Experiential Learning Project Profile
GH01-012
Fostering HK ’ s Young Makers
and ChangeMakers
Background
Maker education promotes 21st century skills such as creativity, collaboration,
communication and resilience. Combined with design thinking, knowledge of
maker tools and technologies can lead to incredible social innovations. Our
community partner Young Makers and Changemakers (YMCM) offers students
from a breadth of disciplines experiential learning experiences to learn about,
participate in and contribute towards this important global movement to positively
impact our youth, our community and our world.
Possible Experiential Learning Projects and Activities
Students from a broad variety of disciplines will have the opportunity to work with
makers, makerspaces, educational toy manufacturers, electronic manufacturers,
educators, social innovators and parents, such as YMCM’s partners for MakerCamp
HK, as well as potentially with hardware and social innovation incubators and
accelerators, to learn about and use student-friendly programming languages such
as Scratch and Python, as well as maker tools and technologies such as Raspberry Pi,
Makey Makey, littleBits, 3D printing, Arduino, 3D Doodler, Strawbees, Makedo, etc.
to effect projects such as the below:
1. Young Maker education – develop a localized young maker educational
framework, curriculum and documentation that incorporates ideation,
prototyping, testing and feedback, including developing and conducting trainthe-trainer sessions, for the introduction of maker education into schools and/
or afterschool activities and augment design thinking and STEAM education.
2. Young Maker workshops – conduct workshops for young local makers using
maker education, tools and technologies based on themes that address certain
societal problems, such as marginalized communities and the environment.
Students will use their own academic backgrounds in e.g., software, engineering,
medicine, biology, architecture, social science etc. to also develop their own
maker projects as workshop showcases (e.g., 3D printed prosthetics, pollution
monitors) and maybe even for actual use in the community.
3. Young Maker and ChangeMaker community – develop an online and video
platform to facilitate collaboration, communication and peer learning amongst
young makers to showcase their innovations.
4. Social enterprise model – develop a sustainable funding model to facilitate
such maker education, workshops, tools and technologies to be socially inclusive
and accessible on an ongoing basis by Hong Kong’s young, regardless of socioeconomic circumstances, through e.g., membership-based tinkerer libraries
and/or fab labs.
Summary
Students will gain firsthand experience with and contribute towards young maker
education using maker tools and technologies that they can also later incorporate
to prototype for their own studies and careers. They will get inspired from making,
peer-learning and cross-disciplinary and multi-stakeholder collaboration to innovate
and help solve problems to benefit our community and our world.
PROJECT LOCATION
Various locations
in Hong Kong
COMMUNITY PARTNER
Young Makers &
ChangeMakers –
MakerCamp HK
organizer
KEY AREAS
Maker movement, maker
education, change, change
maker, technology, innovation,
social innovation, instructional
design, programming,
manufacturing, IoT, video
production, engineering,
interactive media, new
technologies, prototyping,
marginalized communities,
education, workshop, creative,
social entrepreneurship
Interested faculty members are
welcome to contact Amia Cheung,
Lecturer of GHELC
Phone: 2219 4877
Email: [email protected]
Website: http://ghelc.hku.hk