Making is a relatively new concept applied to describe the increasing attention paid to constructing activities to enable entertaining, and engaging learning. Making focuses on the process that occurs in digital and/or physical spaces that is not always learning oriented, but enables qualities such as problem solving, design thinking, collaboration, and innovation, to name a few. Contemporary technical and infrastructural developments, such as Hackerspaces, Makerspaces, TechShops, and FabLabs, and the appearance of tools such as wearable computing, robotics, 3D printing, microprocessors, and intuitive programming languages, posit making as a very promising research area to support learning processes, especially towards the acquisition of 21...
Abstract Maker culture has expanded from its traditional niches (people with an interest in compute...
This paper describes textual, social and design dimensions of artefacts for play and learning by giv...
This paper extends the concept of digital literacy and applies it to Making. Through case descriptio...
Part 5: Workshops and TutorialsInternational audienceThe International Workshop of Making as a Pathw...
Makerspaces are environments where individuals use technologies to make physical artifacts within a ...
Making is characterized by engagement in creative production at the crossroads and fringes of\ud dis...
We are in the midst of a never-ending paradigm shift of standards and insights in a technology-focus...
AbstractIn a world where technology is an ordinary part of everyday life, it is particularly importa...
In an increasingly technological world of constant change, encouraging the development of skills suc...
This thesis aims to demonstrate childrens’ engagement with 3D printing technologies in 3D printing w...
Although a few researchers have recently focused on the value of making, tinkering, coding, and play...
As part of the wider EU MakEY project on ‘enhancing digital literacy and creativity’ the study repor...
The conference contribution introduces digital “making” as a bottom-up movement, placing digital fab...
AbstractTechnology has become an ordinary, constituent element of today's world. Therefore, digital ...
The tight connection which occurs between entertainment and education has originated what is defined...
Abstract Maker culture has expanded from its traditional niches (people with an interest in compute...
This paper describes textual, social and design dimensions of artefacts for play and learning by giv...
This paper extends the concept of digital literacy and applies it to Making. Through case descriptio...
Part 5: Workshops and TutorialsInternational audienceThe International Workshop of Making as a Pathw...
Makerspaces are environments where individuals use technologies to make physical artifacts within a ...
Making is characterized by engagement in creative production at the crossroads and fringes of\ud dis...
We are in the midst of a never-ending paradigm shift of standards and insights in a technology-focus...
AbstractIn a world where technology is an ordinary part of everyday life, it is particularly importa...
In an increasingly technological world of constant change, encouraging the development of skills suc...
This thesis aims to demonstrate childrens’ engagement with 3D printing technologies in 3D printing w...
Although a few researchers have recently focused on the value of making, tinkering, coding, and play...
As part of the wider EU MakEY project on ‘enhancing digital literacy and creativity’ the study repor...
The conference contribution introduces digital “making” as a bottom-up movement, placing digital fab...
AbstractTechnology has become an ordinary, constituent element of today's world. Therefore, digital ...
The tight connection which occurs between entertainment and education has originated what is defined...
Abstract Maker culture has expanded from its traditional niches (people with an interest in compute...
This paper describes textual, social and design dimensions of artefacts for play and learning by giv...
This paper extends the concept of digital literacy and applies it to Making. Through case descriptio...