Experiences of the maker culture in the subject computer architecture

Main Article Content

Freddy Alberto Correa Lemus https://orcid.org/0000-0002-6176-1802
Bertha Alice Naranjo Sánchez

Keywords

Maker culture, makers, STEAM, Emerging technologies, disability

Abstract

The following proposal deepens the need to bring young people closer to science, technology, engineering, art and mathematics disciplines, which propose an approach to the maker culture. These can be learned in various ways in the classroom by developing competencies through doing but not seeing. In this way, students can learn theoretical concepts applied in the classroom, since technology contributes to the development of early qualities and skills in them that favor entrepreneurship, the maker culture, as well as the development of scientific research. This article describes the experience of students when making high and low technology products focused on promoting the educational, social and labor inclusion of people with disabilities, from the philosophy of a maker in the subject of computer architecture. The exploratory research used as an instrument the online survey of 43 students and interviews with 5 of them selected at random. The results obtained allowed us to know the characteristics of the makers as well as the experience acquired in the learning process where it is highlighted that learning to do arouses interest and breaks paradigms in the teaching- learning process, because it becomes more real and with a social meaning. 

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