The Makers Map
We are generating a sort-of Marauder's Map for all the explorers of the Maker town. Let not just your worktable be the space of action. Utilize the whole town which is at your disposal providing you with unlimited resources , interesting people and events. Over the top-left of the map , you shall find the filters to locate specific amenities. We are working on expanding this library to the max extent that we can , and you'd be more than welcome to give us suggestions to add in more categories and places which you feel should be listed here in the Makers Map.
Go on now. Explore !
Go on now. Explore !
What is this all about ?
Consumerism to Constructivism
Consumerism. The theory that a country that consumes goods and services in large quantities will be better off economically. Consumerism for example, is an industrial society that is advanced, a large amount of goods are bought and sold.
Sometimes referred to as a policy that promotes greed, consumerism is also coined as a movement towards consumer protection that promotes improvement in safety standards and truthful packaging and advertisement. Consumerism seeks to enforce laws against unfair practices implement product guarantees.
Constructivism. It is basically a theory -- based on observation and scientific study -- about how people learn. It says that people construct their own understanding and knowledge of the world, through experiencing things and reflecting on those experiences. When we encounter something new, we have to reconcile it with our previous ideas and experience, maybe changing what we believe, or maybe discarding the new information as irrelevant. In any case, we are active creators of our own knowledge. To do this, we must ask questions, explore, and assess what we know.
When we noticed the world around us, we saw that everyone was running behind a certain thing. Some people wanted to buy the latest phone, some wanted the fastest car. There is no feeling of fulfillment. Everyone wants to be better than others around. Consumerism has rooted itself deeply within our society. We are bombarded with loads of marketing propaganda to buy something which we won't even use or enjoy. And we think that we are making those choices rationally but we are not rational being to begin with. Adam Smith's consideration of humans making decisions while evaluating the pros and cons is a bit dodgy.
As humans we have a inclination to observe and learn. We learn from our surroundings and then try to make it better. And we achieve this by making things. So, innovation, creativity & spontaneity is at the core of every human.
'Maker culture' emphasizes learning-through-doing (constructivism) in a social environment. Maker culture emphasizes informal, networked, peer-led, and shared learning motivated by fun and self-fulfillment. Maker culture encourages novel applications of technologies, and the exploration of intersections between traditionally separate domains and ways of working including metal-working, calligraphy, film making, and computer programming. Community interaction and knowledge sharing are often mediated through networked technologies, with websites and social media tools forming the basis of knowledge repositories and a central channel for information sharing and exchange of ideas, and focused through social meetings in shared spaces such as hackspaces. Maker culture has attracted the interest of educators concerned about students’ disengagement from STEM subjects (science, technology, engineering and mathematics) in formal educational settings. Maker culture is seen as having the potential to contribute to a more participatory approach and create new pathways into topics that will make them more alive and relevant to learners. Often its rise is attributed as a reaction to the physical disconnect we are having now a days. Technology is not a dividing factor here, it is the one which is providing a common platform for sharing.
All the ideas, thoughts and feelings are originating from the place called National Institute of Design in Ahmedabad, India.
Consumerism. The theory that a country that consumes goods and services in large quantities will be better off economically. Consumerism for example, is an industrial society that is advanced, a large amount of goods are bought and sold.
Sometimes referred to as a policy that promotes greed, consumerism is also coined as a movement towards consumer protection that promotes improvement in safety standards and truthful packaging and advertisement. Consumerism seeks to enforce laws against unfair practices implement product guarantees.
Constructivism. It is basically a theory -- based on observation and scientific study -- about how people learn. It says that people construct their own understanding and knowledge of the world, through experiencing things and reflecting on those experiences. When we encounter something new, we have to reconcile it with our previous ideas and experience, maybe changing what we believe, or maybe discarding the new information as irrelevant. In any case, we are active creators of our own knowledge. To do this, we must ask questions, explore, and assess what we know.
When we noticed the world around us, we saw that everyone was running behind a certain thing. Some people wanted to buy the latest phone, some wanted the fastest car. There is no feeling of fulfillment. Everyone wants to be better than others around. Consumerism has rooted itself deeply within our society. We are bombarded with loads of marketing propaganda to buy something which we won't even use or enjoy. And we think that we are making those choices rationally but we are not rational being to begin with. Adam Smith's consideration of humans making decisions while evaluating the pros and cons is a bit dodgy.
As humans we have a inclination to observe and learn. We learn from our surroundings and then try to make it better. And we achieve this by making things. So, innovation, creativity & spontaneity is at the core of every human.
'Maker culture' emphasizes learning-through-doing (constructivism) in a social environment. Maker culture emphasizes informal, networked, peer-led, and shared learning motivated by fun and self-fulfillment. Maker culture encourages novel applications of technologies, and the exploration of intersections between traditionally separate domains and ways of working including metal-working, calligraphy, film making, and computer programming. Community interaction and knowledge sharing are often mediated through networked technologies, with websites and social media tools forming the basis of knowledge repositories and a central channel for information sharing and exchange of ideas, and focused through social meetings in shared spaces such as hackspaces. Maker culture has attracted the interest of educators concerned about students’ disengagement from STEM subjects (science, technology, engineering and mathematics) in formal educational settings. Maker culture is seen as having the potential to contribute to a more participatory approach and create new pathways into topics that will make them more alive and relevant to learners. Often its rise is attributed as a reaction to the physical disconnect we are having now a days. Technology is not a dividing factor here, it is the one which is providing a common platform for sharing.
All the ideas, thoughts and feelings are originating from the place called National Institute of Design in Ahmedabad, India.