Lab Aberto @ Maker Faire Galicia

From Saturday, June 29, 2024 10:00 AM
to Saturday, June 29, 2024 6:30 PM

Maker Faire Galicia

Open in-person activity

f575@aevp.net

Portuguese

Santiago de Compostela, La Coruña, Galicia, ESP

Lab Aberto is a maker and educative association, focused on digital fabrication, STEM education, economical links and institutional colaboration.

 

What is the project about?

We propose to bring to Maker Faire Galicia three of our projects:

- Arduino Física, a set of practical activities for students and teacher using Arduino to explore concepts and learning outcomes from physics;

- OpenBot, a diy trainable AI-powered robot, modified from the original OpenBot project, assembled by students and used inAI activities;

- BootCamp, our bi-annual event that connects teachers, makers, companies and institutions, in a three-day event with talks,workshops, demonstrations and great mood.

 

 
What is the purpose of the project?

Lab Aberto's purposes are several: incentivize a better connection between educators and community, explore maker approaches in education, developing creative projects with schools, companies and institutions, enable STEM approaches, and, as a fablab, to be open to the local community.

 
How does it work?

As part of our charter, over the years we've developed several projects. Some educational, in partnerships with local schools and municipality, some maker-based. We are an open fablab, with a monthly day of activities for the wider public. We also develop faires and demonstrations at local level, as well as outreach between the maker community. Our most ambitious project is the BootCamp, a three day event with talks, demonstrations, workshops and unconferences, connecting the globalmaker community (we have regular attendees and keynote speakers from all over Europe and the US) with the local maker community, bringing together portuguese fablabs, companies and schools to share experiences.

 
What does it contribute to the Maker Community?

We will showcase three of our projects, showing the connections between making and education, and how school systems, teachers and students can benefit with maker approaches towards a more significant and deep learning experience.

 
Who has realised the project?

Projects showcased from the fablab are developed by the associates, coordinated by António Gonçalves and João Simões,associating with schools and institutions.

    Primary school Secondary school Higher Education Employed adults Unemployed adults Teachers
    Basic programming concepts Software development Robotics Hardware 3D printing Motivation and awareness raising Promoting diversity

Nearby upcoming activities:

Quantum Computing
Mon, Oct 14, 2024 3:00 PM

With this activity, students will work with qubits, quantum computing gates and circuits. The activity includes building a Bell state to show what entanglement means, as well as a teleportation protocol activity. The code will be executed in a real Quantum Computing as well as in a simulator. 

Students will code using Google Colab.

Robotic Challenges in Action
Mon, Oct 14, 2024 9:00 AM

Se plantean diversos retos para realizar con un robot, midiendo el tiempo que se tarda en resolver el reto. El formato de la actividad es tipo competición.

App-tivate!
Mon, Oct 14, 2024 9:30 AM
El proyecto App-tívate adopta la metodología "Flipped Classroom" para que los jóvenes aprendan de manera interactiva y práctica el proceso de creación de una empresa social a través del uso de tecnología móvil. Este enfoque educativo invertido pondrá a los participantes en el centro de su propio aprendizaje, permitiéndoles primero explorar y aprender de manera autónoma para luego aplicar sus conocimientos en actividades colaborativas durante el evento. A través de dos fases clave, los participantes aprenderán a desarrollar una app con App Inventor y simularán la creación de un negocio social utilizando una app desarrollada por Ingalicia, enfocada en la revitalización de zonas rurales. Este enfoque fomenta no solo habilidades técnicas, sino también competencias empresariales y sociales, incentivando la creatividad y el pensamiento crítico. Fase 1: Desarrollo de una App con App Inventor Introducir a los participantes en el desarrollo de aplicaciones móviles, dándoles las herramientas y conocimientos para crear su propia app básica. Los jóvenes recibirán materiales en formato de video-tutoriales y guías prácticas que les permitirán familiarizarse con App Inventor. Este aprendizaje inicial será autónomo y a su propio ritmo. El día del evento, se pondrá en práctica lo aprendido. Durante un taller práctico, los participantes desarrollarán una pequeña aplicación funcional en equipos, con la asistencia de mentores. Fase 2: Simulación de Creación de una Empresa Social con App Ingalicia Aplicar los conocimientos adquiridos en un escenario práctico, donde los participantes simulen la creación de una empresa social utilizando una app desarrollada por Ingalicia. Durante el evento, se llevará a cabo una dinámica en la que, a través de la app, los participantes tomarán decisiones estratégicas para crear su propio negocio social en una zona rural simulada. El juego incluye la toma de decisiones sobre financiamiento, impacto social, recursos, y sostenibilidad. Al final de esta fase, los jóvenes habrán comprendido los pasos fundamentales para la creación de un negocio social y la importancia de emprender con impacto, especialmente en comunidades vulnerables o rurales.