Wednesday, 10 August 2016

The Maker Movement Review

CLICK ON THIS LINK TO GET A SIMILAR PAPER ON; ESSAYSHARKS.US

Time spent at home with most teenagers is pretty grim. The only challenging thing they can create is a chocolate chip cookie. Most of these teenagers cannot perform the skills that are outside their family anthropological studies. Considering that most of the parents of these teens are always busy, working and as a result these children will probably opt to visit the DIY (do it yourself) applications and websites to gather skill skills like crafting and cooking skills.
Comparing this generation with the earlier one, it is clear that creative and domestic art education has been floundered in schools over the last few decades. In some schools art classes are considered as optional courses while in other the course is no longer part of the school curriculum
In a community where most people have a passion for making things, and who  are willing to share this ideas with others by setting up a do it yourself movement or the maker movement. This movement has a vast and exciting implication for the world in the education sector. Many people are able to freely spread inspiration and share ideas over the web. Makers are able to form their own communities and more others around the world are being influenced to become makers.  Etsy, an online maker movement company, has a million art sellers who are selling their handmade products over the internet.
Robotics, 3D printing, wearable computing, and microprocessors are examples of the new technology and tools being invented as a result of the make it yourself movements. The maker movement has overlapped the natural power of learning and the inclinations of children by providing rather flexible, powerful, low-cost and creative materials as the main building block for children crafting.
The maker movement has three main game-changers in the education radar. Computer controlled devices, being one of the three most important game-changers, involves the technology whereby fabrication devices take control commands from computers. For example, a 3D-printer can take a design from a computer and produce a physical object as its output. This is achieved a process whereby a plastic filament is melted and then deposited in layer by layer pattern to create a three-dimension image. With 3D printing, scholars can design and create their own 3D objects.
The second main game-changer is the Physical computing. This technology involves connecting the physical and digital world using new and open microcontrollers, interfaces and sensors.  Wearable computing is an example of physical computing whereby circuits are made using conductive threads. As a result new flexible, mobile and smart textiles are being produced. The physical computing has a significant advantage of easy-to-make, low-cost computational devices that can be used to control and monitor our world.
Programming Is the third major game-changer in the maker movement. The White House is calling for schools to teach computer programming. In a world of computational devices, programming is essential. Programming languages are being designed for all purpose as well as for learners in any age bracket.

Through Maker Movement, makers have learned how to make objects by their hands. It has made learning by doing realistic to most learning institutions today. Maker Movement has also created openness in that; makers can share their code, ideas, and designs all over the world.

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