Makerspaces

  • How the Library Helps Integrate Making Across the Curriculum

    A Title I STEAM-focused school connects students to new ideas with tech tools that help construct their problem-solving skills all in one place. 

  • At Skill Station 4, students unbox and set up a Makey Makey. Students then experiment with this tool testing conductive and non-conductive materials. Next, students are presented with a challenge for Days 2 and 3 to create a game controller utilizing the Makey Makey using craft supplies and found objects to the game that they developed using Scratch at Skill Station 3. The Makey Makey controller emulated the controller found in their game — up, down, right and left arrows, space and click.

    Making Space for Makerspaces

    Pop-up makerspaces have allowed project-based learning to grow and blossom. Using higher-order thinking skills, students are given the opportunity to problem-solve, ask questions, think, create, innovate, fix and revise. A new set of learning theories have popped up as well. Innovation and design theory have become a way of learning, with entrepreneurship at the helm.

  • Carnegie Mellon Researchers Turn Desktop 3D Printer into Bioprinter for Under $500

    Carnegie Mellon Researchers Turn Desktop 3D Printer into Bioprinter for Under $500

    In addition to improvements in cost, the device reportedly allows for larger-scale printing and greater precision than many commercially available bioprinters. The team released its research under a Creative Commons license to encourage others to build their own as well.

  • Survey: Creative Problem Solving Should Be Emphasized More in Schools

    Nearly all, 85 percent, of educators and policymakers in the United States, say they think creative problem solving is a very important skill for students to learn in school, according to a new survey. At the same time, 84 percent of educators and and 68 percent of policymakers surveyed said that there is not enough emphasis on creative problem solving in American education.

  • MIT Students Break Speed Record with Rubik's-Solving Robot

    Students at MIT have designed a robot that can solve a Rubik's Cube in 0.38 seconds, setting a world record. Designed and built by a pair of students using the student-run hackerspace MIT Electronics Research Society, the robot broke the previous world record, set in 2016, of 0.67 seconds.

  • Montour Elementary School

    The STEAM-Powered Elementary School: Montour Opens World's First Lego-Themed Brick Makerspace

    Pennsylvania's Montour Elementary School stands out even among schools that have embraced STEAM education, the maker movement, hands-on learning and augmented and virtual reality. So when the K–4 school opened the world's first "Brick Makerspace" — a Lego-powered STEAM lab developed and implemented in conjunction with Carnegie Mellon University, Lego Education, parents, students and a local Barnes and Noble — it wasn't just a one-off affair; rather, it was yet another advance in the school's efforts to integrate principles of STEAM education throughout the curriculum.

  • Interboro Schools Wins $100,000 Boeing Grant for Makerspaces at 4 Schools

    $100,000 Grant to Fund Makerspaces at 4 Schools

    Dubbed "Makerspaces: Designing Collaborative Spaces for 21st Century Learners," the project aims to encourage project-based learning, design thinking and the notion of students as creators.

  • 3D Printing to Grow at Double-Digit Rate Through 2021

    3D Printing to Grow by Double Digits Through 2021

    Spending on 3D printing will reach nearly $12 billion this year, up 19.9 percent over 2017, according to a new report from International Data Corp. The United States will lead spending as it accounts for about a third, $4.1 billion, of the total this year. Western Europe will follow with about $3.5 billion, and China will take the third spot as it spends $1.5 billion.

  • STEAM Activities in the Elementary School Library

    STEAM Activities in the Elementary School Library

    Librarian and computer teacher Crysta Baier shares how hands-on STEAM activities can help bring literature to life for young students.

  • The new site offers tools for users to meet other makers, learn about engineering disciplines, share projects or meet mentors among Cornell graduate students, alumni and professors.

    Cornell Engineering Debuts Online Collaboration Space for Makers in Grades 6-12

    The new site offers tools for users to meet other makers, learn about engineering disciplines, share projects or meet mentors among Cornell graduate students, alumni and professors.