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A person working on a circuit board at a Re:publica makerspace. The maker culture is a contemporary subculture representing a technology-based extension of DIY culture [1] that intersects with hardware-oriented parts of hacker culture and revels in the creation of new devices as well as tinkering with existing ones.
Maker education is an offshoot of the maker movement, which Time magazine described as "the umbrella term for independent innovators, designers and tinkerers. A convergence of computer hackers and traditional artisans, the niche is established enough to have its own magazine, Make, as well as hands-on Maker Faires that are catnip for DIYers who used to toil in solitude". [3]
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Make (stylized as Make: or MAKE:) is an American magazine published since February 2005 which focuses on do it yourself (DIY) projects for individuals and groups, involving computers, electronics, metalworking, robotics, woodworking and other disciplines. [1]
The show features craftspeople skilled in different media competing to be named the "Master Maker" and win $100,000. Each week, competitors make two handmade projects—a "Faster Craft" and a "Master Craft." The winner of each challenge earns a patch. For the Faster Craft, makers have three hours to create an item.
Scratch is a high-level, block-based visual programming language and website aimed primarily at children as an educational tool, with a target audience of ages 8 to 16. [9] [10] Users on the site can create projects on the website using a block-like interface.
After selecting a few articles, you can click on "Suggest pages" and you will be presented with a list of articles related to your selection. This helps you to create a more complete book if you run out of ideas, or just want to make sure you haven't forgotten anything. Fig. 4: You don't even have to open every page, you want to add to your book.
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