Makerspaces
Overview
A Makerspace is a collaborative physical location where people gather to create, invent, explore, discover and share knowledge. They are sometimes run inside a regular school program but can also run as a drop-in program before or after school or within the community. Many schools and public libraries are buying into the idea of these spaces and dedicating areas to be developed for them. In these environments, students use a variety of tools and materials that are both traditional and supported by technology. Students may focus on a combination of skills like; sewing, robotics, electronics, woodworking and programming in an open-ended exploration facilitated by a teacher or leader. Makespaces frequently engage users in STEM-related themes, but can also involve the integration of Language Arts, crafts, and hobbies (STEAM). Regardless of the tools or materials used, the idea is to move from consumption to creation by turning knowledge into action.
A Makerspace is a collaborative physical location where people gather to create, invent, explore, discover and share knowledge. They are sometimes run inside a regular school program but can also run as a drop-in program before or after school or within the community. Many schools and public libraries are buying into the idea of these spaces and dedicating areas to be developed for them. In these environments, students use a variety of tools and materials that are both traditional and supported by technology. Students may focus on a combination of skills like; sewing, robotics, electronics, woodworking and programming in an open-ended exploration facilitated by a teacher or leader. Makespaces frequently engage users in STEM-related themes, but can also involve the integration of Language Arts, crafts, and hobbies (STEAM). Regardless of the tools or materials used, the idea is to move from consumption to creation by turning knowledge into action.
|
Teaching Ideas
To keep students focused in Makerspaces, many teachers believe it is good to balance open-ended exploration with some guided challenges (outlined below) and workshops to teach new skills.
Open-Ended Exploration
Idea 1- Free exploration
Guided Design Challenges using S.T.E.A.M.
Idea 2 – Science Ideas
To keep students focused in Makerspaces, many teachers believe it is good to balance open-ended exploration with some guided challenges (outlined below) and workshops to teach new skills.
Open-Ended Exploration
Idea 1- Free exploration
- Teachers only need to provide an assortment of different materials and tools for this style of a makerspace. Materials could vary from traditional (wood or toilet paper rolls ) to modern technology programs and tools (3-D printers and programming apps like Tickle). This style of set-up allows students to create anything they are interested in with the resources available to them.
Guided Design Challenges using S.T.E.A.M.
Idea 2 – Science Ideas
- Use a 3-D printer to create a container to hold a plant. Create an insulated lunchbox that will keep popsicles cold. You could also use Bloxels to make a game out of a plant cell. Students would research the different elements of a plant cell and then build a game that lets you explore all the components in detail. Design a boat that floats using recycled materials or plastercine and see how many marbles you can fill it with before it sinks.
- MaKey MaKey is an invention kit that connects any object that conducts electricity using metal alligator clips to any computer device to make things like banana pianos. Build a robot using Raspberri Pi. Code a computer game with Tynker.
- Have a weekly design challenge that involves the open-ended creation of a project with limited materials i.e. students could design something out of cardboard boxes. Showing a video like Caine’s Arcade will help to inspire students with this challenge. Challenge students to create the ultimate paper rollercoaster for marbles. Create a newspaper chair or bridge that can support a person or a stack of books.
- Read the story Goldilocks and the Three Bears and make a new bed for Goldilocks using recycled materials. Design a motorized colouring bot to create an abstract drawing. Design clothing using a 3-D printer. Incorporate Non-Fiction by providing opportunities for students to create Fantasy video games with coding/gaming programs such as Scratch.
- Use Bloxels to create a video game where you pick a city skyline, choose your favorite buildings, and then represent those buildings to scale. Create a 3-D object out of toothpicks.
Guidelines for Use
Tip 1 - Research
Tip 1 - Research
- Stay current Makerspace research and pedagogy. Check out twitter and visit online communities to see new ideas and discussions. Participate in professional development opportunities within your board district on topics of STEM and STEAM. Explore new technologies and tools that will engage and motivate your students.
- Consider where you are going to create your Makerspace. Will your space be in a library, classroom and/or a community space? A Makerspace engages students through hands-on learning so it is important to have a space that is large enough to allow movement and comfort. Check out some cool furniture ideas.
- STEAM includes Science, Technology, Engineering, Arts & Mathematics. Narrow down the courses that you will be teaching and "hack" curriculum documents to see where STEAM can fit and how you will incorporate it into your lesson design. Better yet have your students be included in the lesson design. Check out this cool video.
- Starting a Makerspace does not have to cost an arm and a leg. Think about recyclable materials. Look for donations and visit second hand stores for electronics etc. Approach your administration and see what incentives are available to create a Makerspace in your school. In addition you can apply for additional grants.
Benefits and Challenges
Benefit 1 - Students build Collaboration skills
Benefit 2 – Creates a space for Deep Learning and Questioning
Benefit 3 – Demonstration of Learning
Benefit 4 – Develops Problem-Solving Skills
Benefit 5 – Develops Skills of Perseverance and Grit
Challenge 1 - Cost
Challenge 2 – STEM vs. STEAM
Challenge 3 – Professional Development
Challenge 4 – Curriculum
Benefit 1 - Students build Collaboration skills
- As one student struggles in their design, another student may give ideas to problem solve the obstacle. Both students are actively engaged in learning and teaching new concepts to each other.
Benefit 2 – Creates a space for Deep Learning and Questioning
- Deeper learning occurs through deep questioning. Purposefully planned lessons and provocations are presented to students to encourage problem-solving. When working on a problem students are required to ask critical questions and use critical thinking skills which lead to a deeper understanding of the material.
Benefit 3 – Demonstration of Learning
- Recognizes individuality and that all students may not learn the same concepts at the same rate. The Maker/Hackerspace allows students to demonstrate their learning in a variety of ways through creating.
Benefit 4 – Develops Problem-Solving Skills
- Makerspaces provide a space where students can create solutions to a teacher presented problem. Students are required to use learned concepts to problem solve through difficult tasks.
Benefit 5 – Develops Skills of Perseverance and Grit
- Students are required to use trial and error several times before finding a solution or finishing their creation. Students who possess a growth or maker mindset are able to tolerate risk and failure, continuing to work through difficulties to improve (Dweck, 2006). When students are engaged and motivation is high, students will persevere through difficulties to complete the task.
Challenge 1 - Cost
- Creating a Makerspace in a classroom or school is costly. The required materials come from somewhere and often teachers are paying out of pocket to allow students access to materials to make.
Challenge 2 – STEM vs. STEAM
- The Maker and Hacker movements are geared to STEM rather than STEAM which includes an Art component, a key part of the Maker Movement. Moving from STEM to STEAM engages all components needed in a Maker movement.
Challenge 3 – Professional Development
- Teachers require Professional Development to support the successful implementation of Maker and Hacker Spaces.
Challenge 4 – Curriculum
- The curriculum is often thought of like a checklist rather than a guiding tool with Big Ideas. Teachers are worried about covering curriculum and missing how Maker/Hackerspaces can meet several concepts at once.
Helpful Resources
Below are some videos showing Makerspaces in a variety of settings:
Makerspaces TedX - Helpful Video about starting a Community Makerspace.
Library Makerspaces - Setting up a Library Makerspace and considerations from two school librarians who have started from scratch.
Makerspaces in the Classroom - A quick talk about how to get started creating a Makerspace in your school or Classroom.
Big Ideas - The Big Ideas in the Maker Movement and Inventing to Learn.
EdSurge Maker Movement - A collection of Maker Movement and Makerspace Blogs, Ideas and Resources for the Community and Classroom.
Community Makerspaces - A video on how one community plagued with crime and poverty began a Makerspace Movement to reduce crime, build transferable skills in its people, and become self sustaining.
Renovated Learning Blog - Your all-in-one makerspace resource.
Cool Teacher Show- A great video on creating a makerspace in your classroom.
Below are some videos showing Makerspaces in a variety of settings:
Makerspaces TedX - Helpful Video about starting a Community Makerspace.
Library Makerspaces - Setting up a Library Makerspace and considerations from two school librarians who have started from scratch.
Makerspaces in the Classroom - A quick talk about how to get started creating a Makerspace in your school or Classroom.
Big Ideas - The Big Ideas in the Maker Movement and Inventing to Learn.
EdSurge Maker Movement - A collection of Maker Movement and Makerspace Blogs, Ideas and Resources for the Community and Classroom.
Community Makerspaces - A video on how one community plagued with crime and poverty began a Makerspace Movement to reduce crime, build transferable skills in its people, and become self sustaining.
Renovated Learning Blog - Your all-in-one makerspace resource.
Cool Teacher Show- A great video on creating a makerspace in your classroom.
Research
Chen, B. (2015). Exploring the digital divide: The use of digital technologies in Ontario public schools. Canadian Journal of Learning and Technology, 41(3), 1-23
Dweck, C. S. (2006). Mindset: The new psychology of success. New York: Random House.
EDUCATIONAL MAKERSPACES. (2016). Retrieved June 26, 2016, from http://teacherlibrarian.com/2014/06/18/educational-makerspaces/
Halverson, E. R., & Sheridan, K. (2014). The Maker Movement in Education. Harvard Educational Review, 84(4), 495-504. doi:10.17763/haer.84.4.34j1g68140382063
Schrock, A. R. (2014). “Education in Disguise”: Culture of a Hacker and Maker Space. InterActions: UCLA Journal of Education and Information Studies, 10(1). Retrieved from https://escholarship.org/uc/item/0js1n1qg#page-1.
Somanath, S., Morrison, L, Hughes, J. Costa Sousa, M. (2015) Engaging “at-risk” students through maker culture activities. Proceedings of the TEI '16: Tenth International Conference on Tangible, 150-158. doi: 10.1145/2839462.2839482
Chen, B. (2015). Exploring the digital divide: The use of digital technologies in Ontario public schools. Canadian Journal of Learning and Technology, 41(3), 1-23
Dweck, C. S. (2006). Mindset: The new psychology of success. New York: Random House.
EDUCATIONAL MAKERSPACES. (2016). Retrieved June 26, 2016, from http://teacherlibrarian.com/2014/06/18/educational-makerspaces/
Halverson, E. R., & Sheridan, K. (2014). The Maker Movement in Education. Harvard Educational Review, 84(4), 495-504. doi:10.17763/haer.84.4.34j1g68140382063
Schrock, A. R. (2014). “Education in Disguise”: Culture of a Hacker and Maker Space. InterActions: UCLA Journal of Education and Information Studies, 10(1). Retrieved from https://escholarship.org/uc/item/0js1n1qg#page-1.
Somanath, S., Morrison, L, Hughes, J. Costa Sousa, M. (2015) Engaging “at-risk” students through maker culture activities. Proceedings of the TEI '16: Tenth International Conference on Tangible, 150-158. doi: 10.1145/2839462.2839482