
MAKERSPACES
"A Makerspace can mean many things, but in this context we are describing a physical space
where people with an interest in Science, Technology, Engineering, Art and Math (STEAM) can
meet up, work on projects, and learn through “Doing-it-Yourself” or “Doing-it-Together”. It is
also a place where Makers of all ages can come together and help and learn from one another.
Most current definitions of “making” include elements of fabrication, physical computing and
programming"
Rees, P., & Olson, C., & Schweik, C. M., & Brewer, S. D. (2015, June), Work in Progress: Exploring the Role of Makerspaces and Flipped Learning in a Town-Gown Effort to Engage K12 Students in STEAM Paper presented at 2015 ASEE Annual Conference & Exposition, Seattle, Washington. 10.18260/p.25087
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MAKER-CENTERED LEARNING
"A key goal of maker-centered learning is to help young people and adults feel empowered to build and shape their worlds. Acquiring this sense of maker empowerment is strongly supported by learning to notice and engage with the designed dimension of one’s physical and conceptual environment—in other words, by having a sensitivity to design."
For more information about maker-centered learning and agency by design, visit http://www.agencybydesign.org/explore-the-framework

