Spotlight: STEAM/Maker Education

olqa makerspace
A “maker education” is a term closely associated with Science Technology Engineering Art and Mathematics (STEAM) learning.  It is an approach to problem-based and project-based learning that relies upon hands-on, collaborative and exploratory experiences as a method for solving authentic problems.  A “maker education” offers students the time, workspace and resources for self-directed learning.  Students’ interests, curiosities, and questions are viewed as significant influences on the thinking and learning process. A “makerspace” is the actual environment that fosters the ideals of making, tinkering, collaboration, and invention. Check-out sample projects below.
 
5th Grade Invention Project Gallery using the Design Thinking Process
Using the Extraordinaire kit as a springboard for applying the design thinking process, the 5th graders were put in groups and worked collaboratively to create an invention for their chosen fictitious client. Each creative invention was designed following the 5-step process of the design thinking: empathy, definition, ideation, making a prototype and evaluation.
 
Ying-Yang Carrier for a Time Traveler
Pillow for a Rap Star
A Bag for a Spy
Water Carrier for a Ninja
Drink Carrier for a Giant