Makerspaces in Education: Getting Started

Table of Contents

Description

This course aims to give participants a deeper understanding of what makerspaces are and how they can be used in schools to support teaching. This course is also designed to help teachers come up with projects and ideas, makerspace ideas in particular, that could fit into their school’s curriculum and help them to understand which resources they would need to create a low-cost makerspace at school. 

Makerspaces are places where students can experiment and create things in schools, and are a combination between a science lab, a woodshop, a computer lab, and an art room.

They teach students creative ways to design, experiment, build, and invent as they engage in STEAM (science, technology, engineering, art, and mathematics) courses. Makerspaces are a great way for students to experiment with their school’s curriculum, and develop real-world skills at the same time.  

By the end of this course, participants will have a better understanding of what makerspaces are and will be able to create a low-cost makerspace in their school that is aligned with their own school’s curriculum.

Concept by: Alessandro Pumpo

Learning outcomes

The course will help the participants to:

  • Gain a deeper understanding of what makerspaces are and the goals/disciplines involved in them;
  • Dig into the technologies and resources surrounding makerspaces and how to source materials and resources;
  • Integrate makerspaces into the curriculum and lesson plans;
  • Immerse your classroom and school into the makerspace community and staying connected;
  • Explore design thinking, genius hour and PBL frameworks that enhance makerspaces;
  • Use makerspaces to enhance student projects and portfolios and assessing makerspace projects.

Tentative schedule

Day 1 – Course introduction & setting goals

Course introduction

  • Introduction to the course, the school, and the external week activities;
  • Icebreaker activities using drama for trust and ensemble building;
  • Understanding what makerspaces are and looking at some examples; understanding the subjects and disciplines involved in makerspaces, thinking about the less ‘scientific’ subjects (history and languages, for example).

Setting goals

  • Identification of needs and goals for each participant and relevant populations;
  • Presentations of the participants’ schools.

Day 2 – Makerspaces

  • Exploring the technologies and resources surrounding makerspaces;
  • Designing your own makerspace in school and how to source, fund and store materials;
  • Analyzing your school’s curriculum/subjects for makerspace opportunities;
  • Brainstorm makerspace projects for your school.

Day 3 – Stay motivated

  • Exploring the technologies and resources surrounding makerspaces;
  • Designing your own makerspace in school and how to source, fund and store materials;
  • Analyzing your school’s curriculum/subjects for makerspace opportunities;
  • Brainstorm makerspace projects for your school.

Day 4 – Planning your own makerspace project

  • Exploring design thinking, genius hour and PBL frameworks as enhancers of makerspaces;
  • Planning a makerspace project for your school (continued).

Day 5 – Presentations

  • Presenting your makerspace design;
  • Integrating makerspaces into student portfolios; grading makerspaces through rubrics.

Day 6 – Course Closure & Excursion

  • Course evaluation: round-up of acquired competencies, feedback, and discussion;
  • Awarding of the course Certificate of Attendance;
  • Excursion and other external cultural activities.

Book Your Session

= confirmed date / = fully booked

OID: E10233216

*Early Bird: valid if you register at least 8 weeks before the course starts, and pay within payment deadlines

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