Topic 2 Maker Education

Maker Education is a type of hands-on, project-based learning that emphasizes creativity, innovation, and invention. So whereas Computational Thinking is considered a competency, Maker Education is an approach to learning that helps children practice several of the critical skills. It takes the problem-solving process of Computational Thinking a step further. The goal of Maker Education is to provide students with the skills, knowledge, and confidence to design, build, and create their own projects and products. This can include a wide range of activities, such as building robots, creating artwork with technology, or developing prototypes with 3D printers.

Halverson & Sheridan describe three main components of Maker Education: the making process (the set of activities), the makerspaces (a community with shared interests and idea), and the maker as an identity. In other words, Maker Education is an educational approach that connects students with other individuals, such as experts, users or enterprise, and environments to bolster pro-active attitudes. 

It may include technological constructions utilizing new technologies of the 21st century, but also constructions, crafts, and prototypes without any technology. Maker Education tends to focus on interactive participation of and collaboration among students, their knowledge sharing, and a creative use of technology.

In addition, Maker Education can aim at different aspects of education, such as supporting the main educational activities of the school with an inventive approach, but also social innovation, arts and culture, and developing digital skills.