Hackerklubben and Technology Crafts


Hackerklubben – the Hacker club – is more of a quest than a project, an ambition to educate and inspire children in science and technology in general and creativity and programming more specifically. Hackerklubben teaches children between the ages of 8 and13 to create computer games or interactive stories, with physical, sensor-based interfaces, and then showcases these in public. We also let children combine traditional, hands-on approaches from crafts and arts with electronic and computational materials. Hackerklubben is based on a number of principles that take inspiration from design research, fablabs, hacker culture, FLOSS programming and traditional crafts.

In this two hour workshop we will demonstrate and discuss the technologies, methods, and foundations for Hackerklubben, as well as the three principles of Peer-learning, Lack of knowledge as creative opportunity and Agnostic outcome of learning process. The goal of the workshop is to have the participants share experiences and discuss similar initiatives and ideas for teaching digital fabrication with children.

Place: Session A – 11:00 at Nygaard 091.

The workshop Hackerklubben runs as a self-sustaining initiative hosted by Interactive Institute Swedish ICT and the makerspace Collaboratory in Göteborg, Sweden.

More information: www.hackerklubben.se and www.collaboratory.se

The workshop is open to teachers, headmasters, researchers, craftspeople or others interested in creative use of old and new technologies, in particular in a learning context.

Once accepted for the workshop please email Peter Ljungstrand (peterlju@tii.se) stating your background and interest in the topic of the workshop, and what you hope to get out of it.

Peter Ljungstrand is Studio Director at Interactive Institute Swedish ICT in Göteborg, Sweden. He is also a board member of the Makerspace Collaboratory. He has experience of working with hacker and maker culture since the 1980s, and in 2001 he co-founded the Interaction Design master’s programme at Chalmers University of Technology, where he is still active as a teacher. He has been involved in research and education for 15 years within HCI and interaction design, sensor-based interfaces, smart textiles, pervasive gaming, augmented sports and rehabilitation, as well social use of IT and internet democracy.

Magnus Eriksson, Interactive Institute Swedish ICT in Göteborg, Sweden.