Published in 2020 by The Rosen Publishing Group, Inc.
Copyright 2020 by The Rosen Publishing Group, Inc.
All rights reserved. No part of this book may be reproduced in any form without permission in writing from the publisher, except by a reviewer.
Names: Hand, Carol, 1945 author.
Title: Careers in robotics / Carol Hand.
Description: First edition. | New York: Rosen Publishing, 2020 | Series: Makerspace careers | Audience: Grades 712. | Includes bibliographical references and index.
Identifiers: LCCN 2018048168| ISBN 9781508188131 (library bound) | ISBN 9781508188124 (paperback)
Subjects: LCSH: RoboticsVocational guidance.
Classification: LCC TJ211.25 .H36 2020 | DDC 629.8/92023dc23 LC record available at https://lccn.loc.gov/2018048168
INTRODUCTION
E xcellent education has always involved giving students the chance to do things themselves, to learn by creating, making, and practicing. In the past, these opportunities have often been haphazard, done only when time, space, and materials permit. But modern educators are accepting the challenge of educating students for the technological future. They are implementing STEM programs, which provide interdisciplinary education in the areas of science, technology, engineering, and math, or STEAM programs, which add the arts. Educators are integrating applied design, skills, and technologies into school programs. Often, they do this by designing student makerspaces.
What is a makerspace? One of the best definitions comes from Michelle Davis, winner of the Canadian Innovators in Education Award in 20152016. In an article by A. Campbell, Davis says, A Makerspace is a place that enables student making; it inspires creation, invites problem-solving, risk-taking, collaboration and experimentation; it encourages our students to identify as creators of content, rather than mere consumers of it. In short, a makerspace is a special place designed for students to work on exciting real-world problems that channel their creative impulses and build their skills.
At Gleneagles, an elementary school in West Vancouver, British Columbia, Canada, the makerspace is run by Davis, Charity Cantlie, and Cari Wilson. It introduces young students to robotics through six fun makerspace stations. At Station 1, students use iPads to program two Spheros (tennis-ball-sized robots). They can program the Spheros to roll in any direction, spin, flip, and change colors. At Station 2, they work with the VEX Robotic Station, where they can create functional robots using LEGO-like kits that snap together. At Station 3, students build their own robots using simple materials such as cardboard, cups, and tape. Station 4 promotes literacy. Students are asked to create their own online robot-related story using Storybird, an iPad app. At Station 5, they work with motorized, programmable cubes called Cubelets, which snap together and stay connected by means of magnetic faces. Cubelets can be combined in many ways to form exciting new inventions. Finally, at Station 6, students learn science fiction writer Isaac Asimovs laws of robotics and the history and invention of these laws.
The learning by doing that happens in a makerspace stimulates both creativity and skill development. Here, students in a makerspace develop measurement skills while cutting wood for a project.
Makerspaces can begin in elementary schools such as Gleneagles. Projects become increasingly advanced in high school and college. According to a 2017 study by the New Media Consortium and the Consortium for School Networking, coding and robotics makerspaces will be trending topics in schools over the next five years. The emphasis on coding is based on the understanding that computer literacy will be as important for future students as reading and writing. As high school and college students build and program robots of increasing complexity, many of them will participate in robotics competitions. These competitions will help them tackle specific, real-world challengesand give them a leg up into future robotics careers.
CHAPTER ONE
FINDING AND WORKING IN MAKERSPACES
M akerspaces are playgrounds for learning about twenty-first-century technologies, such as robotics. They are one of the best ways to develop knowledge and skills and to prepare for exciting careers in these up-and-coming fields. But not every school has a makerspace. How do you find or recognize a makerspace? Or, if there is no makerspace in your school, how do you make one? Once you have a makerspace, how exactly is it used?
FINDING OR FORMING MAKERSPACES
Makerspaces vary, depending on the school or the location outside the school. They are each unique because they are designed by individuals. A makerspace does not have to be a dedicated room. It may be located in a corner of the school library or media center. It can encompass the classroom or areas within the classroom. Spaces and materials will differ, depending on the project. Teachers might turn their classroom into a makerspace for a short time, once or several times a year, to do specific projects. They might set up stations around the room and have students rotate through them, making something different but related at each station. They might set up a makerspace cart that can move between classrooms, with materials changing with the project.
Members of a robotics team in Wellsville, New York, make adjustments to the electrical system of their robot. Real-world problem solving is one important goal of a makerspace.
MAKERSPACE OR HACKERSPACE?
Some people define makerspaces by the presence of technological equipment, such as 3D printers, laser cutters, CNC (computer numerical control) machines, and robots. These are definitely a part of many makerspaces, but they are not essential. According to the website Makerspaces.com, the tools matter much less than the mind-set. A maker mind-set is more about creating something out of nothing and exploring your own interests, the website says. The idea of makerspaces comes from the 1990s, when the first hackerspaces were formed. These were places where groups of computer programmers worked together to hack programs, taking them apart, learning about them, and revising them to do new tasks. Later, as fabrication tools such as 3D printers and laser cutters became affordable, hackerspaces evolved into makerspaces. Today, because the term hacker has developed a negative connotation, most people now prefer the term makerspace.
A makerspace may simply be the science lab, where students engage in creative, exploratory work rather than completing rote, or canned, lab exercises. Schools with sufficient funds may set up a designated makerspace lab within the school. Makerspaces may be outside the school, within the home, family, or community. There might be a makerspace in the local library or science museum. A parent teaching his or her child to cook, fix the car, or build a birdhouse or model airplane is serving as a mentor in a makerspace.