创客空间2.0:基于O2O架构的设计研究,ERICDATA高等教育知識庫
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篇名
创客空间2.0:基于O2O架构的设计研究
並列篇名
Makerspace 2.0: Designing Makerspace Based on the O2O Architecture
作者 雒亮祝智庭
中文摘要
创客教育高速发展,学习者对高质量、无缝化创客教育项目学习体验有较高期望。创客空间是创 客教育的主要学习环境,但现有实践中单一实体模式的创客空间不能完全满足学习者的期望。本文研究分析、 梳理了创客空间的概念、历史脉络与发展现状,并对实践中的创客空间的结构与功能开展研究,提出教育创客空 间包含“材料加工与手工制造”“设计与3D打印”“开源硬件设计与开发”三个结构域,存在“常态课程”“创客工 作坊”“挑战赛”“体验营”四种学习活动范型的观点,还提出建立虚实融合的2.0升级版创客空间的建议,并最 终基于O2O架构设计出虚实融合的2.0版创客空间,生成了空间结构模型与功能模型。本研究可以为创客教 育实践者与理论研究者提供实践指导和理论参照。
英文摘要
Under the impetus of various favorable environments, maker movement gained rapid development in the last couple of years. The micro-innovative products born in this movement let the masses realize the characteristics of this particular maker group. Thanks to the popularity of 3D printing and other manufacturing technologies, as well as ad鄄 vances in open source hardware, open source software and other information technologies, more and more grass-roots were directly involved in the movement to break the monopoly of the elite for creation. They turned themselves into mak鄄 er by turning highly technical creative challenges into real products. Makerspace plays an important role in this move鄄 ment. Almost all of the projects are finished in Makerspace, and almost all of the products are born in Makerspace. Makerspace therefore has become one of the most important research objects for researchers. In the context of rapid de鄄 velopment of ME (maker education), and with ME becoming the main learning environment, the current single-enti鄄 ty model of Makerspace cannot meet the expectations of learners for high-quality and seamless experience in their ME projects. The study first reviewed the definition, history and development of makerspace based on a study of structure and function of makerspace, we revealed the existence of a three-structural domain, four-learning-activity paradigm in makerspace. The three structural domains include materials processing and handmade, design and 3D printing, open source hardware design and development, and the four learning activity paradigms include routine course, maker workshop, challenge game, and ExpoCamp. Then the study proposed to establish an upgraded 2. 0 version of mak鄄 erspace with three kinds of benefits. Finally an O2O- based makerspace 2. 0 mixing both benefits of physical and vir鄄 tual spaces was designed, and a spatial structure model and functional model of this Makerspace was established. The study can provide a practical guidance and theoretical reference to the ME practitioners and researchers.
起訖頁 035-043
關鍵詞 创客教育创客空间创客学习环境O2Omaker educationmakerspacemaker learning Environment
刊名 開放教育研究  
期數 201508 (21:4期)
出版單位 上海遠程教育集團;上海電視大學
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