Online Maker Modules

The Online Maker Modules certificate course is available in two formats:

  1. Fully asynchronous self-study, giving you the ability to work through the content on your own time and at your own pace, or…
  2. Combined synchronous & asynchronous online learning.

The course is composed of five distinct modules, each centered around a different makerspace tool that can be integrated into an interdisciplinary STEAM-based educational program. As you work through the modules, you will explore the affordances and constraints of each tool, as well as ways that each of the tools could be meaningfully incorporated into the curriculum, with a thematic focus on eco-social activism.

Each of the course’s five modules (detailed below) will be broken up into: theoretical readings, supportive media resources, and assignments or activities associated with that module’s maker tool. Participants will receive a certificate upon completing all five of the course’s modules.

Date of Next Session: N/A (asynchronous, at your leisure)
Cost – Asynchronous Version: FREE! 
Cost – Combined (Asynchronous + Synchronous) Version: TBD

Register for Online Maker Modules


Maker Module #1: Introduction to Digital Making

To be literate in the 21st century, learners of all ages need to be able to use, critique, and produce across a wide range of media forms and formats. We need to design, develop, and evaluate new pedagogical models for working with existing and ever-emerging technologies in order to better prepare our students, teachers and future teachers to learn and teach in a digital age. A critical makerspace is a place where learners of all ages can congregate to design, engineer and fabricate digitally enhanced products of all kinds, and explore the uses of digital technologies in general, including mobile devices, social media, apps and games, 3D printing and digital circuits.

In this module, participants are introduced to the concept of production pedagogies and, more specifically, maker culture. They examine how the do-it-yourself (DIY) movement gave rise to makerspaces and ‘hacklabs’, and explore the social and cultural underpinnings of traditional and digital making.

Maker Module #2: Electronics

Circuits are part of the Ontario curriculum, so why not teach them in a hands-on and meaningful way? A problem-based or constructionist pedagogy has the potential to facilitate long-term comprehension of challenging concepts as well as deeply engage students in the learning process. Learners can be creative, use their problem-solving skills, and collaborate with peers to build something for — or connected to — the real world. In this module, participants will be introduced to four different circuit tools:

Maker Module #3: Wearable Technology

Participants will become familiar with wearables, specifically e-textiles, and their benefits A green piece of fabric with a bee pattern on it. Lights have been sewn onto the bees and connected to a battery pack allowing the textile to illuminate.in education through a number of text and multimedia-based resources. They will be given the opportunity to explore self-made e-textile tools, as well as e-textile toolkits such as the Lilypad Arduino. Students will be expected to demonstrate knowledge by completing written and hands-on activities either on their own, or by coming in and using the resources of the STEAM 3D Lab.

Maker Module #4: 3D Printing

Participants will be introduced to the use of three-dimensional (3D) printing technologies and their application in the classroom. 3D printing allows for students to engage in creation and construction in a way that was never previously available to them. Through the digital creation of their vision a physical, tangible item can be printed, and thus realized. With a 3D printer as a supporting technology tool at their disposal, students are able to connect with their learning tasks in a more meaningful and hands-on way.

Maker Module #5: Coding, Gaming & Programmable Robots

In this three-part module, participants will explore coding, gaming, and programmable robots as they pertain to education. These tools afford students unprecedented creativity and agency, and facilitate the development of critical thinking, perseverance, and other essential competencies for 21st century teaching and learning. The readings included in this module have been selected to frame the various tools, pedagogies, and tutorials that participants will be asked to use, understand, and complete.

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