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Maker Faire Report Final-2

Maker Faire Report Final-2

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Published by Jake Spurlock

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Published by: Jake Spurlock on Jan 27, 2012
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05/30/2014

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Proceedings rom the “Innovation, Education, and the Maker Movement” Workshop
New York Hall o Science
 
 
September 26 – 27, 2010
New York Hall o Science
47-01 111th Street
Queens, NY 11368
 
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Contents
1 Background o Maker Faire Movement2 Innovation, Education, and the Maker Movement Workshop at the New York Hall o Science: Attendees and Goals, and Guiding Questions3 Why Making Now?3 What are the Qualities o Making and the Maker Movement?4 Overview o Key Cultural, Social, Technological and Economic Dimensions o theMaker Movement6 Connecting the Maker Community8 Promises o Making in Education and in the Community8 Students Becoming Makers: Big Picture Learning10 Making and the Hand: The Power o Sel-Assessment?13 Supporting Teachers as Makers: RAFT (Resource Area or Teaching) 13 Making in the Inormal Learning Environment15 Looking Ahead: Recommendations or Next Steps in Connecting Makingto Education15 Building the Maker Inrastructure16 Making and Teaching in Schools18 Making and Engaging Diverse Learners19 Making and Assessment20 Attendees; World Maker Faire Workshop24 Reerences26 Acknowledgements
 
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Background o Maker Faire Movement
Maker Faire is a two-day, amily-riendly event that celebrates the Do-It-Yoursel (DIY)movement. For Makers, and those who are learning rom this movement, the processis as important as the product, and experimentation and participation are the principalmotivators. This broad-based community encompasses scientists, engineers, students,welders, sotware developers, hackers, circuit benders, musicians and craters o allstripes: individuals and communities o people drawn together by a common delight inthe magic o tinkering, hacking, creating and reusing materials and technology. With aninternational reach and a deliberately local eel, Maker Faires celebrate the best o humanimagination and creativity, where Makers share their process and product, including arts,crats, electronics, artisanal and traditional oods, urban arming, woodworkingand music.The Maker community has evolved into a growing movement o individuals who, in thewords o Dale Dougherty, general manager o the Maker Media division o O’Reilly Mediaand ounder o the Maker Faire estivals, “look at things a little dierently and who justmight spark the next generation o scientists, engineers and Makers.” Through MakerFaires, these individuals have organized into thriving communities to create things thatare personally motivating and socially engaging. Maker spaces are springing up in citieslarge and small throughout the country in which people can drop in and learn romother community members about using 21st century tools such as computer-controlledtable saws, laser cutters, and 3-D printers to prototype and abricate physical products.Similarly, inormal hacker groups are collaborating to create innovative sotware and inter-active devices, many o which are reely shared through open source license agreements.According to Thomas Kalil, deputy director o the White House’s Oce o Scienceand Technology Policy, the Maker Movement really “begins with the Makers themselves— who nd making, tinkering, inventing, problem-solving, discovering and sharingintrinsically rewarding.”Maker Faires, currently in their th year, began in the Bay Area at the San MateoFairgrounds. In 2010 the two-day San Mateo Faire attracted more than 80,000 peopleand eatured 1,000 makers. In 2010 two new venues were added to the Maker Faireroster with events held at The Henry Ford Museum in Detroit and at the New York Hall o Science (NYSCI) in New York City. In New York, the event was dubbed World Maker Faire,in recognition o the diversity o Makers and audience who participated. The name alsoharkened back to NYSCI’s ounding during the 1964 – 65 World’s Fair. A dazzling array o 530 Maker projects, with teams totaling 1,500 Makers descended on NYSCI.Visitors o all ages explored a multitude o activities, such as learning how to pick a lock,learning how to solder, taking a ride on a rocket-propelled “jet pony,” screen printing aT-shirt, learning how to design a window hydroponics garden, and marveling at a largescale kinetic sculpture inspired by the classic board game Mouse Trap, complete with abowling ball “marble” that starts a chain reaction that ends with a two-ton sae smashinga New York City taxicab.

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