CHOOSE YOUR OWN MAKING
SERIOUS GAMES IN MAKERSPACES
STEAM based maker curricula in makerspace environments
We are a Budapest based educational development team. Our team of 10 experts are developing STEAM based maker curricula in makerspace environments. Since 2015, we are offering afterschool workshops, summer camps, corporate events.
WHAT WE OFFER?
For schools, educational organisations:
Team building events
WHAT IS THE MAKER MOVEMENT?
The maker culture in general supports opensource hardware. Typical interests enjoyed by the maker culture include engineeringoriented pursuits such as electronics, robotics, 3D printing, and the use of Computer Numerical Control tools, as well as more traditional activities such as metalworking, woodworking, and their predecessors, the traditional arts and crafts.
WHAT IS THE MAKERSPACE?
Makerspace is an environment for makers, where one can create new things without being disturbed. The term assumes the common presence of the location, the equipment inspiring people to build. According to the literature: “Makerspace is a general term for a place where people get together to make things. Makerspaces might focus on electronics, robotics, woodworking, sewing, laser cutting, programming, or some combination of these skills.” All of these can be found in the Makerspace.hu workshop.
SAFETY AND EQUIPMENT
Makerspaces are generally considered to be very safe environments. We are only developing to safe machines which can be operated by children. The technology we use are designed to build safe and reliable prototypes and generally considered to be kids friendly.
BUILDING 21st CENTURY SKILLS
We have very little idea what the necessary skills will be in a future Industry 4.0 environment. However with interesting STEAM games we can facilitate the process of making career choices and the learning of complex skills like teamwork or problem solving.
WHAT IS MAKER EDUCATION?
The maker movement believes that one has to have a goal to achieve. Therefore it has an aspect closely associated with career planning mostly in the fields of engineering and science and also in professions which require complex thinking, creativity and innovation. Makerspaces are equipped with the desktop versions of advanced manufacturing technologies like 3D printing, laser cutting, CNC milling or robotics. The combination of these technologies are helping the makers to discover their hidden talents in multiple fields.
WE ARE THE META OF MAKING
3D printing, Micro:bit, Arduino, LittleBits, laser cutting, coding - so many technologies, you can’t find anyone who is proficient with all of them. Makerspaces are a very diverse environment, in which creativity soars. Our curricula are vehicles to channel this creativity to meaningful final products at the end of the semester and to learn important skills essential for our future.
CITY OF THE FUTURE
Building your own "City of the Future" working model
The City of the Future is a place where the participants would like to live in 30 years. It is a scaled down model of a smart city (some of the projects might actually be 1:1 scale), and they take shape according to the ideas and images of the participants.
This course is also a social experiment since it highlights current social issues like immigration, sustainability, or clean energy. The participants use mixed technologies to create different artifacts (houses, cities, furniture, etc) which they can imagine to be part of their future.
urbanism, roles, responsibility, complex systems, continuous development, design, cooperation, problem solving, critical thinking
DIGITAL STORYTELLING - SUPERHEROES
Youngsters create their own superhero personas and face interesting challenges through these
Digital storytelling reveals your inner emotions, fears, hopes, and expectations. The participants create their own superheroes through a series of techniques (electronics, 3D design and printing, youtube video making, creative writing, sewing, blogging, woodworking and any other technology or any creative process), and we value the amount of work that they put into their creations. Once the heroes are complete, they are placed in situations where they have to deal with interesting and fun challenges, but also have to face moral and ethical choices. In this way they use creative energy to express complex emotions. The curriculum has been designed to be very user-friendly, and focuses on success stories to inspire the participants.
board game development, photo and movie making, blogging, individual problem solving, communication, conflict solving, identification
INVENTORS OF THE FUTURE -
AN INDUSTRIAL SIMULATION
A prototyping simulation, in which the participants learn about the process of inventing and manufacturing
The curriculum has two major parts. During the first few making sessions the participants encounter scripted invention stories from the past. These scenarios involve challanges, which are simulating devices used already on a daily basis by us, but only a very few people know what challenges the inventors had to overcome to create this product. Bell phone, steam engine, ball pen, simple transmission systems, diffuser etc. The second part is when they already have gained experience from these simulations, and they have to come up with their own ideas and overcome a series of random obstacles to get into the market.
youth development programme, future entrepreneurship, experimenting, structured thinking, business canvas, advanced robotics, INDUSTRY 4.0, industrial revolutions
(HI)STORIES - LEARNING BY INTERNATIONAL COLLABORATION
Telling stories through communicating with makers from other cultures
"Humans do two things that make us unique from all other animals; we use tools and we tell stories. And when you make something, you're doing both at once." – Adam Savage, Mythbusters Making is also an excellent opportunity to learn about other people and cultures. We learn to love other people mostly through cooking and eating their food. Although, creation in a makerspace environment can go far further than cooking pizza, couscous, ramen, pies or churros. Here, we have the opportunitiy not to limit ourselves to easy makings (sweets, foods, artistic ornaments), but complex devices and rituals. A major feature of this curriculum is that the participants are encouraged to contact another maker group pretty similar to a language exchange app to help each other in making and understanding.
interculturality, complexity, collaboration, knowledge exchange, sharing, openness, open-mindedness, mutual respect
(RE)MAKING GREAT INVENTIONS
Learning history and engineering through recreating great inventions
A journey in history and the history of human making, in which the participants face the same challenges as the original groundbreaking inventors. History, phsyics, chemistry, biology can be understood by applying a learing-by-doing or even learning-by-failing approach. Here we intentionally limit the available resources and tools to come up with a particular solution. For example the Age of Sail can be tought by making a sailing ship in form of a model. Although, we not only ask the participants to design and build the ship, but they have to conserve a few jars of food to the long, several months journey as well. A version of digital storytelling, with heavy emphasis in the history of STEM development.
inventions, explorations and experiments, creativity, science, STE(A)M, solution-orientation, engineering, trials and errors, prototyping, implementation
MR & MRS CANE'S FANTASTIC TAILOR SHOP OF ENCHANTED GARMENTS
Cutting edge wearable technology and magical storytelling
Harry Potter meets wearable microcontrollers in this curriculum. We create wonderful and magical fabrics and clothes which react to their surroundings in forms of light, sounds, and other effects. The story revolves around a mysterious shop of tailors who design and weave complex wearables. The participants have to uncover the secrets of the special materials, sensors, LEDs, switches and motors to understand and recreate magical equipment. The devices are exploring all the major topics of the trends of wearable technology – in the fields of medicine, sports, environmental sensing, human sensing, etc. We shoot for the sky regarding the invention of (almost) impossible garments, and we explore the power of these
explorations, creativity, storytelling, fantasy, magical objects, wearables, electronic textiles, physical computing, trendforecasting, futurescaping, human sensing, human senses, decision-making, empowering, embodiment, embodied interactions
LITTLE ARCHITECTS - ADVENTURES IN MINECRAFT
A journey from Minecraft to actual buildings
In Minecraft, the participants build worlds they rule and inhabit: and they create alternative realities. During this course they receive new challenges in these worlds every time. We create environments for them in which they overcome structural, architectural challenges either by altering the game mechanics or by the instructions of the teachers. They have to constantly adapt, get new knowledge and learn to work as a team to overcome these challenges – and build their houses on ice, sand, in space, etc.
alternative realities, architecture, architectural thinking, world-making
Focusing on sustainability and the ability to understand and recreate complex engineering systems
This course deals with sustainable and green developments. We do experiments in order to invent solar, bio and even fossil energy solutions among others. The participants build micro power plants, which they create including their control and energy output monitoring. In order to make the course more interesting for them, special narratives are applied during the course. They might have to imagine working in a Mad Max -like environment with limited resources, or put themselves into the shoes of engineers who work to improve third world conditions. We do not give solid answers in this course, we only look for alter- natives and raising critical questions
sustainability, renewable energy, new engineering solutions, research, expedition, small groups, competition, science, biology, physics
ROBOT FAIRY TALES
Recreating familiar fairy tales with the help of robots. A delve into storytelling and electronics, robotics
In the Robot Fairy Tales we embody robots in order to solve tasks familiar from fairy tales, including those collected by Brothers Grimm.
There are three robot siblings who work together in teams: the smallest is the smartest but the physically weakest, the middle one is agile but can solve limited commands (most likely he/she is a robotic arm), the oldest one is strong but simple. They have to work as a team to solve tasks, for instance they have to save the king and queen. They also have a stallion, which is an Arduino-based robotic car.
robotics, design, microelectronics, openness, new knowledge, acceptance, collaboration, problem solving
TIME TRAVELERS – AN ADVENTURE IN 3D PRINTING
Recreating civlilization with the help of a 3D printer
In the year 2017 a male and a female scientist invented the Time Machine and traveled 8,000 years into our future – finding a derelict wasteland inhibited by barbaric tribes. Their goal is to uplift these tribes and reunite humanity with their advanced skills and the remnants of the once great civilization. Their primary tool for this is a 3D printer which they brought along from our time. This is able to create any tool necessary to bring civilization to the wasteland.
3D printing, design, problem solving, cooperation, science fiction, fantasy, imagination, futurescaping, unexpected challenges, capability to adjust, initiative
SPACE CADET TEAM
One huge spaceship. Many system failures to fix. Many opportunities to tinker
The space cadet team simulates the life of a future space station, for which the participants build a small scale model. They form teams, and build the different modules of the station such as: Central Command, Logistics (where they have additional ships and the lunar lander), Biodome, Comm Station and a Power Plant. As a team they go through various challenges. They have to solve multiple tasks after the station becomes a functional one. The main focus of this course is to convey scientific knowledge, as most of the tasks require considerable research in order to complete them.
cooperation, facing challenges, space exploration, space technology, technological developments, biology, physics
Outdoor robot building combined with sustainable economy and microculture models
An advanced robotics curriculum, in which we build outdoor robots which tend a very small but very complex habitat, a small ecosystem. Building and maintaining the robots are only the first part of the activity: they have to establish a market strategy to the crops or even livestock, and establish a succesful business in a simulation.
outdoor robotics, environmental challenges, entrepreneurship, experimenting, advanced sensors, cooperation, INDUSTRY 4.0, commitment, reaching one's goals, confidence
Abilities and Disabilities – learn how to live together
An advanced version of digital storytelling strongly interlaced with social challenges. The participants are not only invited to understand what is it like to have a disability, but they will experience opportunities rising when an ability is enhaced or diminished similar to real world phenomena. Many of our curricula are purposeful and create situations in which the resources commonly found in a makerspace are limited or made plentiful. New scenarios are an essential element of this curriculum. We don't just tailor access to technology and resources, but in this case we offer choices and stories they can only complete if they bring a considerable amount of empathy into the making
disabilities, empathy, design-for-all, unique way, better world, design thinking, real-life situation