Link to Animoto
video: https://animoto.com/play/PDkU0qSu3Jwt2GUdypic2g
In addition to making a
promotional video for makerspace's I want to go ahead and dive into my thinking
and logic behind makspaces and break through present notions of what does and
does not constitute a functioning makerspace. Recently, while at the
School's of the Future Conference, my colleague Michelle Colte (head librarian
at Inouye E.S.) overheard an educator from a neighboring school make a comment
towards not only our makerspace, but makerspaces in general. The
individual stated that unless there was technology in a makerspace then it
wasn't really a makerspace. This idea is far from the truth and is
actually quite discouraging to those librarians and educators trying to create
and implement a working makerspace at their school and/or library.
After hearing this I immediately wanted to fire back that this individual was misinformed about what exactly the maker movement is. Then I got to thinking, "what is my definition of a makerspace?" After some deep introspection and reading on what current research says, I came up with my own definition of what a makerspace constitutes:
"A Makerspace is a safe space where individuals can engage in meaningful exploration, discovery, and creation, and should be a place where individual can interact socially with other like-minded individuals. The creativity experience in a makerspace is enhanced through the use of various tools (either low or high) and/or for collaboration. A makerspace should invite users to challenge their preconceived notions of what constitutes creativity and encourage individuals to express themselves freely."-Leah Stone
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| Simple materials for creating |
There are four parts to this definition that I believe are crucial. First, is that a library's makerspace should be a "safe" place. With this word I'm implying that a student should feel comfortable to explore different issues or topics, and they should feel comfortable asking questions relating to those. There should be no put-downs or discouragement, only encouragement and positive guidance towards the goal the student is trying to obtain.
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| Students working individually and collectively in a makerspace |
The second part or parts of the definition are the words "like-minded individuals and collaboration. Basically, a makerspace cannot function in isolation. It needs students in it to engage not only individualistically, but sometimes collaboratively. This can take many forms; either through students working on a project together or students bouncing around ideas to make their individual projects better. Either way some type of communication should be taking place in a makerspace.
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| A high tech tool such as Makey-Makey |
The third part of the definition deals with individuals challenging their preconceived notions of what exactly creativity is. Many students think that in order to be creative they need to incredible at drawing or posses some type of extraordinary artistic quality. Students needs to learn that this is not true. They need to be shown that you do not have to be an artist in order to be creative and that creativity takes many forms. It's not all about the tool, but about the state of mind that requires you to look at the same problem, but with a different insight. Only by students successfully opening themselves up to the possibilities of creativity will they be able to find their voice and truly express themselves.
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| Low tech still equates to cretivity. |
The fourth, and last part of the definition, is the embedded terms "low and high" tools. By tools I mean not only machines and technology, with it's fancy bells and whistles, but tools as simple as scissors, glue, crayons, blocks, etc. Anything that will help students to better express the creativity that lies within them. Anything can be used as a tool. Heck, monkey's use a stick to get termites out of large hills in order to eat and the stick is the tool! But the monkey's genius lies in being able to know how to use it. Why should a makerspace definition only be limited to costly high tech tools, when really even more opportunities for exploration and discovery could take place with less. We as educators, have to remember that the technology is not the object from which the creativity is emanating from, but just a medium through which the creativity is being transferred through.
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| Low tech may mean more mess, but more fun! |
Creativity originates from the individual not the tool; and it is the individual who has the last say on what the product will look like. The tool is only their to enhance the individuals actualized idea, not to be the idea itself. Thus, if a student finds that they can create a similarly appealing product using a less high tech tool, then by no means should the student be discouraged in using it. Instead, the creativity process should continued to be fostered and developed to eventually lead to the gradual integration of high tech tools. However, if a student does not desire to engage in creativity with high tech gadgets they should not be chastised. Simply be encouraged to create in a way that satisfies their desire to produce.
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| Students creating and communicating throughout |
Makerspaces differ in the tools they offer to produce, but the end goal is still the same. We as educators should be trying to instill a spirit of making in our students instead of a spirit of consuming. Educators are trying to show students that creating is not just in the hands of a few artistic individuals who we see on the center stage or on the television, but that it is a skill each of use posses in unique ways. It is a skill that can be harnessed, built upon, and sharpened, but like anything else it has to be practiced and the makerspace is an area where students can practice their creativity skills!
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| Students practicing their creativity skills |







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