What is a Maker?

When parents and kids ask us, “What is a Maker? or Who is a Maker?”, with a puzzled look, I can understand.  So what is, Maker Party?   The term ‘Maker’ is a relatively new phenomena.  Makers are part of the DIY (Do-It-Yourself) culture.  The maker subculture usually brings a combination technologies to their creations.  Their tinkering encourages creativity through prototyping with a combination of craftsmanship skills and educational pursuits.

It is no wonder that educators are very interested in using the maker approach to incorporate STEAM (Science, Technology, Education, Arts, and Math) educational concepts into their curriculum.  Learning by doing is natural for makers.  The maker movement has given rise to “maker spaces” where making happens in a workshop setting.

This learning while doing is why we at MakerParty.com have taken the best of the maker movement and turned a workshop into a party, “Maker, Maker, Maker Party!”  We are a maker space that comes to you with a party, hence, “Maker Party”!

See http://en.wikipedia.org/wiki/Maker_culture

#MakerParty #maker subculture #What is a Maker?

 

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STEM or STEAM? We’re Missing the Point

… What exactly is STEM education? It’s much more than science, technology, engineering and math, which are usually taught as discrete subjects with math down one hallway in the school and science down another. Rather, STEM is the applied, integrated approach to those subjects. It is about using math and science to solve real-world challenges and problems. This applied, project-based way of teaching and learning allows students to understand and appreciate the relevancy of their work to the world around them. Arguably, STEM is at the core of everything.

Read more

http://m.huffpost.com/us/entry/5031895

SMILE Approach?

What is the SMILE approach? 🙂

STEAM – Science, Technology, Engineering, Art, and Math

Mobile – MakerParty brings our mobile kits and inspiration coaches to your location

Integration – we integrate the STEAM curriculum for better understanding

Experience – we learn best by experience with others

You can see the smile on your child’s face when they are inspired in new ways.

 

Early Introduction to STEM Education for Girls Lead to More Women in Tech/IT

An early introduction to STEM education will lead more girls into technology.  We hope that Maker Party will help inspire local girls to pursue STEM education early.  Don’t take our word for it.  Check out the article excerpts below:

A leading advocate for introducing girls to computer science argues that educators must develop required programs at the K-12 level to resolve gender imbalance in the tech sector.

More often than not, the jobs of today and tomorrow require advanced knowledge in science and technology. In fact, by 2020, the U.S. economy will demand 123 million high-skilled workers with strong backgrounds in science, technology, engineering and math — a set of skills commonly called STEM.

  • STEM jobs are the future.
  • Women today represent 12% of all computer science graduates. In 1984, they represented 37%.
  • Women make up half of the U.S. workforce, but hold just 25% of the jobs in technical or computing fields.
  • In a room full of 25 engineers, only 3 will be women.

Read More

http://www.cio.com/article/738336/U.S._Schools_Need_More_STEM_Training_Better_Broadband?page=2&taxonomyId=3133

On the STEM front, the White House launched the Educate to Innovate initiative early in Obama’s presidency. That effort, unveiled in November 2009, seeks to enlist the business community to forge public-private partnerships that will encourage STEM education.

The administration is also aiming to change the perception of the STEM subjects, hoping to put to rest the stigma that brands science and technology as uncool. In that spirit, Duncan called on the students participating in Maker Camp to spread enthusiasm for STEM subjects among their peers.

“You can help by telling your friends why STEM is cool — the technology we use, our cell phones, the best new apps, our animated movies, and even the Mars rover all come from people who love STEM,” Secretary of Education Arnie Duncan said. “You are absolutely the inventors of the future, and we need many, many more of you.”
Kenneth Corbin is a Washington, D.C.-based writer

Link

Artists and Scientists: More Alike Than Different

Artists and scientists tend to approach problems with a similar open-mindedness and inquisitiveness — they both do not fear the unknown, preferring leaps to incremental steps. They make natural partners. With such complementary thinking, there is great potential when they collaborate from the offset, resulting in unexpected outcomes that can be exponentially more valuable than when they work apart.

Art and science. To those who practice neither, they seem like polar opposites, one data-driven, the other driven by emotion. One dominated by technical introverts, the other by expressive eccentrics. For those of us involved in either field today (and many of us have a hand in both), we know that the similarities between how artists and scientists work far outweigh their stereotypical differences. Both are dedicated to asking the big questions placed before us: “What is true? Why does it matter? How can we move society forward?” Both search deeply, and often wanderingly, for these answers. We know that the scientist’s laboratory and the artist’s studio are two of the last places reserved for open-ended inquiry, for failure to be a welcome part of the process, for learning to occur by a continuous feedback loop between thinking and doing.

STEAM and arts integration are crucial in K-12 education, engaging students in the STEM subjects and ensuring that creativity doesn’t fall by the wayside as we chase innovation (how could it?). But it’s also an important idea for research. Artists and designers reformulate the questions that can guide a project, rethinking or redesigning systems at their base.

Read More?  See link below.

http://blogs.scientificamerican.com/guest-blog/2013/07/11/artists-and-scientists-more-alike-than-different/

Link

What is STEM?

http://whatis.techtarget.com/definition/STEM-science-technology-engineering-and-mathematics

STEM is an educational program developed to prepare primary and secondary students for college and graduate study in the fields of science, technology, engineering, and mathematics (STEM). In addition to subject-specific learning, STEM aims to foster inquiring minds, logical reasoning, and collaboration skills.

In the United States, the program helps immigrants with skills in the STEM subjects obtain work visas. In addition, STEM focuses on perceived education quality shortcomings in these fields, with the aim of increasing the supply of qualified high-tech workers.

Educators break STEM down into seven standards of practice (or skill sets) for educating science, technology, engineering, and mathematics students:

  • Learn and apply content
  • Integrate content
  • Interpret and communicate information
  • Engage in inquiry
  • Engage in logical reasoning
  • Collaborate as a team
  • Apply technology appropriately
Link

STEM to STEAM

http://stemtosteam.org/

What is STEAM

In this climate of economic uncertainty, America is once again turning to innovation as the way to ensure a prosperous future.

Yet innovation remains tightly coupled with Science, Technology, Engineering and Math – the STEM subjects. Art + Design are poised to transform our economy in the 21st century just as science and technology did in the last century.

We need to add Art + Design to the equation — to transform STEM into STEAM.

STEM + Art = STEAM

STEAM is a movement championed by Rhode Island School of Design (RISD) and widely adopted by institutions, corporations and individuals.

The objectives of the STEAM movement are to:

  • transform research policy to place Art + Design at the center of STEM
  • encourage integration of Art + Design in K–20 education
  • influence employers to hire artists and designers to drive innovation