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MAKER SPACES

Maker Space

What is it?

Maker spaces are creative, self-directed learning spaces where students can create, invent and learn. Sylvia Martinez states: 'The Maker Movement is a revolutionary global collaboration of people learning to solve problems with modern tools and technology'. In a maker environment, students have the opportunity to become involved with collaborative hands-on projects that promote multidisciplinary thinking and learning. Students can tinker, explore, discover and create new things using a variety of tools and materials. The spaces are often filled with computers, 3D printers, electronics, craft supplies, tools and recycled materials. Maker spaces are unique and might focus on electronics, robotics, woodwork, sewing, programming or a combination of these skills.

In schools, maker spaces exist in three different forms: as dedicated spaces, distributed spaces or mobile spaces. For further information about these three types, visit How to create a 'Maker' space at your school.

References
CMK Futures (2017). 'Professional development'. Online resource: http://inventtolearn.com/workshops
Department of Education and Training Victoria (2016). 'Making'

What could you find in a maker space?

In a maker space you might find some of the following resources:

3D printers, laser cutters
power tools, hand tools (eg scissors, pliers), adhesives
computers, robotic equipment, Arduino boards, Makey Makey, littleBits
recycled materials, old devices
craft and art supplies
electronic parts and tools.
'Maker' space shopping list is a detailed list of resources that could be included in a maker space.

Case studies

What other schools are doing


Dallas Brooks Community Primary School

Dallas Brooks Community Primary School

Maker movement at years 5–6

Two students talk about their learning experiences when designing, producing and testing their Makey Makey.

St Aidan's Anglican Girls' School

St Aidan's Anglican Girls' School

Learning digital technologies outside of the traditional classroom

This case study highlights how to build aspects of the Digital Technologies curriculum into the school’s library Makerspace.

Matthew Flinders Girls Secondary College

Matthew Flinders Girls Secondary College

Creating new learning programs

This program support students to become deep thinkers and problem-solvers as they learn through tinkering and making.

Competitions And Programs

Young ICT Explorers

Young ICT Explorers

In this competition, students develop a technology project of their choice and then present it to a panel of judges. Projects are submitted in two categories: years 3–6 or years 7–12.

First Robotics Competition

First Robotics Competition

Students get their team together to design, build, and program a robot; then drive it to compete against robots created by other teams. Suggested ages: 14–18 years.

Robocup Junior Australia

Robocup Junior Australia

Students work as a team to program robots to compete against others in a game of soccer, a dance routine, or a rescue mission.

Innovate VEX Challenge

Innovate VEX Challenge

Students use robotics and technology to explore STEM in a range of competitive events, workshops, camps and conferences