I became a maker in this course. I learned so much about making and being creative that is a why I choose to display my final reflection video for the course. Throughout the course, we learned how to make and create using multiple things. We used both 3-D pens and 3-D printers for projects. After learning to use Tinkercad to create 3-D structures, I taught it to some of my students in STEM class and 3-D printed one of their artifacts out. The Origami assignment was a little challenging for me but I problem solved my way through it and figured it out.
By far my favorite creation from the class came from using the laser engraving machine. As you can see in the video I laser engraved a wineglass. There was a lot of math concepts involved in designing and engraving the glass. The laser engraver can be used for plaques, luggage tags, keychains, etc. As an educational technologist or just in the field in general, having the opportunity to be creative with what you are learning completely engages you in it. This is an opportunity that I feel all students should have and maker spaces could help with that.
Educators continually improve their practice by learning from and with others and exploring proven and promising practices that leverage technology to improve student learning. Educators:
1a Set professional learning goals to explore and apply pedagogical approaches made possible by technology and reflect on their effectiveness.
1b Pursue professional interests by creating and actively participating in local and global learning networks.
1c Stay current with research that supports improved student learning outcomes, including findings from the learning sciences.
Educators design authentic, learner-driven activities and environments that recognize and accommodate learner variability. Educators:
5a Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
5b Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
5c Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.
Educators facilitate learning with technology to support student achievement of the ISTE Standards for Students. Educators:
6a Foster a culture where students take ownership of their learning goals and outcomes in both independent and group settings.
6b Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
6c Create learning opportunities that challenge students to use a design process and computational thinking to innovate and solve problems.
6d Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.