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Maker education (a term coined by Dale Dougherty in 2013)[1] closely associated with STEM learning, is an approach to problem-based and project-based learning that relies upon hands-on, often collaborative, learning experiences as a method for solving authentic problems. People who participate in making often call themselves "makers"[2] of the maker movement and develop their projects in makerspaces, or development studios which emphasize prototyping and the repurposing of found objects in service of creating new inventions or innovations. Culturally, makerspaces, both inside and outside of schools, are associated with collaboration and the free flow of ideas. In schools, maker education stresses the importance of learner-driven experience, interdisciplinary learning, peer-to-peer teaching, iteration, and the notion of "failing forward", or the idea that mistake-based learning is crucial to the learning process and eventual success of a project.
^Dougherty, Dale (2013). Design, make, play: Growing the next generation of STEM innovators. Routledge. ISBN 978-0415539203.
^Orin, Andy. "I'm Dale Dougherty, Founder of Make: Magazine, and This Is How I Work". Lifehacker. Retrieved 2016-12-12.
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