The Maker Movement final

How STEAM and the “Maker Culture” are Transforming 21st Century Education
Kathy Taylor Brown
Shaking Up Learning
Rochester Community Schools 2014
Ken Robinson TED Talk: Changing Education Paradigms
STEM to STEAM is an initiative to add Art and Design to the national agenda of
STEM (Science, Technology, Engineering, Math) education and research in America.
The goal is to foster the true innovation that comes with combining the mind of a
scientist or technologist with that of an artist or designer.
STEAM Education brings functional literacy to all.
STEAM bridges the gap between business and
education, creating a more productive and
sustainable global culture based on teamwork.
STEAM connects all disciplines and learning styles
and is naturally engaging.
STEAM education is FUN! It has the added benefit
of bringing back joy to teaching and learning
through project –based collaborative learning
 1st Session
 H. RES. 51Expressing the sense of the House of
Representatives that adding art and design into Federal
programs that target the Science, Technology, Engineering,
and Mathematics (STEM) fields encourages innovation and
economic growth in the United States.
 February 4, 2013
A technology-based extension of the
DIY (Do-it-yourself) movement.
Interests of the maker-culture include
engineering-based pursuits such as
electronics, robotics, 3-D printing, as
well as more traditional activities such
as metalworking, woodworking, and
traditional arts and crafts.
Maker Culture stresses new and
unique applications of technologies,
and encourages invention and
prototyping. There is a strong focus on
using and learning practical skills and
applying them creatively.
Maker-culture is closely associated with the rise of
Hackerspaces (a physical workspace) There are
now over 100 in the United States, and many
around the world.
Hackerspaces allow like-minded individuals to
share ideas, tools, and skillsets. One notable
example is TechShop.
Those who identify with the subculture can be
found at universities with a technical orientation,
such as MIT.
As maker-culture becomes more popular,
hackerspaces are becoming more common in
universities and schools.
“Making happens any time students use
technology to make something. The Maker
Movement of the 21st C is all about modern
invention and innovation, and it combines new
technologies into the mix to include open
hardware (like littleBits,) computing platforms
and programming tools (like Arduino,) and tools
like laser cutters and 3D printers alongside say—
a sewing machine.”
Karen Balliett
Simply put, Makerspaces
are community centers with
They combine
manufacturing equipment,
community, and education
to enable members to
design, prototype and
create works that wouldn’t
be possible to make if
working alone.
Makerspaces can range from individuals
sharing space and tools to large re-purposed
All Makerspaces are unique to the community they serve but are
united in the purpose of providing access to equipment, community,
and education
TechShop Detroit
“Maker-Culture" is a re-branding of
curriculum that has traditionally been
taught in school; Wood Shop, Visual
Arts, Design, Foods, Sewing, Music,
Home Economics
These subjects are being refreshed and
transformed by growing access to
technology, the wide availability of
open-source materials
STEAM education and Maker culture reflects the technological,
political, and economic zeitgeist:
The need for a technologically skilled work force
It offers hope for a revival of American manufacturing
Addresses concerns about STEM education cutting many of the
programs in schools that foster these skills — arts, wood shop,
metal shop, computer science — to make more room for more
standardized testing.
The current cover of
“Scholastic Administrator”, Winter, 2014
Makerspaces enhance the community by repurposing unused or
abandoned space
Makerspaces teach employable and entrepreneurial skills
They create lucrative benefits by partnering with area businesses and
organizations who reap the rewards of a better skilled workforce and
locally developed products.
Makerspaces become community gathering places, putting resource
development into the hands of area residents, empowering ordinary
people to become extraordinary makers of their future .
Little Bits/ magnet electronics
Painting and tech
Project made in Digital Fibers class
Puppet making and electronics
Drawing Music
Tinkering school
Project website
Music and Learning
STEAM education is integrated
into curriculum emphasizing the
strong connection between arts
education which connects all
disciplines and learning styles
School districts partner with
local/ regional businesses to
create community Makerspaces
“Re-brand” unified arts curriculum emphasizing that they are
KEY to the STEAM initiative
Build/find a place to create a community Makerspace
working in partnership with local industry
Schools create or designate a “Makerspace” in their
Use PD days to Train teachers and staff various methods and
ideas to implement STEAM/ Making into the classroom
Market the Makerspace concept to the community
Utilize revenue generated from the Makerspace to help fund
STEAM education is integrated into k-12 curriculum
ALL students become engaged, active, life long learners due to a
culture that fosters the
JOY of learning through differentiation, experimentation, and
 Student assessments improve, learning is enhanced
A community Makerspace, is created, open to all, built in partnership
with business, allowing community members a space to create, invent,
and foster entrepreneurship
Schools create a revenue stream enhancing funding
Schools can host a mini “Maker Faire” or Maker
Carnival for the community
Turn a school PD into ” Maker” sessions led by
school Arts/Elective/Tech teachers
Sponsor an after school “Maker Club”
Designate a Makerspace in your school
from “Make” magazine
Gary Stager TEDx Talk “We Know What To Do”
Make to Learn: Research from Indiana University
Making the Case for Making to Learn PPT
Global benchmark study about attitudes and beliefs about
creativity at work, home and school/ DATA
Music and Learning
Michigan State University research linking childhood participation in arts and crafts activities to patents
generated and businesses launched as adults.
Steam/Sesame Street
Creative Intelligence
Invent to Learn/ideas and Resources
Digital portfolios
Project website