What is a Makerspace
A makerspace is a physical space that provides access to equipment and guidance in a flexible format that responds
to the interests and skill levels of users collaborating on self-directed projects. These spaces allow users or “makers”
to explore their passions in a creative and inclusive way while perfectly aligning with the mission and vision of SEAMEO
RECSAM on equity of access, experiential development and lifelong learning.
The makerspace provides an opportunity to add on value with a learning environment that empowers teaching and learning.
This makerspace showed that science educators, administrators and librarians collaborate to create makerspace with which
students design projects, products and engage in activities that teachers skills in applying technology tools.
About SEAMEO RECSAM
Here we can have a brief description about the SEAMEO RECSAM Makerspace and what makes the SEAMEO RECSAM Makerspace special.
If that is not enough content, then this part can also include a brief description about SEAMEO RECSAM.
e.g. SEAMEO RECSAM, the Southeast Asian Ministers of Education Organization Regional Centre for Science and Mathematics, is dedicated to
promoting and improving science and mathematics education in Southeast Asia. Established in 1967, we work collaboratively with member
countries to enhance the quality of STEM education through training, research, and development.
Our Goals and Vision
The general purpose of our project is to add on value with a learning environment that empowers teaching and learning.
In line with this general objective, our project aims to support the academic, social and professional development in
Malaysia through the STEM model (technical training based on technology such as coding, simple machines, engineering
applications, robotics, 3D design, and printing, etc.).
All the education Specialists at SEAMEO RECSAM will conduct workshops/activities every month for different related themes
at the SEAMEO RECSAM Makerspace.
Main Targets
The following special purposes have been targeted in the makerspace:
To create simulations with web 2.0 tools that embody engineering design processes. Convert these simulations into real life skills with technical legos.
Social Impact
Empowering Learning and Supporting Personal Growth:
Hands-On Exploration and Real-World Connection:
RATIONALE
Our project is based on 'learning by experiencing and doing'. In fact, with the
innovative method, which will be named 'learning by designing, constructing and
producing' in terms of the project, students will be able to print a robot arm with
a 3D printing machine, they will be able to move the arm by coding and make all
movements in the embedded system.
In this project, teachers and students will first gain a new generation of knowledge
by learning through experiencing and doing, their innovative aspects will be revealed,
and they will contribute to the country's work force in the long term. In fact, the
success of this project will trigger many similar studies in the region. With this
project, teachers and students will be ensured to present their innovative ideas that
can be applied in all fields of life and their entrepreneurial souls will be enabled.
In STEM education, there is a system approach in which teachers and students are
directly in the centre in schools, where laboratories, smart boards, 3D prints,
Arduino, robotic sets, web 2.0 tools are used and technology is directly included
in education conditions. In this way, teachers and students can fulfil project-based
and problem-based learning which is compatible with the understanding of constructivism
with an interdisciplinary approach and obtain more qualified academic achievements.
CONCEPTUAL FRAMEWORK
The ability to assist pupils in understanding their surroundings is one of the most
crucial aspects of education. In order to encourage learning by doing and experience
learning, the proposed makerspace will adapt the 5E Inquiry-Based Learning conceptual
framework. Additionally, by utilising an inquiry-focused teaching strategy,
students/participants can apply their knowledge and establish links between scientific
ideas and their daily lives. With its focus on usable design, creativity, and innovation,
the maker movement is considered to embrace constructivist learning, which emphasises
the active role of learners in developing their own understanding.