains all features of robot as well as coding software. Students need to first, construct and than program the robot so it could perform any action.
2. Littlebits activities:
3. Makey Makey
Makerspace is mostly associated with STEAM (Science, Technology, Engineering, Art, and Math) space and its programs are aimed to improve and give a practical understanding of STEAM subjects. However, Makerspace is highly considered as a collaborative space where visitors can think, create and share their ideas. For example, DIY (Do It Yourself) activity gives students to bring their ideas into live using different tools, such as glues, papers, electronics, or any other staffs. The role of the Makerspace manager during the activities is facilitating the process rather than training. Here are some examples of programs run in the Makerspace:
1. Robotics
According to Makerspace for Education robots can do three things: sense, act, and think. Robotics program in Makerspace allow students to make electronic robots that perform any simple action. For instance, Lego robots is widely used Kits that contains all features of robot as well as coding software. Students need to first, construct and than program the robot so it could perform any action.
2. Littlebits activities:
LittleBits is a hands-on learning system of electronic building
vlocks that allows students of all ages to create with technology. (https://littlebits.com)
3. Makey Makey
The Makey Makey
is also an electronic invention kit for all
ages! The Makey Makey allows you to take everyday objects and combine them with the internet. (Makerspaceforeducation.com)
4. Tinkercad - 3D printing
Tinkercad is an online software which allows student to design 3D objects and print them. Makerspaces are well-known with 3D printers. However, to design and print in 3D format it requires skills and understanding. Therefore, 3D designing and printing is very popular maker program.
There are more programs that are very well practiced in the Makerspace, and many of them don't require high-tech tools. For example,
- Hour of Coding
- Crafting
- Recycling activities
- Blogging
- Maker Labs, etc
For more readings:
