Makerspaces-Project Based Learning

 


    "A makerspace can be loosely defined as any space where students (or adults) can make things, a place for hands-on learning where ideas and tools are shared" (Hartman 2022). Perhaps one of the most well know makerspaces in libraries today utilizes 3-D printer technology to assist patrons in creations only limited by their imagination. 

    Other well known Makerspaces in schools and libraries encompass STEAM content (Science, Technology, Engineering, Art, and Mathematics), and a wide range of activities that can include robotics, sewing, gardening, game design, cooking, and art, the possibilities are endless. 

    Another great feature of the Makerspace concept, is that it can be done anywhere, you don't need to dedicate a room for the space, it can be a group of tables or even a cart! Also amazing is that Makerspace projects can be created with any budget, and can be tailored to support any lesson plan, with hands on learning reinforcing the concepts being taught. 

    Making a Makerspace (or several!) available in your library will help patrons develop critical thinking, teach them problem solving skills, encourage creativity, and in many cases foster empathy and teamwork through working with others. 

Read on for some amazing Makerspace ideas!:

https://www.leaderinme.org/blog/makerspace/

https://knowledgequest.aasl.org/advocating-makerspaces-libraries/

Makerspaces in action:



Works Cited

HARTMAN, ELIZABETH ANNE. “Makerspaces: What’s Old Is New Again.” School Library Journal, vol. 68, no. 9, Sept. 2022, pp. 79–82. EBSCOhost, search.ebscohost.com/login.aspx?direct=true&db=lxh&AN=158662017&site=ehost-live&scope=site.

Comments

Our Favorites