What is the core of a maker's education? Literally, both creators and educators need to be aware that they are not fragmented but unified together.
First look at Maker, the word contains the two parts of innovation and customer, creativity for the creation and innovation. It actually contains the meaning of creating a different, but also to practice. It's something that everyone else does, you tend to do that, but you can achieve or even be easier to accomplish, but that idea can not just stay in your mind to become an idea, but to actually prototype it, be it What level of prototype.
In fact, in the final analysis is to practice their own ideas, resulting in its due value. In fact, this also hides a very important point. Imagine, assuming I've made such a prototype that I can more effectively implement its functionality, then I'm quietly using it without telling anyone, even the closest ones. Such a person is not a maker? Obviously not, because we do not know such a person exists, how can we know that he is a maker? So, one more thing is to share - he wants to share his product or prototype or idea.
This sharing will create more social value. The creator himself will deeply experience the fun. (Maslow's demand theory, the highest level is the social identity) In fact, three points: creativity, practice and sharing. None of these three is what modern students lack.
Maker is an attribute, but education is the subject. This means that we must be aware of the fact that we are educating makers. What we are doing is education. Everything should be student-centered. Can not blindly pursue the excitement of science and technology cool and from the educational level to think is not suitable for students.
The rise of Maker Education in the United States is that the value of this educational model lies in its emphasis on the training and theory of practical ability in relation to reality, that is, through the interdisciplinary creation to enable students to change from passive acceptance of knowledge to active exploration, Study, spontaneous study, encourage innovation, so as to solve practical problems in life, improve students' learning ability.
For example, in Maker Education, we first teach children to learn how to use various tools and software. To learn how to print in 3D, we first cultivate children's three-dimensional concepts and then learn to model Software, understanding of 3D printers, mastery of these basic skills, and then encourage the guidance of children, find the problems around is to be able to use 3D printing to solve the small problems around and bring the results home, so that students from knowledge Learners into knowledge disseminators, so that students can pass from passive acceptance of knowledge to take the initiative to explore, so as to solve practical problems in life, develop good habits of thinking.
When children start their true proactive exploration, the value of Maker Education is also maximized.
(source from web)