maker movement
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2021 ◽  
Vol 14 (1) ◽  
pp. 295
Author(s):  
Wei Liu ◽  
Yancong Zhu ◽  
Min Liu ◽  
Yanru Li

Researchers, designers, and engineers embrace the ongoing maker movement and view ‘grassroots innovation’ as essentially important for staying competitive in both academia and in industry. The research team gives full play to its expertise on innovation and entrepreneurship education. In the past five years of actively participating in the China-U.S. Young Maker Competition, the team coached and worked with over five hundred student makers to create innovative engineering prototypes focusing on the areas of community development, education, environmental protection, health and fitness, energy, transportation, and other areas of sustainable development by combining innovative design and emerging technologies. Several conceptual designs and developments are described. A transdisciplinary engineering design and teaching approach is presented and discussed. Due to the limited time allowed by the competition, more thorough design and development iterations will take place in a future study.


2021 ◽  
Vol 13 (24) ◽  
pp. 13559
Author(s):  
Hanna Saari ◽  
Maria Åkerman ◽  
Barbara Kieslinger ◽  
Jouko Myllyoja ◽  
Regina Sipos

This article explores the multiple meanings of the concept of openness in the global maker movement. Openness is viewed as one of the key principles of the maker movement. As the global maker movement is a bricolage of diverse and situated practices and traditions, there are also many different interpretations and ways of practicing openness. We have explored this diversity with an integrative literature review, relying on the Web of Science™ database. We identified three interrelated but also, in part, mutually contested approaches to openness. Firstly, openness often refers to applying open hardware. Secondly, it is in many cases related to the inclusion and empowerment of various groups in making. Thirdly, openness appears to be seen as a means to pursue economic growth through increasing innovation activity and entrepreneurship. Our results also highlight the substantial barriers encountered by makers while aiming to open up their practices. These barriers include: value conflicts in which openness is overridden by other important values; exclusion of lower income groups from making due to a lack of resources; and difficulties in maintaining long-term activities. The different meanings of openness together with the barriers create tensions within the maker movement while implementing openness. We propose that engaging in a reflexive futures dialogue on the consequences of these tensions can enhance the maker movement to become more open, inclusive and resilient.


2021 ◽  
Author(s):  
Braz Araujo da Silva Junior ◽  
Simone André da Costa Cavalheiro ◽  
Luciana Foss

This paper presents a platform for creating games using graphs. The proposed game engine is based on a mathematical formalism called Graph Grammar. It aims to rescue, within computer science education, the stage of specification, that precedes programming. The proposal is aligned to the trends of the problem-solving focus, development of computational thinking, use of visual languages, game-related environments and the maker movement. The structure of the platform and the creation/execution of an example game are described and a brief discussion about specification in computer science education is given.


2021 ◽  
Vol 2 (2) ◽  
pp. 23-26
Author(s):  
Ruth Mateus-Berr

At the period of worldwide public health emergency of COVID-19, the majority of educational institutions in the world have faced the forced emergency lockdown and migration into the digital, online or virtual learning and teaching environments. Basically, it must be stated up front that digital media and processes have long been part of art instruction, and the maker movement has introduced 3-D printing, especially in design classes. But distance learning presents yet another set of challenges for these subjects.            This article examines how this change has affected the teaching of art and design, looks at two case studies (secondary school and university) and refers to discussions at art education conferences and papers on the post-pandemic challenges of digitization in the arts.


2021 ◽  
Author(s):  
Wyssal Abbassi ◽  
Aida Harmel ◽  
Wafa Belkahla ◽  
Helmi Ben Rejeb
Keyword(s):  

Author(s):  
Fernando Juárez-Urquijo

The maker movement is a social movement with a craft spirit through which digital fabrication methods have become accessible at a personal level. Public libraries are ideal for offering makerspaces that enable the collaborative use of tools and technologies to foster informal learning. Three-dimensional (3D) printing has been one of the keys to the expansion of the maker movement, and its presence in libraries, often identified as the “gateway” to the maker philosophy, is not unusual, albeit remaining more a desire than a reality. We recount herein our experience of purchasing and setting up a 3D printer to enable a reflection on makerspaces in a public library. Resumen El movimiento maker es un movimiento social en el que los métodos de fabricación digital se han hecho accesibles a escala personal. Las bibliotecas públicas son ideales para ofrecer espacios para creadores (makerspaces) en los que se propone el uso colaborativo de herramientas y tecnologías para fomentar el aprendizaje informal. La impresión 3D ha sido una de las claves para la expansión del movimiento maker y su incipiente presencia en bibliotecas, identificada a menudo como “la vía de acceso” a la filosofía maker, sigue siendo más un deseo que una realidad. En este trabajo contamos la experiencia de compra y puesta en marcha de una impresora 3D para reflexionar sobre los espacios de creación en una biblioteca pública.


Author(s):  
Robert J Full ◽  
H A Bhatti ◽  
P Jennings ◽  
R Ruopp ◽  
T Jafar ◽  
...  

Abstract The goal of our Eyes Toward Tomorrow Program is to enrich the future workforce with STEM by providing students with an early, inspirational, interdisciplinary experience fostering inclusive excellence. We attempt to open the eyes of students who never realized how much their voice is urgently needed by providing an opportunity for involvement, imagination, invention, and innovation. Students see how what they are learning, designing, and building matters to their own life, community, and society. Our program embodies convergence by obliterating artificially created, disciplinary boundaries to go far beyond STEM or even STEAM by including artists, designers, social scientists, and entrepreneurs collaborating in diverse teams using scientific discoveries to create inventions that could shape our future. Our program connects two recent revolutions by amplifying Bioinspired Design with the Maker Movement and its democratizing effects empowering anyone to innovate and change the world. Our course is founded in original discovery. We explain the process of biological discovery and the importance of scaling, constraints, and complexity in selecting systems for bioinspired design. By spotlighting scientific writing and publishing, students become more science literate, learn how to decompose a biology research paper, extract the principles, and then propose a novel design by analogy. Using careful, early scaffolding of individual design efforts, students build the confidence to interact in teams. Team building exercises increase self-efficacy and reveal the advantages of a diverse set of minds. Final team video and poster project designs are presented in a public showcase. Our program forms a student-centered creative action community comprised of a large-scale course, student-led classes, and a student-created university organization. The program structure facilitates a community of learners that shifts the students' role from passive knowledge recipients to active co-constructors of knowledge being responsible for their own learning, discovery, and inventions. Students build their own shared database of discoveries, classes, organizations, research openings, internships, and public service options. Students find next step opportunities so they can see future careers. Description of our program here provides the necessary context for our future publications on assessment that examine 21st century skills, persistence in STEM, and creativity.


2021 ◽  
Vol 28 (2) ◽  
pp. 313-321
Author(s):  
Rasmus Borg ◽  
Mia Porko-Hudd ◽  
Juha Hartvik

In the last two decades, the use of technology in Finnish basic education has developed rapidly. The combination of digital and analogue resources is emphasized especially in the maker movement to reduce abstraction in digital equipment. Craft as a learning subject has substantive conditions for offering pupils instruction in both traditional analogue and current digital working methods within the subject area. The purpose of this study was to examine what kind of knowledge and skill development are expressed when three types of maker-inspired technologies consisting of 3D modelling, 3D printing and e-textiles, are integrated into a lesson sequence in craft in Grade 7 in a Finnish basic education school. The study was conducted as an action research cycle consisting of seven lessons within a craft sequence. The data collection method was a questionnaire. The study shows the development of pupils' self-reported knowledge and skills as well as their attitudes towards the technological contents of the lesson sequence. Keywords: craft, sloyd, maker movement, basic education


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