Concept by: Alessandro Pumpo
Description
This course aims to give participants a deeper understanding of what makerspaces are and how makerspaces can be used in schools to support teaching. This course is also designed to help teachers come up with projects and ideas of which maker space ideas could fit into their school’s curriculum as well as help them to understand which resources they would need to create a low-cost maker space at school.
Makerspaces are a place in which students can experiment and create things in schools, and is a combination between science lab, woodshop, computer lab, and art room. Makerspaces allow students creative ways to design, experiment, build, and invent as they engage in the 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 to their own school’s curriculum.
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 maker spaces 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 maker spaces to enhance student projects and portfolios and assessing makerspace projects.
Tentative schedule
The schedule describes likely activities but may differ significantly based on the requests of the participants, and the trainer delivering the specific session. Course modifications are subject to the trainer’s discretion. If you would like to discuss a specific topic, please indicate it at least 4 weeks in advance.
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 maker spaces are and looking at some examples; understanding the subjects and disciplines involved in maker spaces; 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 – Maker spaces
Exploring the technologies and resources surrounding maker spaces. Designing your own maker space in school and how to source, fund and store materials. Analyzing your school’s curriculum/subjects for maker space opportunities; brainstorm maker space projects for your school.
Day 3 – Stay motivated
Exploring the technologies and resources surrounding maker spaces. Designing your own maker space in school and how to source, fund and store materials. Analyzing your school’s curriculum/subjects for maker space opportunities; brainstorm maker space projects for your school.
Day 4 – Planning your own maker space project
Exploring design thinking, genius hour and PBL frameworks as enhancers of maker spaces. Planning a maker space project for your school (continued).
Day 5 – Presentations & course closure
Presentations
Presenting your maker space design. Integrating maker spaces into student portfolios; grading maker spaces through rubrics.
Course closure
- Course evaluation: round up of acquired competences, feedback, and discussion;
- Awarding of the course Certificate of Attendance;
Day 6 – Excursion
Excursion and other external cultural activities.
Audience
- Teachers: primary, secondary, vocational, adult, special needs;
- Teacher trainers;
- Careers officers;
- Headteachers;
- Principals;
- Managers of schools/organisations offering adult education.