MAKER@SCHOOL

ITALY

Children from Kindergarden and Primary school

The aim is to check whether the new teaching methods are able to contribute to overcoming frontal teaching methods, in favour of experiential teaching in which pupils become the authors of their own learning. To develop socio-relational skills Enhance the development of logical-mathematical, scientific and linguistic skills. Stimilate children’s imagination using ICT software and hardware.

From 2014 to 2020

N/A

Italian

Maker@school, the INDIRE (National Institute for Documentation Innovation and Educational Research) project for school innovation
Francesca Palareti, Lorenzo Guasti.

Maker@School” is a project that is part of research 4 “Tools and methods for laboratory teaching”, which analyses the phenomenon of makers in relation to the scenarios and effects on the Italian school system.

The “Maker@School” project analyses the specificities of the learning model proposed by the “Maker Movement” applied to laboratory teaching in schools. The research aims to investigate the possible interactions between the working methods of the “craftsmen 2.0” and the current learning patterns of students. The “digital artisans” are those who, with passion, design and build mechanical and electronic equipment in their laboratories, called Maker spaces or Fab Labs.

The aims of these maker-type activities,  is firstly to enhance the development of logical-mathematical, scientific and linguistic skills, to bring out meta-skills and soft-skills and to stimulate students to a more participatory and engaging approach.

The product design and production activities are also a connection-bridge between the school environment and the outside world, as they provide students with advanced skills that can be easily used outside school.

At the didactic level, design and creation of the object become a pretext for implementing mechanisms of analysis and self-analysis and putting into practice knowledge and skills.

The activities have covered two areas: ‘The hydroponic greenhouse at school’ and ‘3D printer in kindergarten and primary school’. The pupils learn to see technology as a means of realising a project and explore new forms of thinking and collaboration. Regarding the kindergarden environment, the first experiment “contructing toys with the 3D printer”, involved a 3D printer with the use of the software Tinkercad which assisted the children in sharing and exchanging ideas.

Beginning with the observation of geometric shapes, the children were asked to create works of art using recycled materials. These works were then recreated on a interactive whiteboard and subsequently by the 3D printer. In the final phase the children then had the possibility to evaluate their work and propose improvements.