STEAM education is a kind of teaching that combines five disciplines-science, technology, engineering, art and mathematics. Maker Education advocates developing its own ideas and realizing them as concrete objects through software and hardware, such as designing 3D models with 3ONE and then printing them in 3D, and making electronic objects with Arduino programming. From these two meanings, it can be clearly distinguished. STEAM education is more interdisciplinary "knowledge integration", while maker education focuses on "practical creation" of ideas.
There is a high similarity between the two in essence-maker activities need the theoretical basis of knowledge provided by STEAM education, for example, 3D One design of buildings needs to understand the corresponding engineering, mathematical calculation of dimensions, and the art of improving the aesthetic feeling of models. Maker practice is the ultimate goal of STEAM education, that is, the knowledge system can only play a role if it helps entities to create, and even become a commercial product, connecting education and business.
How can the two educational concepts be linked to play the role of 1+ 1 > 2?
Teacher Wen Li, deputy director of the Science and Technology Center of the Middle School affiliated to Chaoyang School of China Renmin University, mentioned how to integrate maker education and STEAM education into a more effective curriculum system in the teaching case of "Three-dimensional creative design" under the stem education concept. Taking the repair of a spider's parts as an example, she integrated problem solving-learning STEAM related knowledge -3D design -3D printing production-problem solving.