As we can see in the contributions collected in this section, some features of making in the educational context can manifest in a specific way. The technical aspect can be read in terms of the relationship between people and technology, the importance of prototyping for building knowledge, the innovation of teaching practices through technology, method and environment; the confidence that the maker approach can build through technology can finally make way for the specific aspect of digital citizenship.
3.1 Experiences and Point of View
Considering Freinet, Malaguzzi and Munari’s pedagogical models, in her contribution The Maker Movement: From the Development of a Theoretical Reference Framework to the Experience of DENSA Coop. Soc, Valentina Costa emphasizes the role of techniques as a basis for sharing knowledge construction as a distinctive aspect of the maker movement approach.
The relationship between the technical aspects and the educational impact of the use of the 3D printer is the focus of Di Tore et al. in Learning by Making: 3D Printing Guidelines for Teachers. Specifically, they analyze the impact of 3D printer features, such as resolution, type of materials and timings, in relation to their use in subject teaching.
In Furniture Design Education with 3D Printing Technology, Meltem Eti Proto and Ceren Koc Saglam consider the use of the 3D printer in the construction of a design method based on the experience of a university furniture design course.
In Makerspaces for Innovation in Teaching Practices, Giuseppe Alberghina approaches the theme of rapid prototyping as the basis for the integration between fab labs, makerspaces and school, and for innovating the education system through traditional teaching practices and making.
With a focus on the potential connection between making, coding and other methods, in Service Learning: a Proposal for the Maker Approach, Frazzarin and Leonori present an experience of service learning during which coding activities take place.
Also, organizational changes are needed for a real innovation in practices: this is the perspective with which Ricciardi et al. view a of teacher training experience for tinkering activities in their contribution Officina degli Errori: An Extended Experiment to Bring Constructionist Approaches to Public Schools in Bologna.
In Fab the Knowledge, Scataglini and Busciantella Ricci focus on the collaborative dimension that making can support through participatory design processes and underline the possibilities that making can open up in terms of project-based and inquiry-driven education.
In Chesscards: Making a Paper Chess Game with Primary School Students, a Cooperative Approach, Agnese Addone and Luigi De Bernardis underline motivation and the engagement of students involved in a learning process based on a collaborative and active approach.
Also, the construction, implementation and setup of a fab lab can be a process that strengthens a community by connecting different realities in the territory.
In Montessori Creativity Space: Making a Space for Creativity, Fattizzo and Vania describe and analyze the process of implementing a makerspace in a school based on Malaguzzi’s concept of atelier, as an experience of collaboration by the entire school community.
In Museum Education Between Digital Technologies and Unplugged Processes. Two Case Studies, Carlini describes an experience of museum education in which the setup of a school fab lab is part of a process that involves several institutions in the territory: school, museum, and municipality.
The introduction of a maker approach in the educational context involves a new kind of relationship between people and technology.
On one hand, from a maker perspective it is possible to gain a deeper understanding of technology.
Going in this direction is Anatasia Pyrini’s contribution, Teaching Environmental Education Using an Augmented Reality World Map, which discusses the theme of digital citizenship and competence, and looks at how this can be developed at school, with students and with teachers.
In Roboticsness—Gymnasium mentis, Lisimberti and Aprile present an experience in which making and educational robotics are the paths to bring school closer to everyday digital and technological reality, in which students acquire skills to become prosumers who can take part in and navigate a complex world.
On the other hand, technology tends to adapt to the needs of school, placing itself in a human-centered perspective. This kind of process is described in A New Graphic User Interface Design for 3D Modeling Software for Children where Giraldi et al. put forward a concept for a graphic user interface designed for preschool children.