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Cultura Maker para la juventud
Date du début: 1 sept. 2014, Date de fin: 31 août 2016 PROJET  TERMINÉ 

“Youth Maker Culture” is a project proposed by three European museums of science: mc2 from Spain, MUSE from Italy and Centro Ciencia Viva from Portugal. It raises the participation in a project to make technology accessible to all. A proposal aimed to stimulate youth concern to invent or to create new things. Definitely, to cause the “maker” everyone is, to show up, to participate and to collaborate. “Maker culture” emphasizes making technology using one’s own means, that is known as “do it yourself” (or DIY), a movement encouraged by curious people, enthusiastic about technology, educators, artisans, engineers, students, open code supporters, and everyone interested in inventing or creating new things. There are technologies that make it possible, such as 3D printers, laser cutters, or the open creativity system emerging around the Arduino board. On the other hand, the net democratizes. All these years of web development have helped to reach the point of maturity in new product design, make prototypes, and share them in the huge on-line community. The immediate effect is to reduce the Price of prototypes and ease entrance barriers. The United States has launched an initiative to bring maker spaces to a thousand schools, which will have digital tools such as 3D printers and laser cutters. This initiative has also reach the main science museums in the world, like the Exploratorium in San Francisco, the New York Hall of Science, the Nemo in Amsterdam or Technopolis in Brussels, among many others. The aims of the project are: 1. To propose a non-formal learning, customized and collaborative, taking advantage of the resources provided by the Maker movement. 2. Encourage entrepreneurship as the diver of growth, proposing a learning that affects creativity, initiative, teamwork, risk acceptance and responsibility on work. 3. To promote cooperation among European countries to improve intercultural dialog, to increase employment possibilities and broaden the range of job offers. 4. To promote the use of tools to allow the acceptance of the competences adquired during the project’s non-formal learning, such as the use of Europass by the participants. 5. To propose the young people new and innovative learning focuses. 6. To enhance, in particular, their transversal competences, such as enterprising, digital and language competences. 7. To promote the welfare and future expectancy of young people, providing them with a career path linked to the enterprising capacity. To achieve the suggested goals, the following activity plan is proposed: -Initiation Maker Yuzz Workshops: Organization of three introductory workshops to take a tour with the young people on “maker” culture and the projects performed worldwide. 100 youths will be able to participate submitting an idea to be developed working in pairs. -Weekly Maker Yuzz workshop: Ten ideas will be chosen, and these ten teams will perform their work throughout 15 sessions. Youths will have a tutor monitoring their project. -Maker Yuzz Fair: Three fairs will be held in each partner country. Ten projects from each country will be shown in a public fair in each museum. Ten projects from each participant partner will also attend the fair. Therefore, every fair on each museum will join a total of 30 projects and 60 youths from the three European partner countries. Mc2, MUSE and Centro Ciencia Viva from Tavira have had previous experience in organizing maker culture related activities, such as digital design workshops, 3D printers, laser cutters, etc. Besides they have also participated in the European project KiiCS, with innovative results. That’s why this project intends, during its life and in the long term: - Build bridges between art, science and technology to include young people in the “maker” culture. - To collaborate in order to produce new and innovative ideas to evidence the positive impact than comes out of the interaction between art, science and technology in creativity and innovation. - To involve the young people in the science and technology underlying the maker culture. - To connect innovative ideas with the enterprising ability, developing new options in the future labor market. Definitely, build teamwork to improve the future of young people nowadays.

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