The curriculum

Each student receives a task, the solution of which he’ll be seeking for the next 10 weeks (1 trimester). While working on it, he’ll use his interests and skills, which will make each project completely different and unique.

1

An ambiguously defined area of life of the target group that requires improvement, but does not have a predetermined ideal solution.

2

Learning comprehensively about the needs of the target group by identifying with its members, and analyzing information from existing sources.

3

The result of understanding the needs of recipients is defining the problem and specifying the area for creative intervention.

4

Then, we proceed to generate many ideas that have the potential to solve the previously defined problem.

5

We externalize potential solutions in the simplest form, digital or physical, and in accordance with the idea of “make fast, fail faster”.

6

We test prototypes to check their operation in practice and verify whether they meet the needs of the target group.

7

Then comes the time for corrections and improvements in order to finally present the refined product to a wider audience.

In this way, our school allows the student to first gain practical experience and then update his knowledge on a given topic. It’s much more pleasant and more effective than learning in the traditional way.

The organization of the school year

The school year at Maker Studio starts at the beginning of October and finishes at the end of June. It’s divided into three 10-week trimesters with one week off between them.

  • The 1st trimester = from October to the end of December (finishes before Christmas)
  • The 2nd trimester = from January to March
  • The 3rd trimester = from April to June
  • AN EDUCATIONAL PROJECT = one trimester = 10 weeks
  • A SCHOOL YEAR = 3 trimesters + summer holidays
  • Studio 0
  • Studio 1
  • Studio 2
  • Studio 3
  • Studio 4
Studio 0 A month-long introductory and diagnostic program

During the school year, 4-month introductory and diagnostic programs are organized, which constitute the first stage of enrolment into the school. The monthly program is a compulsory entrance element that every student joining the school must complete.

It consists of a psychological and pedagogical diagnosis, familiarizing the student with the concept of computer-aided design (CAD), and carrying out one of the mini-maker projects. The dates of the monthly diagnostic and introductory programs are symmetrically distributed throughout the school year to allow students to join the school at any stage.

12 hours with the instructor: once a week for 3 hours, from Monday to Thursday, 3pm-9pm.

* sample calendar
  • For: high school students
  • In: small groups
  • Studio 0
  • Studio 1
  • Studio 2
  • Studio 3
  • Studio 4
Studio 1, 2, 3, 4 A trimester-long theme studio

During one trimester, students take part in the program of one theme studio. It’s a comprehensive 10-week design challenge. Each trimester studio program is autonomous and independent from the other trimesters, which means that a student can join the school during any trimester.

Each studio is an independent educational program dealing with separate issues. It consists of:

1) 60 hours of contact with an instructor: 2 meetings a week, 3 hours each, from Monday to Thursday, from 3pm to 9pm

2) approx. 30 hours of independent work in the makerspace: once a week, on Fridays or Saturdays, at the time individually determined by the student.

* sample calendar
  • For: high school students
  • In: small groups

The educational offer

Our educational offer is addressed to high school students and consists of:

  • - month-long diagnostic and introductory programs – Studio Zero. more Studio Zero is a month-long, afternoon educational program which every student of the school begins with. The aim of this 4-week program is to get to know the student’s predispositions and skills profile, as well as to familiarize him or her with the basics of CAD and the Design Thinking workshop – the creative and design work equivalents of pencils, textbooks and tests in a traditional school.
  • - trimester-long afternoon educational projects – Studio One, Studio Two, Studio Three. more The trimester-long educational projects are thematic creative tasks during which students design and create innovative solutions and physical or digital prototypes, thus addressing the challenges and problems of selected users. Each trimester-long studio is a complete and coherent program that lasts 10 weeks, during which students of the school learn about new technologies, study Design Thinking and use knowledge in the field of STEM science in practice.
  • - a summer educational project – Studio Four. more The program is equal in volume to trimester-long studios, but performed in an accelerated, “boot camp” form. It lasts 5 weeks, 1 month.

monthly diagnostic
and introduction
program
more
Duration: 4 weeks

The modules of the monthly diagnostic and introduction program consist of the following:

  • 1) Psychological and pedagogical tests. The tests aim to increase the student’s awareness of his own talents and creative resources.

    The student undergoes a series of psychological tests, gets to know his interests, the architecture of his own motivation system and his social competences. In addition, in the process of additional pedagogical diagnosis, the student learns the level of their own grit, the concept of growth mindset, looks at their own intelligence from a multiple intelligencies perspective and becomes aware of the sense of self-efficacy. The aim of this action is to increase the knowledge and awareness about one’s own resources, but also about potential obstacles that may be encountered in the process of developing creativity. The tests are designed to increase the awareness of the student’s talents and creative resources.

  • 2) Introduction to computer-aided design (CAD) tools. It aims to familiarize and present the student with the basic tools that designers use on a daily basis.

    For a designer, the ability to use CAD is equal to a pen and a pencil in traditional school education. In two short design exercises, the student gets to know the tools used in vector graphics and photography. He learns to illustrate the concept of a sound he hears and redesigns the images of famous artists.

  • 3) Mini-maker project. The project aims for the student to experience the creative process with the use of fabrication machines.

    The mini-maker project, i.e. the experience of what the creative process is, starting from the conceptualization stage, through communicating ideas in 2D, to externalizing them in the form of a three-dimensional prototype. It is important to the student for several reasons. The student gets used to the uncomfortable feeling of having to pursue a goal without a predefined key. In addition, he experiences how many complex processes must take place to finally be able to see its physical or digital representation. The student experiences a sense of peculiar satisfaction that comes from expressing his or her own idea in a way that is useful for others.

  • AD 3. Mini-maker projects
    BEAUTIFUL SYMMETRY

    A project in which students become familiar with the mathematical concept of symmetry, the foundation around which both works of art and the functionality of materials used in physical or digital format revolve.

    FUTURE OF SPACE DINING

    A project in which students, after familiarizing themselves with the restrictions that astronauts at the International Space Station must observe, design solutions to improve the process of nutrition in space. They can adapt their favorite recipe or design tools to help with eating or disposing of waste. Media buffs can design a cooking show for astronauts.

    INFLATABLES

    Here, students design creative inflatable structures using recycled materials (such as a packet of crisps). In this project, students explore the concept of pneumatics, a branch of engineering that uses compressed air. They can apply it in the field of art, architecture, mechanical engineering, fashion, or... deep sea diving. In this activity, students combine the strength and properties of air with simple materials to create innovative prototypes.

    CUBESATS

    A project in which students explore space through play. By creating a prototype of a miniature satellite, students address the challenges we face on Earth today.

Intelligent
play installations

Interactive physical and digital objects created in the process of combining creative technologies with the process of creative fun.

more
Duration: 10 weeks

The main design question

How can we promote socialization and increase people-to-people contacts through playing and games?

In this Studio One, students examine the creative technologies and the process of creating toys through the lens of the sociological phenomenon of loneliness so common in today’s youth culture.

W In the first part of the studio, students will learn about:

  • toy manufacturers’ practices
  • the grammar of the Design Thinking creative workshop
  • creative technologiessuch as “smart” Makey Makey cubes
  • the block-based programming language Scratch
  • paper electronic circuits useful in constructing interactive games, experiences, or toys.

In the second part of the study, students face the main design challenge consisting in constructing physical, digital or hybrid objects or experiences that, through play and gamification, will support interpersonal contacts and thus address the problem of loneliness.

The audience and users of the main design challenge will consist of residents of old age homes. Through a series of small design exercises and the main design challenge, students will learn how:

  • toys are made
  • the game changes due to the age of the participants
  • to support interpersonal contacts using play
  • to manifest a personal understanding of the sociological phenomenon of loneliness through its manifestation in the process of constructing interactive objects or play experiences supporting socialization.
The content scope:
(1) STEM:
  • computational thinking
  • elements of mechatronics
  • sensory approach, senses, cognitive science
  • physical and digital mock-ups
  • electricity, circuits, conduction
  • coding
(2) art:
  • storytelling and presentation
  • sketching and manipulating perspective
  • pedagogical criticism
  • conceptualization and iteration
  • manifesting and communicating ideas
(3) social sciences:
  • the sociology of loneliness and the phenomenon of socialization
  • the process of game, play and gamification
  • creativity and artistry
  • the sociology of aging
(4) the Design Thinking workshop:
  • empathizing with users
  • analyzing and drawing conclusions from qualitative and quantitative data
  • defining, ideation and brainstorming
  • prototyping and testing solutions
  • iteration, correction, redesign
(5) technologies:
  • block-based programming and coding
  • smart boards
  • 3D printing
  • laser cutting
  • human-computer interface
The detailed plan:
MODULE 1

a design precedent: the process of playing and creating toys

MODULE 2

Design Thinking in a nutshell

MODULE 3

creative technologies (paper circuits, Scratch, Makey Makey) used in constructing interactive toys

MODULE 4

the main design challenge (1/2): creating an interactive facility / play experience for retirement home patients: empathizing, defining, and generating ideas

MODULE 5

the main design challenge (2/2): creating an interactive facility / play experience for retirement home patients: prototyping, testing, and improvement

e-fashion

The combination of coding, electronics, and parameterized design, with sewing, textile creativity, and fashion design to create "tech’y wearables".

more
Duration: 10 weeks

e-fashion

The combination of coding, electronics, and parameterized design, with sewing, textile creativity, and fashion design to create "tech’y wearables".

The information will be completed soon

Make (almost) everything

Develop and externalize your own ideas, giving them physical and digital forms using fabrication technologies.

more
Duration: 10 weeks

Make (almost) everything

Develop and externalize your own ideas, giving them physical and digital forms using fabrication technologies.

The information will be completed soon

Kickstarter
- product design

Learn the process of product design from the moment you encounter a challenge, through defining a challenge, conceptualizing potential solutions, up to fabrication of pre-production prototypes.

more
Duration: 10 weeks

Kickstarter - product design

Learn the process of product design from the moment you encounter a challenge, through defining a challenge, conceptualizing potential solutions, up to fabrication of pre-production prototypes.

The information will be completed soon

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