Maker space is a powerful form of renovated learning which ethos is based on invents to learn. It creates, collaborates and innovates to engage students in hands-on projects and develop a large range of skills. In other words makerspace is place to make choice, create and connect. Community based workshops and DIY (Do It Yourself) projects are promoting the practice of peer production and fabrication. Existent science and multimedia applications are done by tinkering, the idea of university maker space is infantile and young but getting well-liked in global world. Universities are working a lot in terms to make their undergraduates and graduating engineers able to harness innovation and creativeness to stay competent and applicable in market or industry with increasingly growing requirements. This paper delves into a case study where multimedia lab is converted into a Makerspace SMMS (Space to Make Multimedia Systems) by assigning real time projects, related to the curriculum needs, and making them able to identify problem, construct model, become skilled at to apply, rework ideas, and share acquaintance with others. Here teacher acts as a “Maker Teacher” who designs the concepts of projects and decides the moves. Teacher is also redesigning their labs into a makerspace sloping multimedia lab. Engineering project ideas and prototype of real world scenarios are also part of the multimedia makerspace. In present study the students are engaged in inquiring models, building codes and architectural blueprints and their processes by hacking and decoding the older versions and understanding the prototypes of the real time projects. Drawing upon observations, videos, interviews and other documentation, author concludes with a qualitative discussion and results of the connotation of the findings for this embryonic and emergent field. Outcomes of applied makerspace in no doubt effective and producing better results to blend digital and physical technologies to work better in practical and theoretical state of affairs.
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