Defining a school makerspace as a place where young people have an opportunity to explore their own interests, learn to use tools and materials--both physical and virtual--and develop creative projects, Fleming describes the Maker Movement as about moving from consumption to creation and turning knowledge into action, while placing it in pedagogical terms and locating it in the broadly constructivist philosophies of education. Citing research that shows play as building social-emotional competence in many spheres--language skills, social skills, empathy, imagination, self-control, persistence, and higher-order thinking--they aim to create learning experiences that empower and equip students with the necessary skills to effectively produce and consume content across multiple media platforms, and to enable educators in applying these innovative methods and cutting-edge technology in their particular fields of expertise. Eleven chapters are: the Maker Movement; planning your makerspace; setting up your makerspace; creating a maker culture in your school; makerspaces and the standards; the “expert” maker; makerspaces and the school library; makerspaces as a unique learning environment; showcasing student creations; makerspaces as catalysts for future change; school leaders. Annotation c2015 Ringgold, Inc., Portland, OR (protoview.com)