In Project-Based Learning (PBL), students go through an extended process of inquiry or design in response to an authentic question, problem, or challenge. They draw from many disciplines when understanding and addressing a complex problem. PBL is centered on student and teacher collaboration and application of academic knowledge and skills.
While engaged in PBL, students are engaged in science and engineering practices, as well as cross-disciplinary concepts; students engage in reading and writing informational text and mathematics depending on the driving question of the project. A PBL approach allows for some student choice and voice that promotes motivation and educational equity. PBL includes a process of revision and reflection that requires students to learn how to communicate and receive instructive feedback and to think about their own cognition and understanding.
MA Frameworks https://www.doe.mass.edu/frameworks/current.html
From MA Department of Education( https://www.doe.mass.edu/21cclc/contentrich.html )
Learning should be purposeful, intentional and driven by the needs and interests of the students. A content rich program supports "mastery, identity (students identify themselves as participants and contributors), and creativity" by creating a programming environment that encourages students to think in deeper and more inventive ways.
Elements of a content rich program design review process:
Content
Overall, does the program/activity provide students the chance to develop mastery and support intended outcomes and selected content area?
Relevance
Overall, does the program/activity engage students in relevant content, allowing them to engage in authentic problems and/or share their personal voice?
Practice
Overall, does the program/activity provide students meaningful practice opportunities that connect to intended outcomes?
Performance
What are the skills that students will develop and how will you know?
STEM education integrates concepts that are usually taught as separate subjects in different classes and emphasizes the application of knowledge to real-life situations. A lesson or unit in a STEM class is typically based around finding a solution to a real-world problem and tends to emphasize project-based learning.
STEM education emphasizes '21st-century skills' of collaboration, communication, creativity, and critical thinking.
A makerspace is a room that contains tools and components, allowing people to enter with an idea and leave with a complete project. The best part is that makerspaces are communal. The goal is to work together to learn, collaborate, and share. Most importantly, makerspaces allow us to explore, create new things, or improve things that already exist.
Many 'maker' projects emphasize simple skills applied to pre-planned, teacher-led projects, being intended primarily for motivational purposes. However, for students to able to original projects of quality, students need to have the technical skills and content knowledge to be able to achieve their creative vision. Such skills need to be developed systematically over time.
From Start Making! by Alisha Panjwani:
Principle 1: Support learning through design experiences. A maker program is based on the idea that people learn best when they are engaged in creating personally meaningful products. As young people work on projects, they can be seen as engaging in a design process, which we call a “creative learning spiral”. In this process, they imagine what they want to do, create a project based on their ideas, play with alternatives, share their ideas and creations with others, and reflect on their experiences— all of which lead them to imagine new ideas and new projects. As youth engage in these experiences, they learn valuable technical skills while also learning about the process of design and invention.
Principle 2: Help youth build their interests. When young people care about what they are working on, they are willing to work longer and harder, and they learn more in the process. Many youth begin by mimicking a sample project, then work on variations on the theme, and soon develop their own personal path, stemming from their personal interests.
Principle 3: Develop a sense of community. Makerspaces are designed to develop a learning community in which youth share ideas and work together on projects. Facilitators play an important role not just in supporting youth, but also by modeling the process of making and learning themselves.
Principle 4: Foster an environment of respect and trust. Young people are treated with trust and respect—and are expected to treat others the same way. Facilitators strive to create an environment in which participants feel safe to experiment, explore, and innovate.