Based on the assumption that theoretical knowledge, when aligned with practice, makes knowledge even more effective, this article discusses the possibility of using Culture Maker in Education with the use of Visual Programming in Blocks allied to classroom learning, contributing specifically with concepts and methodologies. Cultura Maker is part of the remodeling of classroom teaching, characterized by the strong identification that the individual creates during the involvement and participation in the creation of contents and products. Thus, there are digital manufacturing laboratories with spaces that allow learning and shared use for those who are interested in developing projects for themselves and / or the community. Principles such as collaboration, creativity and sustainability are part of this "do it yourself" culture, proposing the reuse of easy-to-use resources, access and ownership that can be used in the development of new products and / or content. With regard to visual programming in blocks, this in turn is considered as an ally in the formation of children to an appropriate profile in a future much more dependent on technology, presenting opportunities and tools with high potential to be applied in teaching-learning. Therefore, the article presents a brief bibliographic review on the theme of the culture maker and the use of visual programming in blocks, as well as a brief description of MIT App Inventor and its applications in education. It is observed that the formation of individuals considering the concepts discussed here, formatted in a structure of pedagogical and didactic material with well defined purposes, will certainly be useful as a tool applied to Culture Maker in Education.
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