We are all makers: a case study of one suburban district's ... · environments into content and...
Transcript of We are all makers: a case study of one suburban district's ... · environments into content and...
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WE ARE ALL MAKERS: A CASE STUDY OF ONE SUBURBAN DISTRICT’S
IMPLEMENTATION OF MAKERSPACES
A thesis presented
by
Cathy E. Collins
to
The School of Education
in partial fulfillment of the requirements for the degree of
Doctor of Education
Dr. Chris Unger
Advisor
College of Professional Studies Northeastern University Boston, Massachusetts
December 2017
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Abstract
The purpose of this study was to examine administrator, library media and IT specialist,
classroom teacher and student perceptions of the impact of makerspaces, as well as to identify
what stakeholders could be doing to better support student learning and engagement in
makerspaces. The Diffusion of Innovation Theoretical Framework guided the design and
analysis of this study. Further, a literature review of the implementation of makerspace learning
environments into content and pedagogy informed this study. The overarching research question
for this study asked how stakeholders perceive the implementation of a district-wide makerspace
implementation initiative, and its impact on 4C’s skills acquisition, deeper learning and student
engagement. As such, the study sought to answer the following questions: 1) How has the district
organized its structures, practices and use of resources to support purposeful implementation of
makerspaces with the specific intent of fostering students deeper learning and 4C’s skills
development?; 2) What do stakeholders perceive as the outcomes and impact of the
makerspaces?; 3) What do stakeholders perceive as the challenges of the makerspaces?; 4) What
could stakeholders be doing to better support student learning in makerspaces? An instrumental
case study approach was used to explore and describe the perceptions of administrators, students
and teachers using rich- description of their experiences. It is evident that the purposeful
integration of makerspaces led to student acquisition of 4C’s skills and deeper learning at the
study site. In addition, the study revealed structures and supports necessary to facilitate
makerspace programs to foster deeper learning including administrative support, availability of
challenging projects and resources, stakeholder engagement, professional learning and time. The
findings of this study, along with the identification and analysis of related themes, have the
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potential to inform similar districts as they embark on the implementation of makerspace
programs to foster 4C’s skills development and deeper learning competencies.
Keywords: library makerspaces, 4C’s skills development, innovative learning
environments, makerspace integration, innovation
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Acknowledgements
I extend my deepest gratitude to my advisor, Dr. Chris Unger. His enthusiasm for
innovative, out of the box thinking in the field of education inspired and challenged me as I
progressed through doctoral work at Northeastern. I have benefitted from his encouragement and
guidance through the dissertation process and have appreciated his belief in me as a scholar-
practitioner and change agent. I would also like to thank Dr. Kelly Conn for her feedback and
time she provided me as my second reader.
In addition, I would like to acknowledge my wonderful family, including my mother,
Ellen Collins, my sister, Wendy Hoogsteden, and brother in law, Michael Hoogsteden. My ever-
patient fiancé, John Zola, is especially to be recognized for his endurance of many evenings of
frozen food and takeout dinners on behalf of my doctoral work. His strong support of my
doctoral journey empowered me to embrace the learning opportunity fully and to stay the course
from start to finish.
I also want to recognize the amazing support of my district level administrators, from
whom I continue to learn each day. I am grateful to them for reminding me that servant
leadership is the most powerful form of leadership on Earth, as when it comes from the heart and
is pure in intention it leads to great outcomes for our students and larger school communities.
Special thanks to Laurie Fong, now retired principal of Montgomery High School in Santa Rosa,
California, for recognizing the leader behind the librarian glasses and persuading me to pursue
studies in educational leadership. Special thanks, too, to now retired Superintendent of Sharon
Public Schools, Timothy Farmer, for likewise supporting my efforts and never doubting that I
would complete this journey. Additionally, the camaraderie of my teacher and specialist friends
at the high school and across the district has been monumentally important to me as a source of
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support. Furthermore, it goes without saying that none of this work would have meant anything
were it not for my drive to make a real difference for students. Special thanks to the students I’ve
worked with, past and present, to whom I owe the largest source of my inspiration.
I am the daughter of two teachers, and the granddaughter of a German immigrant who
arrived in Lawrence, Massachusetts in the mid 1920s as a machinist with the dream of becoming
a teacher. I am humbled to have been afforded the luxury to follow my grandfather Max
Steinbach’s dream as a specialist educator and know that he is with me in spirit as I reach this
next step in my career.
To my beloved, belated father, Gerald Martin Collins, poet, artist, philosopher and
educator, I owe the biggest debt for teaching me how to see the hidden beauty beneath the
surface of all things and for igniting that joyful spark of curiosity that drives me to continue
learning, seeking and questioning each day.
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Table of Contents
Chapter I: Introduction ............................................................................................................ 10
The Topic ..................................................................................................................... 10
Makerspaces Defined....................................................................................................... 11
Study Site ..................................................................................................................... 12
Statement of Significance ............................................................................................ 13
Intended Audiences ............................................................................................ 15
Positionality Statement ............................................................................................ 17
Research Questions and Purpose of the Study .............................................................. 20
Theoretical Framework ............................................................................................ 21
Limitations .................................................................................................................. 25
Chapter II: Literature Review ................................................................................................... 28
Makerspaces Defined .................................................................................................. 30
Learning Within Makerspaces......................................................................................... 37
The Maker Movement and Its Impact .......................................................................... 47
District Implementation of Makerspaces ..................................................................... 57
School Libraries and Makerspaces .............................................................................. 62
Existing Studies on Diffusion of Innovation (DoI) and Makerspace Integration ......... 71
Summary ....................................................................................................................... 73
Chapter III: Methodology ....................................................................................................... 75
Research Paradigms and Study Propositions ............................................................... 76
Research Tradition .................................................................................................... 77
Study Site and Participants .......................................................................................... 80
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Recruitment and Access ............................................................................................... 82
Data Collection ........................................................................................................... 83
Data Storage ................................................................................................................. 85
Data Analysis ............................................................................................................... 86
Trustworthiness .......................................................................................................... 86
Protection of Human Subjects .................................................................................... 87
Chapter IV: Research Findings .............................................................................................. 89
Summary of Study Site, Participants, Focus Groups and Data Collected ..................... 89
Research Question One: How has the district organized its structures, practices, and use of resources to support purposeful implementation of makerspaces with the specific intent of fostering students’ deeper learning and 4C’s skills development? .... 92
Research Question Two: What do stakeholders perceive as the outcomes and impact of the makerspaces? .................................................................................................... 95
Research Question Three: What do stakeholders perceive as the challenges of the makerspaces? .............................................................................................................. 103
Research Question Four: What could stakeholders be doing to better support student learning in makerspaces? ............................................................................................. 104
Summary of Findings .................................................................................... 107
Chapter V: Discussion of the Findings ................................................................................ 109
Revisiting the Problem of Practice .............................................................................. 109
Review of Methodology ............................................................................................. 110
Discussion of Major Findings ..................................................................................... 112
Discussion of Findings in relationship to the Theoretical Framework ....................... 122
Discussion of Findings in Relation to the Literature Review ....................................... 129
Conclusion ................................................................................................................... 135
Significance of the Study ........................................................................................... 136
Recommendations ....................................................................................................... 137
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Validity of the Study ................................................................................................... 139
Limitations of the Study .............................................................................................. 140
Future Research Considerations .................................................................................... 143
Personal Comments .................................................................................................... 149
References ............................................................................................................................... 153
Appendix A ..…………........................................................................................................... 168
Appendix B ……………………………………………………………………..................... 171
Appendix C ……...………………………………………………………………………….. 174
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List of Tables
Table 1: Planned Stakeholder Individuals and Groups that Participated in the Study ............. 80
Table 2: Themes for Support of A Successful Makerspace Implementation ......................... 92
Table 3: Themes for Outcomes and Impact of the Makerspaces .......................................... 95
Table 4: Themes for Challenges in the Implementation of Makerspaces ................................ 101
Table 5: Themes for Recommendations to Better Support Student Learning in Makerspaces …………………………………………………………………........ 104
Table 6: Study Findings ………………………………………………………………........ 112
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Chapter I: Introduction The Topic Warren Berger’s book, “A More Beautiful Question” focuses on the importance of
inquiry in sparking new ideas. One of his important “beautiful questions” asks, “What might the
potential for humans be if we really encouraged a spirit of questioning in children, instead of
closing it down?” How do we foster curiosity, critical thinking and problem solving skills in
students that spark, rather than dull, creativity and imagination? How do we teach them to think
deeply and ask the right questions? What, exactly, are the right questions we should be asking
ourselves as educators and educational leaders who are interested in creating and successfully
implementing ideal learning environments?
Constructivist learning environments have been explored as an ideal means to assist
students in achieving greater success with inquiry-based learning across subject areas.
Unfortunately, these are not yet the norm in the majority of our nation’s schools. In a “drill and
kill” environment, in which content knowledge is emphasized, and in which teachers are
encouraged to “teach to the test,” constructivist approaches are often underemphasized and
teacher leadership and training in innovative methods are often limited. This has profound
implications for our nation’s children. Until we change our learning environments to better fit the
learning needs of our students, we will continue to rob students of the opportunity to succeed in
school and in life by leaving their full potential to learn untapped.
For students to reach deeper levels of learning, they need to feel safe to take risks and
problem solve, and to express themselves creatively. Education research shows classrooms, at
the micro level, rarely promote creative thinking and learning. Creative students are often
perceived by teachers as distractions. Creative experiences are likewise viewed as too time
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consuming, and creative outcomes as less important than more targeted performance objectives
(Aljughaiman & Mower-Reynolds, 2005; Beghetto, 2010; Schacter, Yeow Meng, & Zifkin,
2006).
One answer to the need for more creative, supportive learning environments is the maker
movement and “makerspaces.” Makerspaces are informal sites for creative, cross-disciplinary
exploration and “tinkering.”
As schools work to align their curricula with the Next Generation Science Standards’
focus on design, technology and engineering (NRC, 2012) along with the multidisciplinary
STEM and STEAM movements, makerspaces continue to attract increasing attention.
Makerspaces Defined
Makerspaces are sites of experimentation and innovation where learners construct
artifacts that provide evidence for learning content, process, and identity. Through making,
learners build relationships with knowledge, communities, and themselves. Making is an
activity that encourages students to use their minds in a more holistic way: to create, use, and
share (Canino-Fluit, 2014). When makerspaces are incorporated into libraries, classrooms and
other educational settings, students are offered new opportunities to collaborate, learn through
play, problem solve, build, investigate, and produce (Britton, 2012). No two makerspaces are the
same. Some emphasize technology from 3D printers and imaging computers; others emphasize
robotics and electronics. Others emphasize the arts, and may feature materials ranging from vinyl
and laser cutters to poster makers and music recording equipment. In spite of the wide range of
differences in terms of physical space, scheduling and materials, common ground exists in that
each makerspace allows for free play and exploration, with an emphasis on process as well as
product.
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It follows that programs that are rich in content that crosses discipline areas and
emphasizes hands-on learning will provide meaning to students beyond the meeting of testing
and other college prep requirements and engage their full beings. Makerspaces may provide an
ideal path toward development of higher order thinking skills and creativity, as they help
students identify their passions.
Student engagement and achievement increase when teachers challenge students with real
world problem solving (AIR, 2014; Guha, Caspary, Stites, Padilla, Arshan, Park, Tse, Astudillo,
Black, & Adelman, 2014). Through such project-based challenges, research suggests that
students are more likely to collaborate, communicate effectively, use evidence-based judgment,
persevere in problem solving, and exhibit strong organizational and self-management strategies
(AIR, 2014; Guha et al., 2014). The ability to transfer knowledge and skills through technology
rich environments such as makerspaces results in deeper learning (Huberman, Bitter, Anthony, &
O’Day, 2014; Fullan & Langworthy, 2014; National Research Council, 2012).
However, since the makerspace movement is still relatively new, a lack of strong
empirical evidence exists as to how to best meet the full potential of makerspaces as a means to
accelerate inquiry-based learning, creativity and student engagement.
Study Site
The site proposed for this study provided an opportunity to examine one suburban school
district’s implementation of makerspaces aimed at achieving deeper learning competencies
including the 4C’s of communication, creativity, collaboration and critical thinking (American
Institutes for Research, 2014). The district began implementation of library and lab based
makerspaces in each building in Fall of 2015. Makerspace implementation has expanded each
year through increased programming efforts, materials additions and new curriculum
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connections through collaborative teaching. The district’s Digital Literacy Team, headed by an
Assistant Superintendent of Information Services and Administration, has worked to support the
integration of makerspaces through a shared vision of the potential for makerspaces to achieve
21st century skill acquisition, deeper learning and student engagement.
When the district chose to merge its library and technology departments in 2014,
makerspaces seemed a natural step toward collaborative, hands on, project based learning that
would fulfill the mission of the new “Digital Literacy Team.” As part of regular meeting times
scheduled by the district’s DLT Director, the team decided on the following overall DLT
mission: “to advance knowledge, ignite global thinking, and inspire resilient, flexible, and
creative learners to succeed in a changing world.” Furthermore, the DLT decided that “to achieve
our mission we will teach, model and coach community members to use technology, text and
digital resources that promote our goals.”
The makerspaces served as an important first project established by the Assistant
Superintendent of Information and Administration with the intention of moving the libraries
forward into 21st century learning environments in which library media and IT specialists
regularly collaborate to help students develop deeper learning competencies. The DLT meets on
a regular basis to share about development of the makerspaces, makerspace projects and
activities at each building as well as budget needs for makerspace resources. The hope is to
continue to expand the resources and makerspace programming provided in all buildings as well
as to further integrate makerspace learning across curriculum areas.
Statement of Significance
Despite deep pedagogical roots, and despite the enthusiasm of many for expanded access
to tinkering opportunities, educators and educational leaders have been challenged to articulate
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the learning that is possible or that has been realized through tinkering or “making”
opportunities. This may be due in part to narrow definitions of learning that have historically
characterized schooling and that have emphasized content knowledge. This overemphasis on
content over process has become more pronounced during the past two decades of
accountability-based school improvement efforts (Martinez & Stager, 2013).
Fortunately, the recent emphasis of the Framework for K-12 Science Education (National
Research Council [NRC], 2011) on the practices of science and engineering as a path toward the
development of conceptual understanding and skills provides a new opportunity to recognize
how creative, open-ended learning activities can create deep insights, identification, and
understanding for the learner.
Educators and educational leaders must learn how to prepare students with the wide
range of skills necessary for success in a global economy. The development of these skills
requires a shift in pedagogical strategies (Fullan & Langworthy, 2014; Groff, 2013; Jacobs,
2010; National Research Council, 2012). According to research, one of the most critical factors
in fostering deeper learning is challenging students with rich and complex tasks (Fullan and
Langworthy, 2014; NRC, 2012). These rich tasks allow students to examine real-world problems
across disciplines, increasing their ability to transfer knowledge and skills (Fullan and
Langworthy, 2014; Huberman et al., 2014; NRC, 2012).
Dewey called for education to be grounded in real experience. He wrote, "If you have
doubts about how learning happens, engage in sustained inquiry: study, ponder, consider
alternative possibilities and arrive at your belief grounded in evidence." (Dewey, 1938). Inquiry
is a key part of constructivist learning.
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Tinkering and making reflect a history of pedagogical theory and design abundant in
practical, physical, and learner-driven inquiries advanced by educators from before the time of
Dewey (1938) to Papert (1980) up to the present day. In the context of tinkering settings,
novices, journeymen, and experts work side by side, assist one another, and continually shift
roles depending on the task, goals, or tools at hand, throughout processes of investigation and
invention. These interactions support learning, student engagement and identity development in
ways aligned with theories of learning and pedagogy in the work of Vygotsky (1978), Friere
(1970), and Lave and Wenger (1991).
Albert Einstein once said, “Play is the highest form of research.” This quote highlights
the philosophy behind makerspaces, as it is a place for students to not just play, but play
constructively in an environment that encourages curiosity, exploration, risk taking and creative
freedom.
Through examination of the challenges and opportunities in implementation of
makerspaces in a small, suburban school district, it is my hope that other educational leaders will
better understand how to initiate and support the development of makerspaces in their own
educational settings. Thus, the purpose of this study was to examine administrator, library media
and IT specialists, classroom teacher and student perceptions of the impact of makerspaces, as
well as to identify what stakeholders could be doing to better support student learning and
student engagement in makerspaces.
Intended Audiences
Many school districts have jumped on the makerspace bandwagon. Across the country,
K12 makerspaces now occupy corners of classrooms, sections of libraries as well as filling their
own dedicated, high-tech laboratories. Yet, the potential of makerspaces to transform student
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learning has yet to be fully explored and realized. It is necessary to understand the essential
strategies needed to support all stakeholders. In examining this study, teachers and educational
leaders will gain insight through multiple perspectives that will potentially assist them in
implementing their own purposefully designed makerspaces.
Through a qualitative, case study approach, this study captured and explored
administrator, library media specialist, student and teacher perspectives on strategies and
supports necessary for successful makerspace implementation, as well as the potential for
makerspaces to lead to a deeper level of student engagement and student learning. The study has
the potential to provide educators and educational leaders with valuable insights that districts can
use as a guide as they plan their own makerspaces.
Beyond the K-12 environment, the study will also serve health and wellness
organizations and all professions interested in promoting student well being. Students who are
allowed the opportunity for self expression, creativity and pursuit of individual interests may
well tend to be healthier and happier both as young adults and throughout their lives.
Research into the impact of effective makerspaces also has implications beyond our
national boundaries into the global sphere. Students who are inspired and encouraged to problem
solve and embrace innovative learning activities through makerspaces are also more apt to tackle
global issues with a higher level of confidence, competence and determination. Out of the box
thinking is naturally encouraged through effective makerspace learning activities. This study
delved into the conditions that lead to a higher level of creativity, innovation and problem
solving.
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Positionality Statement
As described by Machi and McEvoy (2012), it is natural that researchers have personal
interests and biases about the topics they select for study. My interest in makerspaces stems from
my lifelong fascination with the creative process as well as from my experiences as a child,
student, educator, artist and aspiring leader. I have championed the importance of arts integration
and reflective, inquiry-based, project based learning for many years. Given these factors, I
recognized that I must stay consciously aware of these biases, and control for them in research
(Machi & McEvoy, 2012). As a library media specialist and member of the District Literacy
Team, as well as PD Chair and co-leader of MassCUE’s Makerspace SIG (Special Interest
Group), I did my utmost to engage in continuous self-reflection so as not to allow my bias to
taint my research findings.
Professional background. Due to my strong belief in the value of school library
programs and services, I took care not to unintentionally exaggerate positive findings of library
makerspace activity. According to Machi and McEvoy, these “preconceptions, personal
attachments, and points of view present both strengths and weaknesses for the research effort”
(2012, p. 18). I prevented my personal attachment toward advocacy for strong school library
services from biasing my research by being aware of this potential bias, being open to all
learning outcomes and stakeholder perceptions, and doing my best to objectively describe and
document the library makerspace activities within my district.
Another potential bias is my personal belief in the value of independent learning
opportunities that fall outside structured K-12 curriculum areas. An artist at heart, I
acknowledged and documented the challenges of library makerspace activities as thoroughly as I
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documented the benefits, rather than rushing forward to promote my own leanings toward
unstructured learning over structured learning.
Though I have always been a student who did well in school, and a successful
professional reporter, educator and library media specialist, I was prone in my earlier years to
spontaneously quitting jobs to pursue artistic interests including art, photography, creative
writing and dancing. I have always had a strong internal creative drive with a need to feed my
imagination and spirit through the Arts.
As I conducted my makerspace study, I stayed alert to individual student learning
differences as well as adult learner differences amongst the staff with the awareness that they
may vary widely from my own.
Gender, socio-economic status. As a female, I am acutely aware of the gender gap and
a still all too prevalent lack of strong support and encouragement of female students in STEAM
areas. Opportunities such as girls coding clubs and informal tinkering zones such as library
maker spaces are especially suited to provide girls with early exposure to STEAM subjects.
Though girls might hesitate to enroll in upper level science and math classes, early
exposure to maker spaces might provide a doorway for exploration and a new found belief in
themselves as scientific problem solvers. Since I hope this is true but do not yet know this is true,
I took care not to jump to conclusions as I conducted my research.
During my research, I also proceeded with caution in recognizing my own sense of
frustration at the hurdles involved in being a female aspiring to roles and responsibilities more
traditionally assigned to males, and carefully conducted my interviews by equally valuing the
opinions of all participants, both male and female members of student and staff populations. It
was important for me to document both masculine and feminine ways of knowing through
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makerspace activity, assigning equal importance through equal documentation of both hard and
soft skills development through makerspace learning.
In my eagerness to promote the value of library maker spaces, I was sure to include equal
numbers of male and female participants with varied levels of success and experience with
maker space activities in order to provide a balanced range of views.
Even though there were many challenges to completing this research while being an
educator, specifically a library media specialist, the opportunity outweighed the challenges.
Library makerspaces are a new concept for our district and are part of a wide range of projects
that have transpired over the last couple years as part of the reorganization of library and
technology departments into a “Digital Literacy Team.”
As with any change process, there have been bumps and bruises along the way, along
with initial resistance. The library makerspaces are one of the positive results I see as an example
and outcome of coordinated efforts between Library and Tech Services Departments. While I am
hopeful that the implementation of makerspaces has had a strong, positive influence on student
learning and student engagement, I recognize the need to understand not only the opportunities
but also the challenges voiced by administrators, library media specialists, other teachers and
students.
Summary. This research was reflective of my professional experiences, identity,
interests and passions, as well as observations. My literature review and theoretical framework
grounded the study and guided the methodology to prevent biases. By acknowledging and
planning for the complex role of the participant observer, I hoped to gain valuable insight into
the development, implementation and roll out of makerspaces, as well as the influence of library
makerspaces and makerspace activities on student engagement and the learning process. I
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recognized that I must own my biases and control for them (Machi and McEvoy, 2012). I also
recognized that like myself, the participants in the study were entering with a wide range of
differing backgrounds and experiences related to makerspaces and other innovations.
Research Questions and Purpose of the Study
The outcomes of planning and implementing makerspaces in schools should ensure the
acquisition of deeper learning and skills development in the 4C’s of creativity, collaboration,
communication and critical thinking (OECD, 2015). As districts across the U.S. and abroad
continue to implement makerspaces, understanding the structures and supports administrators,
teachers, and students perceive as effective has the potential to ensure broader implementation
success.
Moreover, gaining insights into administrator, library and IT specialist, teacher and
student perception about the potential for an innovative implementation (in this case,
makerspaces) to result in the acquisition of deeper learning and 4C’s skills, can lead to wider
attainment of intended vision, purpose and goals (Holcomb, 2009; Topper & Lancaster, 2013).
Thus, the overarching research question for this study asks how administrators, library and IT
specialists, classroom teachers, and students perceive the implementation of makerspaces, and its
influence on 4C’s skill acquisition, deeper learning and deeper levels of student engagement. As
such, the study sought to answer the following questions:
1. How has the district organized its structures, practices, and use of resources to
support purposeful implementation of makerspaces with the specific intent of
fostering students’ deeper learning and 4C’s skills development?
2. What do stakeholders perceive as the outcomes and impact of the makerspaces?
3. What do stakeholders perceive as the challenges of the makerspaces?
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4. What could stakeholders be doing to better support student learning in makerspaces?
Theoretical Framework
Although schools and districts across the country are implementing makerspaces for
student learning, research organizations such as the Organization for Economic Cooperation and
Development (OECD, 2015) note the failure of districts to actually effect change through
innovative teaching and learning methods. Therefore, it behooves districts to develop an
implementation plan that defines the expected outcomes educational leaders hope to achieve
through their makerspaces (Topper & Lancaster, 2013).
Diffusion of Innovation. Rogers (2003) suggests that the Diffusion of Innovation (DoI)
framework offers a vehicle for practical solutions to organizations considering the
implementation of an innovation or solution in a “knowledge-utilization process” (p. 105). In
understanding the innovative solution of makerspaces for 4C’s acquisition, deeper learning and
deeper levels of student engagement, this study will explore administrator, library media/IT
specialist, classroom teacher and student perceptions about makerspace implementation.
Diffusion of Innovation explained. The DoI theoretical framework (Rogers, 2003) will
be used as one lens by which to interpret the findings of the study. Rogers (2003) states,
“Diffusion is a kind of social change… When new ideas are invented, diffused and adopted or
rejected, leading to certain consequences, social change occurs” (p. 6). Because DoI focuses on
the idea that diffusion occurs within complex social systems over time, Rogers’ (2003)
framework will provide insight into the structures, supports and perceptions of people involved
in the transition to and implementation of school makerspaces.
Importantly, according to Rogers (2003), “diffusion is the process in which an innovation
is communicated through certain channels over time among the members of a social system” (p.
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5). DoI addresses the circumstances under which an organization adopts and reinvents itself over
a period of time.
Frank, Zhao and Borman (2004) state, “Rogers’ process consists of an independent
individual’s knowledge or awareness of an innovation, formation of an attitude toward the
innovation, decision to adopt or reject the innovation, implementation of the decision, and
confirmation of the decision process” (p. 150). Frank et al. (2004) further describes:
The process is more one of diffusion of innovation within the organization, since each
actor has some autonomy to make his or her own decision partly in response to the ideas,
information and other social forces to which he or she is exposed. (p. 150)
Consequently, it becomes vital to understand the perceptions of organizational stakeholders in
the DoI process.
Rogers identifies four critical elements to the process, which includes the innovation
itself, communication channels, time and social systems (Rogers, 2003). This study will examine
these four components in the context of the district’s implementation of makerspaces, exploring
the structures and supports in place, along with the perception of stakeholders regarding those
supports and structures as they relate to makerspace influence on student engagement and deeper
learning.
Innovation. In this study, the innovation is the implementation of makerspaces across
the district for the purpose of deeper learning and 4C’s skill development. As Rogers (2003)
notes, “A technological innovation usually has at least some degree of benefit for its potential
adopters, but this advantage is not always clear cut to those intended adopters. They are seldom
certain that an innovation represents a superior alternative to the previous practice that it would
replace, at least when they initially learn about it” (p. 14).
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Thus, a large focus of the research questions for this study center on the initial
perceptions of administrators, library media and IT specialists, classroom teachers, and students
relative to the impact and benefits of makerspaces on student engagement and deeper level
learning. Examining the perceptions of stakeholders will lead to increased understanding of the
degree of ownership or “buy in” of the innovation for the purpose of enhanced student
engagement and deeper learning.
Communication channels. In examining any given innovation, it is essential for
researchers to also investigate the methods by which the organization communicates the
innovation (Rogers, 2003). In considering communication channels, this study will investigate
the ways in which the district communicated with stakeholders to engage them. As Rogers
(2003) describes, there are four elements of the communication process:
1) An innovation
2) An individual or other unit of adoption that has knowledge of, or has experience with,
the innovation
3) Another individual or unit that does not yet have experience with the innovation and
4) A communication channel connecting the two units (p. 18).
Thus, in order to adequately, thoroughly understand the perceptions of administrators, library
media and IT specialists, classroom teachers and students, this study will structure interview
questions to examine how district communication channels influence the perceptions of each
stakeholder group.
Time. This study also examined the dimension of time in the district implementation of
makerspaces, looking at the three elements of “(1) innovation decision-making, (2) individual
adoption, and (3) organizational adoption” (Rogers, 2003, p. 170).
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Specifically, the interview questions asked how the stakeholders learned about the
makerspace idea, their initial reactions to district wide implementation based on their practices
and systems of supports, the methods used to encourage stakeholders to implement makerspaces
and makerspace activities, their personal decisions and beliefs relative to makerspace
implementation, the implementation itself and any further steps geared toward improvement in
terms of learning outcomes and levels of student engagement.
Social systems. This study also examined how the social system of the district reacted in
implementing district wide makerspaces and in meeting the previously mentioned objectives of
4C’s skills development and deeper learning. Rogers (2003) notes that few researchers have
examined the role of either communication channels or social systems on the diffusion of
innovation. In answering the research questions through the eyes of a representative sampling of
all stakeholder groups, this study addressed both the communication channels and the social
system.
Rogers (2003) states that it is difficult to “untangle the effects of a system’s structure on
diffusion, independent from the effects of the characteristics of the individuals that make up that
system” (p. 25). In order to address this issue, interviews were conducted with stakeholder
groups across the system. This created a means for the study to reveal the supports and
structures, as well as the influences of change agents and resistors on processes, decisions, and
their results to date in regards to makerspace implementation.
By examining these elements of the framework and the five stages in the diffusion of
innovation process, this researcher gained insights into the perceptions of the participants of the
district’s makerspace implementation and the potential influence of makerspaces on student
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engagement and deeper learning. Hence, the DoI theoretical framework (Rogers, 2003) aligned
well with the research questions posed for this study.
Limitations. As with any framework, DoI has its limitations. Rogers (2003) describes
several of them, ranging from pro-innovation bias to individual-blame bias, recall problem and
equality. He offers practical solutions to remediate the potential shortcomings. These solutions
will be applied in the process of conducting this study.
Pro-innovation bias refers to the assumption that the social system of the organization
should adopt and easily, expediently, carry out the innovation. Tang and Ang (2002) point out
that the emphasis on DoI tends to be on the organization as a whole, rather than on the individual
members of the organization who are most impacted by a given innovation. To address this
limitation, the study included perceptions of the library media specialists who are implementing
makerspace programming in the district’s libraries, as well as the perceptions of students who
have been involved with makerspace learning activities.
In addition, Rogers (2003) suggests that conducting research during the innovation
process may help offset pro-innovation bias. Since the makerspaces in the district are still in the
process of being built, resourced and implemented fully, timing of the study is fortuitous. Other
strategies in offsetting pro-innovation bias include studying the successes and failures in
implementation of the innovation concurrently, acknowledging rejection of the innovation
including the extreme of discontinuation, re-invention, and considering the motivation for
innovation (Rogers, 2003; Tang & Ang, 2002).
Hermancioglu, Droge and Calantone (2009) further extend the idea of pro-innovation
bias, in stressing that the more difficult an innovation is for stakeholders to adopt, the less likely
that the objectives will be fully realized. The attitudes, experiences and perceptions of
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stakeholders play a role, along with their beliefs in the innovation’s benefits over current
practices and processes (Rogers, 2003).
DoI can also result in individual-blame bias, where an individual member of the
organization is blamed for the failed innovation, rather than the organization as a whole (Rogers,
2003). Rogers (2003) offers several strategies for overcoming individual-blame bias, such as
including multiple members of the organization in research, keeping an open mind during
investigations, involving those for and against the innovation, and considering the social
networks and communication structures.
According to Rogers (2003), the researcher should broaden interview questions to
investigate not only the decisions of the individual, but also the decisions of the larger group of
stakeholders involved with a given innovation, and the decisions of organizational leaders
lending oversight from above. By investigating perceptions of multiple embedded units within
the organization as focus groups, this study worked to avoid individual-blame bias.
Further, Rogers (2003) notes that over time, individuals interviewed may not remember
the specific events associated with the adoption and implementation of an innovation. To address
this recall issue, a case study approach allows multiple members of the organization to retell the
event, while document review provides additional evidence of those events (Rogers, 2003).
Rogers (2003) also recommends that researchers use high-quality interview questions, survey
questions and trained interviewers to account for the recall problem. This research study
addressed both strategies relevant to the recall problem.
Finally, Rogers (2003) notes that DoI may also lead to issues of equality, creating
socioeconomic gaps between members of the social system. As this study occurred in a public
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school system that offers all members access to makerspaces and makerspace resources through
its school libraries, this issue was less likely to present itself.
Constructivism. Constructivism as a theoretical framework is based on the idea that
learning is the result of knowledge construction. Knowledge is not received from outside, but
rather by reflecting on experiences and by fitting new information together. Constructivist
theorists believe that students learn best when they actively construct their own understanding. In
the constructivist theory, emphasis is placed on the learner rather than the teacher. It is the
learner who interacts with objects and events and thereby gains an understanding of the features
held by such objects or events. Constructivism emphasizes processes over products.
Constructivism and Constructionism evolved out of the research of Seymour Papert, who
was a student of the work of Jean Piaget. “Constructivism is a theory of learning based on
experience and observation. Through experience, and reflecting on these experiences, individuals
construct their knowledge and understanding of the world (Papert, 1980)."
According to constructionist models, students learn best by making tangible objects
through authentic, real life learning opportunities that allow for a guided, collaborative process
which incorporates peer feedback. Makerspaces are an example of the constructivist and/or
constructionist model of learning. The creation of objects which might range from videos
designed through the use of stop motion animation and green screen technology, to the
development of robots using elements of coding in programs such as Scratch, to a simple musical
instrument made from a jug and rubber bands: all of these may be viewed through the lens of
constructivist/constructionist learning.
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Chapter II: Literature Review
Over the last decade, much time and energy has been devoted to the need for new federal
and state policies around 21st century learning and global skills competencies. The 4 C’s skills
including critical thinking, communication, collaboration, and creativity are currently taking
center stage, though they are not new concepts for educators. Though these skills have always
been a focus in educational settings, innovative methods are gaining renewed attention as the
need for development of higher level thinking skills grows in our increasingly interconnected
world.
The number of students leaving our K-12 schools and districts with effective critical
thinking, communication, collaboration, and creativity skills is uneven (NRC, 2012). To address
the need, many superintendents and district leaders around the country have begun district-wide
initiatives supporting the “Four Cs.” Some of the innovations being implemented include 1:1
initiatives, Blended Learning, Personalized Learning, and cross-disciplinary STEAM related
opportunities including makerspaces.
The extent to which innovations such as makerspaces influence student development of
4C’s, deeper learning is up for debate. “As with most things in education, getting from vision to
actualization is often a difficult and circuitous route” (Project Tomorrow, 2015, p. 1). Without an
understanding of the structures and supports that teachers, students and administrators perceive
as useful in supporting a transition toward innovations such as makerspaces, efforts may well fall
flat, failing to meet objectives such as student acquisition of higher order, 21st century skills.
Research on traditional versus alternative pedagogies demonstrates that alternative
methods encourage creative, higher level thinking and expression (Besancon & Lubart, 2008).
Thus, the makerspace setting as a non-traditional learning environment designed to foster
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innovation (Haverson & Sheridan, 2014) provides fertile ground as a site of investigation into
“making” and its potential impact on student engagement and achievement.
Research in this area will be beneficial as schools and districts strive to implement
effective makerspace learning environments. As such, this literature review will inform decisions
in one district and potentially beyond it, through the examination of the perceptions of
administrators, library media and instructional technology specialists, teachers and students
working in a wide range of makerspace settings. First, makerspaces will be defined. Next, the
range of learning that takes place in makerspaces will be described along with the impact of
makerspaces. District implementation of makerspaces will be explored, along with district
utilization of school libraries in makerspace implementation. The review will evaluate the
structures and supports that serve as opportunities and barriers to makerspace implementation.
Finally, the review will conclude with an analysis of studies that include the Diffusion of
Innovation (DoI) framework in their examination of technology integration, according to the four
elements of innovation, communication channels, time, and social systems (Rogers, 2003).
Though makerspaces hold great promise, it is not enough to simply “build it and they will
come.” Like any educational innovation, those that have staying power tend to connect
integration and successful implementation with adequate structures and supports as well as an
understanding of the perceptions of stakeholders. Research is still limited on the influence of
makerspaces on student engagement and deeper learning, as well as on the structures and
supports that lead to successful implementation.
Research in this area will be beneficial as districts continue to adopt and implement
makerspaces. As such, this literature review has the potential to inform decisions about the
implementation of makerspace initiatives, through the examination of the perceptions of
30
administrators, library media and instructional specialists, classroom teachers and students. In
particular, this literature review holds significance for leaders and policy makers responsible for
supporting makerspace roll-outs. In addition, this literature review will provide insight into how
districts are utilizing libraries and library media specialists to implement their makerspace
programs.
This literature review also holds significance in providing educators and educational
leaders with information on student perception of transformational teaching practices. Student
feedback is a powerful tool that provides both educators and students with the opportunity to
reflect, to deepen understanding and to improve learning outcomes. Ebenezer, J., Columbus, R,
Kaya, O., Zhang, L., & Ebenezer, D. (2012) note that when educators engage in risk taking and
professional learning with their students, their instruction improves and student achievement
increases. Without an understanding of student perception of makerspace integration strategies,
educators will be limited in their ability to gauge their impact (Ebenezer et al., 2012). Thus, this
lit review seeks to understand how instructional library media specialists, classroom teachers,
students and administrators perceive the implementation of makerspaces and their impact on
4C’s skills acquisition, student engagement and deeper learning.
Makerspaces Defined
Over the last few years, makerspaces have gained attention from policymakers,
practitioners, and scholars. President Obama put the maker movement on display at the first-ever
White House Maker Faire in Summer of 2014 and implemented policies to equip schools and
encourage entrepreneurial innovation (Fried & Wetstone, 2014). The power behind the maker
movement is the “DIY citizenship” it encourages; Obama and other maker champions assert that
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young people will best change the world through their ability to make and innovate rather than
consume it (Ratto & Boler, 2014).
A makerspace is a physical place where informal, collaborative learning can happen
through hands-on creation, using any combination of cross-disciplinary tools. Akin to a
laboratory, the kind of learning that takes place in a makerspace is hands-on, iterative,
experimental and touches on a wide array of transliteracies (Britton, 2012).
The underlying goal of a maker space is to encourage innovative thinking and creativity
through an open-ended learning environment. Proponents of makerspaces reason that such
environments foster 4C’s skills development and deeper levels of learning and student
engagement. Besides instructing students in innovation processes, makerspaces are designed to
teach them how to solve problems and present their ideas and projects effectively. Through
development of entrepreneurial, creative and collaborative skills, students are guided toward
competence in real world problem solving. These skills were identified by the Partnership for
21st Century Skills (2015).
Components of makerspaces. Makerspaces are sites of rich experimentation and
innovation where learners construct artifacts that provide evidence for learning content, process,
and identity. Through making, learners build relationships with knowledge, communities, and
themselves; the relationships built are worked out through an iterative making process that
results in the creation of external artifacts. In makerspaces, makers innovate new media,
technologies, and literacies, which expand the ways in which learning is currently represented
and demonstrated in K-12 educational settings. What does one learn from 3D printing, creating a
banjo out of a plastic bottle, programming a homemade robot to move? How do the artifacts
produced provide evidence of learning?
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The literature outlining makerspaces agrees on five core characteristics: physical space,
low and high-tech materials, user-driven creation, diffuse learning through collaboration, and
cross-disciplinary integration (Bevan, B., Gutwill, J.P., Petrich, M., & Wilkinson, K., 2015;
Dougherty, 2012; Vossoughi & Bevan, 2014).
Current literature defines makerspaces as physical spaces. But the emphasis in a
makerspace is on the hands-on, material-based creation processes as well as physical interactions
that take place there.
The literature also notes that makerspaces are equipped with both low and high-tech tools
(Sheridan, 2011) for hands-on production. These materials and tools might include everything
from circuit parts, art supplies, and craft materials, to laser cutters, 3D printers and electronics
kits. Makerspaces provide access to traditional and emerging tools and materials for fabrication
and creation.
Moreover, the literature emphasizes that makerspaces are designed to encourage open-
ended, independent projects. Activities in a makerspace may encompass tinkering, exploratory
play, or creative production/deconstruction. Vossoughi & Bevan (2014) note that, “the aesthetic
and playful qualities of many making activities may operate to create a particularly low barrier
for participation. Making thus looks and feels different from more traditional, open-ended,
inquiry activities” (p. 4). The self-driven nature of makerspace activities allows for a learner’s
ownership, empowerment and personal passion to emerge.
In addition, the literature outlines how makerspaces rely on diffuse learning through
facilitation, peer-to-peer knowledge-sharing, and collaboration. Wilkinson, K., & Petrich, M.
(2013) highlight the importance of facilitation of tinkering studio activities. Sheridan (2011)
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notes that participants themselves lead, teach, and learn through collaboration as they join the
makerspace’s community of practice.
Lastly, the literature agrees that makerspaces allow cross-disciplinary integration of
science, technology, engineering, art, and mathematics. Sheridan et al. (2014) suggest that a key
distinction of makerspaces from other learning settings is the way they “support making in
disciplines that are traditionally separate” (p. 526).
Range of makerspace learning environments. Makerspaces as learning environments
exist in both formal and informal settings. Many makerspaces resemble art studios, where
participants work independently or collaboratively with materials to design and make (Halverson
& Sheridan, 2014). Based on analysis of visual arts classes, Hetland, Winner, Veenema, and
Sheridan (2013) identified three key “studio structures” as central to the design of studio learning
environments: (1) in demonstration-lectures, teachers pose open-ended challenges, show
exemplars and demonstrate processes to engage and inform students (2) in students-at-work,
students work on their projects and teachers observe, providing individualized instruction as
necessary and (3) in exhibitions, students’ work is shared with a community beyond the studio
classroom environment.
Hetland (2013) focused on traditional visual art forms in classroom environments, but
these three studio structures have applications beyond to the teaching of digital and media arts
such as graphic design, computer animation and more. These informal learning environments
tend to involve a higher degree of peer mentoring and coaching than traditional classroom
environments. They offer a similar structure to makerspaces currently being created in library,
museum and other settings and allow for a look at “pedagogical structure in the flow of the
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multiple informal interactions and activities characteristic of makerspaces.” (Haverson &
Sheridan, 2014).
Looking through a “community of practice” lens helps to frame the learning that takes
place in makerspaces. Community of practice refers to the people who work in a common
domain and through their participation in the community share knowledge and experiences (Lave
& Wenger, 1991). The communities of practice framework, where learning is part of ongoing
social interaction rather than a distinct activity, allows for exploration of elements specific to
makerspaces. These elements include the shared use of a wide range of resources and materials;
informal learning environments, individual work and collaborative activity; and formal and/or
informal documentation of work in progress and participation. An assumption of the framework
is that the community has a shared domain of interest (Wenger, 1998). The act of “making”
becomes that pivotal point around which all learners creatively connect.
Individual library makerspaces exhibit their unique flavors of creative activity, from
sewing and costume design to music recording, graphic design, computer programming, and
more. All of these spaces revolve around design thinking principles of identifying a need,
problem solving, iteration or redesign, and creation of a final product. These spaces promote
identity and community (Wenger, 1998). Much of the observed activity in makerspaces (e.g.
playing, talking, tinkering, walking) could seem peripheral to making, yet these activities are
central to learning and forming a sense of community and are important to providing space and
time for idea generation. (Sheridan, 2014).
To date, research on making activity in educational contexts has focused primarily on
program design, implementation, analysis of settings and assessment (Davis & Blikstein, 2017;
Halverson & Sheridan, 2014; Vossoughi & Bevan, 2014). Vossoughi et al. (2013) have reported
35
on a multiyear ethnographic study on equity-oriented pedagogical practices that support student
engagement in tinkering in afterschool settings. As understanding of the concept of “tinkering”
and/or creative play with real world results, continues to expand, there is growing interest in
documenting the learning that takes place in makerspaces.
Across the making literature, researchers note the deep engagement of young people, the
opportunities provided for real world problem solving, and the potential for the development of
new dispositions, understandings, and directions through activity and reflection (e.g., Sheridan,
2014; Vossoughi et al, 2013, Davis & Blikstein, 2017).
“Tinkering” and making (creating) are potentially powerful contexts for learning. But
although they have deep roots in leading theories of pedagogy, in the present era of educational
accountability and high stakes testing, they challenge many stakeholders’ ideas of “what learning
looks like.” (Bevan, et al. 2015). Tensions and contradictions exist between educators’ expansive
visions of what learning looks like and the sometimes more restricted accountability era
definitions of learning (Booker, Vossoughi, & Hooper, 2014, 2017). Equity of access is also an
important consideration in assessing the effectiveness of learning environments. Hence, there is a
need for further research on the benefits of informal learning such as that which takes place in
makerspaces.
In various studies, tinkering has been defined in terms of “imaginative play,” (Brahms,
2014, p. 4), “purposeful play” (ibid, p. 20), and “playing with materials” (Sheridan et al., 2014).
Martinez & Stager (2013) argues that play is an important component of learning because
learners are able to develop confidence in their own abilities to learn and create and she calls for
more educators to integrate play into learning settings.
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Not everyone has readily accepted the idea that the playful activities in makerspaces
constitute significant learning. As Petrich, Wilkinson, and Bevan (2013) have noted, some
people have observed tinkering activities and questioned, “Well, it looks like fun... [pause] ...but
are they learning?” (p. 52).
Maker spaces and maker activities offer access to creative learning resources which can
lead to innovation and creativity. As part of a participatory planning study of Helsinki Central
Library, authors experimented with a form of collaborative brainstorming with and by “makers.”
By drawing elements from both lead-user workshops and participatory design, they conducted a
study allowing engagement with local maker communities to identify the issues relevant for a
public maker space in 2020. Participants envisioned a small, prototype maker space and were
invited to execute activities collaboratively. Results indicated that the constructivist opportunity
to experiment and create activities on a rolling basis resulted in a high level of engagement
(Hyysalo, 2014). But does this translate across all makerspaces?
Practitioners and researchers are beginning to look closely at these learning zones to
determine who uses makerspaces, what occurs in makerspaces, and how makerspaces can
facilitate learning. Research that has examined learning across a range of makerspaces and
tinkering studios has suggested the significance of playfulness and engagement, self-directed
goal-setting, facilitation or peer-to-peer knowledge-sharing, and contextualized learning that
crosses subject domains (Bevan et al., 2014; Brahms, 2014; Sheridan et al., 2014). These studies
have also noted a lack of support to show that evidences of learning map to specific components
of subject domains such as science, technology, or art (ibid).
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If makerspaces are to become significant contributions within educational settings or
systems, then research must be done that further qualifies and validates these playful activities
within learning contexts.
Learning within Makerspaces
Agency by Design is a multi-year research project currently underway out of the Harvard
Graduate School of Education’s Project Zero that is also looking at learning within making from
the lens of agency and self-efficacy (Agency by Design, 2015). Through partnerships with pre K-
12 classrooms in Oakland, CA, the researchers are examining “maker empowerment,” which
they define as those elements of a learner’s self-discovery in, capacity for, and confidence
around making (ibid, p. 4). The researchers preliminary findings thus far lead them to conclude
that “the most salient benefits of maker-centered learning for young people have to do with
developing a sense of self and a sense of community that empower them to engage with and
shape the designed dimension of their world” (ibid, p. 7). This conclusion is emerging from data
that highlights learning outcomes related to a learner’s development of identity and self
confidence.
In efforts to validate making as a legitimate path toward learning, scholars are working to
provide empirical evidence of the intrinsic learning value of making. Learning theory such as
Papert’s (1980) constructionism and Lave and Wenger’s (1991) situated learning connect with
the spirit of learning through making, but development of and access to new technologies has
also fundamentally expanded the types of learning with practical applications that are now
possible.
For example, learners are able to make abstract ideas come to life through models by 3D
printing a tangible rollercoaster to explore with physics concepts (Blikstein & Kranich, 2013).
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Other new tools such as laser cutters, construction kits and microcontrollers such as Makey
Makey and Arduino, along with easier programming tools such as Scratch (Resnick, Maloney,
Monroy-Hernandez, Rusk, Eastmond, Brennan, 2009) also lend themselves to learning through
making.
Researchers have begun to explore the disciplinary value of making by connecting these
new technologies to subject specific contexts. Activities such as building with 3D printers and
laser cutters, programming, and crafting Play-Doh into circuits have obvious connections with
STEM disciplines. Scholars have noted that new technologies like Squishy Circuits make
complex STEM problems more accessible to learners. In paper computing, makers use
conductive tape or paint in place of wires to make their circuits; with Squishy Circuits they use
Play-Doh; and with e-textiles they use conductive thread. Making with these technologies helps
learners develop circuitry and programming skills and practices, along with engineering thinking
(Kafai & Burke, 2014; Peppler & Glosson, 2013).
Makerspaces as constructivist learning zones. Makerspaces can be classified as
constructivist learning zones. Varied theoretical orientations (Phillips 1995) explore different
facets of constructivism such as cognitive development, social aspects, and the role of context.
According to Matthews (2000), the educational literature identifies eighteen different forms of
constructivism, yet most scholars place the forms into three categories: (1) sociological, (2),
psychological, and (3) radical constructivism.
Richardson (2003) calls constructivist pedagogy “the creation of classroom
environments, activities, and methods that are grounded in a constructivist theory of learning,
with goals that focus on individual students developing deep understandings in the subject matter
of interest and habits of mind that aid in future learning.”
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As a theory, constructivism proposes that learning is neither a stimulus-response
phenomenon nor a passive process of receiving knowledge. Instead, it is an adaptive activity
requiring the building of conceptual structures through reflection and abstraction; an active
process of knowledge construction influenced by how one interacts with and interprets new ideas
and events (Lambert 1995; Maclellan and Soden 2004; Glaserfeld 1995).
The principles of the constructivist view of learning can be summarized as follows:
learning is an active process; learning is an adaptive activity; learning is situated in the context in
which it occurs; knowledge is not innate, passively absorbed or invented but constructed by the
learner; all knowledge is personal; all knowledge is socially constructed; learning is essentially a
process of making sense of the world; experience and prior understanding play a role in learning;
social interaction plays a role in learning; effective learning requires meaningful, open-ended,
challenging problems for the learner to solve. (Fox 2001).
Design thinking and the makerspace connection. Researchers are exploring the
STEM/STEAM connection as a means to highlight the value of design thinking in cross-
disciplinary education. In one example, scholars described how e-textiles were utilized to
illustrate how the aesthetic characteristics of making intersect with the arts and have the potential
to shift the gender inequity of STEM fields (Buchholz, Shively, Peppler, & Wohlwend, 2014).
According to Carroll, Goldman, Britos, Koh, Royalty & Hornstein (2010), “Design
thinking is an approach to learning that focuses on developing students’ creative confidence.
Students engage in hands on projects that focus on building empathy, promoting a bias toward
action, encouraging ideation, and fostering active problem solving.” Proponents of design
thinking argue that children learn best by making tangible artifacts in what are termed
makerspaces and support the use of digital media in designs.
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Dan Ryder, an English teacher based in Maine, is an example of an out of the box
educator embracing design thinking in the classroom. His students regularly produce 3D models
of poems and problem solve with an emphasis on empathy-based solutions. In one lesson, Ryder
instructs students to take a character from Romeo & Juliet, identify a problem the characters
face, and then design a real world solution or prototype. Students use materials ranging from
electronic components called “Little Bits,” to Legos and 3D printing supplies. Artifacts created
in this particular lesson have included a system of sensors to detect when too much fighting is
going on between characters, and a device to monitor Romeo’s heartbeat. “English is what it
says on the door,” says Ryder. “I’m teaching them how to write and how to read. I’ve just found
if I take the approach of what’s the best practice for English teaching, I’m blocking out a whole
bunch of transferable skills.” (Feinberg, 2016).
According to constructionists, meaning is made through tangible artifacts that are built
and shared. As Ackermann argued, “if our minds, senses, and bodies are expanded through use
of personal and cultural tools, then these tools become incorporated, an integral part of
ourselves” (1996, p. 27). Design thinking activities in makerspaces offer students an opportunity
to develop transliteracy skills through pursuit of making activities that align with their personal
passions.
The K-12 Lab Network at Stanford’s d. school explains that by becoming well-versed in
design thinking, a student is more equipped to recognize the needs and restraints of a problem,
develop innovative solutions, and constructively utilize feedback (Speicher, 2013). Application
of design thinking is student-centered and hands-on. It seeks to prepare learners through
development of 4C’s skills, enabling them to solve complex problems through collaboration,
communication, and innovation.
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Various approaches to design thinking align well with makerspace learning. One, from
IDEO, is centered on three steps; discover, ideate, and prototype. The discover phase is
comprised of developing essential background information about a design topic. In the ideation
phase, the designer (student) allows him/herself to be an imaginative risk-taker, developing as
many ideas as possible to address the problem at hand. The last step, the prototype phase,
involves developing a model and immediately testing it on users in order to learn quickly from
feedback and failure. For the purpose of Maker activities, Martinez and Stager (2013) stress the
importance of a spiraling; iterative design that supports rapid prototyping and that may not be
entirely planned out from start to finish. Proponents of makerspaces as design thinking labs
argue that the format has the capability of reframing the way students learn in the areas of
STEAM, including science, technology, engineering, mathematics and the arts.
According to Brahms and Crowley (2014), one of the appeals of making as a learning
process for STE(A)M education is that it provides numerous entry points to participation.
Making provides participants opportunities to learn and apply multi-disciplinary knowledge and
skills while tinkering and expressing one’s self to multiple audiences (Martinez & Stager, 2013;
Sheridan, Halverson, Litts, Brahms, Jacobs-Priebe & Owens, 2014; West-Puckett, 2013).
Educational supporters like Martinez and Stager (2013) and Lee Martin (2015) assert that maker
activities provide an opportunity for educational innovation.
The argument for constructionist learning experiences is growing as recent national
standards in science education like the Framework for K-12 Science Education (NRC, 2012) and
the Next Generation Science Standards (NGSS) are focused less on disciplinary content and
more on the application of content using science and engineering practices. The NGSS (NGSS
Lead States, 2013) adopted the Framework’s (NRC, 2012) eight science and engineering
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practices and raised engineering design to the same level as scientific inquiry. These practices
include:
1. Asking and defining problems
2. Developing and using models
3. Planning and carrying out investigations
4. Analyzing and interpreting data
5. Using mathematics and computational thinking
6. Constructing explanations and designing solutions
7. Engaging in argument from evidence
8. Obtaining, evaluating, and communicating information
Supporters of making like Honey and Kanter (2013), Martinez and Stager (2013), and
Quinn and Bell (2013) believe the design process is central to STEM education.
“Design is a powerful vehicle for teaching science, technology, engineering, and math
(STEM) content in an integrated and inspiring way. Through the design process, one learns how
to identify a problem or need, how to consider options and constraints, and how to plan, model,
test, and iterate solutions, rendering higher-order thinking skills, tangible, and visible. Design-
based learning engages students as critical thinkers and problem-solvers and presents science and
technology as powerful tools to use in solving some of the world’s most pressing
challenges.”(Honey and Kanter (2013) p. 3-4)
Design-based STEM education holds promise as a means to build students’ interest in
and knowledge of STEM/STEAM areas. Makerspace learning potentially provides a doorway for
more students to engage in STEAM education, including those who have previously been
underrepresented. (Honey & Kanter, 2013; Kafai et al., 2014; Quinn & Bell, 2013) Brahms
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(2014) found that making “encourage(s) community members to tinker at the edges and
intersections of disciplinary participation” and “has the potential to make disciplinary knowledge
and skill more accessible to people who feel peripheral…” (p. 93).
Cross-disciplinary applications. Several studies have looked across disciplinary bounds
to suggest the benefit of cross-disciplinary activities that often take place in makerspaces.
Following the Constructionist learning theories of Seymour Papert, the MIT Media Lab has spent
years exploring best practices for designing activities that combine low and high-tech
technologies (Resnik & Rosenbaum, 2013). Resnik & Rosenbaum (2013) outline several core
elements of makerspace activities found to impact learning, including immediate feedback, fluid
experimentation, open exploration, immersive experience, and reflection. Eisenberg & Buechley
(2008) propose that, "New fabrication tools and devices do not, in our opinion, threaten to uproot
this [craft] tradition but rather have the potential to enrich it tremendously" (p. 62).
Unique to the maker movement is the affordable cost offered through sharing of
resources to new media technologies that encourage creativity and innovation. The
multidisciplinary nature of learning projects that combine engineering principles, fine arts or
craft, and/or digital media art, lends itself to creative outcomes (Sheridan, Halverson, Litts,
Brahms, Jacobs-Priebe, & Owens 2014). In addition, today’s maker movement is defined as
nurturing community of learners or “makers” (Sheridan, et al., 2014). The community of makers
is strengthened through district-wide and national Maker Faires that can offer members of the
maker community a vital platform for sharing their work.
Sheridan, et al. (2014) explains the value of the multidisciplinary learning approach,
“Makerspaces seem to break down disciplinary boundaries in ways that facilitate process- and
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product-oriented practices, leading to innovative work with a range of tools, materials, and
processes” (p. 527).
Tishman (2014), notes, “While innovation and STEM tend to be the buzzwords
associated with the maker movement, when you talk with maker educators working in schools
and maker spaces, the real news is what kids are learning about collaboration, about community,
about complexity, and about themselves” (p. 6).
Makerspaces and transliteracy. The concept of multiliteracies is built on the belief that
knowledge is “embedded in social, cultural, and material contexts” (New London Group, 1996,
p. 82) and that learning transpires best through hands-on experience (Cope & Kalantzis, 2000).
Literacy scholars have advocated for a movement to redefine literacy in formal learning
environments (Barton, Hamilton, & Ivanic, 2000; New London Group, 1996; Lankshear &
Knobel, 2003). Amongst the rise of many new forms of digital media, these scholars are
proponents of a shift in our understanding of literacy.
Makerspaces are ideal locations for the application of transliteracy approaches to
learning. Multimodal literacy scholars believe that new media and technologies are “increasing
complexity and inter-relationship of different modes of meaning” (New London Group, 1996, p.
79). The New London Group (1996) identifies six modes as resources for construction of
meaning-making processes: Linguistic, Visual, Audio, Gestural, Spatial, and Multimodal Design;
Multimodal Design unites all other modes as complex and fluid meaning-making networks. Each
mode consists of “Design Elements,” or features, that learners can use as resources for
representation. Redefining literacy to align with a multiliteracies perspective presents important
implications for the design of learning environments such as makerspaces.
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A multiliteracies lens brings to light the relationship between a community and a learner.
From a communities of practice (Wenger, 1998) perspective, both participation in the space itself
and participation with other members are foundations for learning. Learning in makerspaces
often happens through a collaborative process. Makerspaces are unique reflections of their own
communities.
Communities of practice, participatory culture and makerspaces. Aligning with
multiliteracies scholars, Lave and Wenger (1991) describe knowledge as situated in specific
contexts, and meaning making as a result of what occurs through interactions with others in these
contexts. In a community of practice, learning is continuously happening (Lave & Wenger, 1991;
Wenger 1998). Learners become members of groups and build relationships with other members
through their participation in collective problem solving.
At the community level, which could refer to a school or any other community,
community of practice (Lave & Wenger, 1991; Wenger, 1998, 2002) becomes a way to form
communities around new literacies. Participatory culture (Jenkins et al., 2006) is described as
multiple communities that practice and create through the use of different technologies and
media. A community Maker Faire is one example of this idea, as participants follow their
passions, create and learn as they go, then share their creations with others.
Litts (2015) asserts, “Both constructionism and multiliteracies are concerned with
building learners’ design literacies, putting engagement and conversation with design at the
forefront of learning.”
Constructionism and multiliteracies both feature community and space design as a key
feature of learning environments (Kafai, Peppler, & Chapman, 2009; Sawyer, 2006). Theorists
describe a natural progression from “messing around” to more deeply engaging with knowledge
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as interest grows (Kafai & Harel, 1991; Ito, et. al., 2010). Makerspaces allow members to circle
from play to creation and back again to play, with an emphasis on process over product.
The cyclical nature of the design thinking process has shown to be effective at increasing
content knowledge and transfer (Fortus, Krajcik, Dershimer, Marx, & Mamlok-Naaman, 2005).
Even more, Halverson (2013) asserts that the creativity process itself provides evidence for
learning. The Design framework of multiliteracies (New London Group, 1996) explicates how
learners in makerspaces iteratively make meaning; makerspaces are full of resources with which
members design and “redesign,” creating new meaning and artifacts.
Litts (2015) notes, “Direct and indirect collaboration through space and people is the ‘air’
of makerspaces; it is what keeps them alive and well. The design of makerspaces is fueled by a
desire to make things with people, whether explicitly or implicitly. Sometimes makers work on
projects together, other times they work on similar projects next to each other, and still other
times they work on different projects individually, but in the same space… The gem of
makerspaces is that there are electrical, artistic, technical, mechanical, and myriad other types of
knowledge and expertise floating around the space in the form of people, tools, and other
materials/resources.”
While available resources vary across makerspaces, student makers are typically
encouraged to follow their individual passions. Whether they are creating artistic projects or
building new inventions, makers are connected by their interest in making and/or problem-
solving. Students use tools, materials, and resources to investigate and innovate. Placing learning
in real-world contexts and problems is a feature of makerspaces that aligns with situated learning
theory (Lave & Wenger, 1991). Prerequisites to authentic making include freedom and
autonomy.
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The Maker Movement and Its Impact
The Maker Movement in education has emerged as a growing trend. Makerspaces are
appearing in a growing number of U.S. schools across the country. In a grass-roots fashion, the
movement is spreading by educators and school leaders who see the benefits that hands-on
learning activities have on engaging their students. The International Society of Technology
Educators received close to 4,000 proposal submissions for their annual conference, and they
aggregate the data to determine popular topics. The trending topics of 2016 all touched on
Makerspace activities: coding and robotics, Maker Movement, STEAM, student-driven learning,
and flexible learning environments (ISTE Connects, 2016).
Dougherty (2012) discusses the momentum that teachers have brought to the movement,
and urges institutions to consider the maker movement as a model for developing organizations
to foster talent that he believes may lead to a more innovative economy and society at large (p.
12). In his study entitled, “Digital Fabrication and ‘Making’ in Education: The Democratization
of Invention,” Blikstein (2013) explores the implementation of ‘FabLabs’ for digital fabrication,
a branch of the maker movement. He describes the movement towards making as a part of an
expansion of acceptable disciplinary knowledge within formal education settings. Blikstein
(2013) believes that creation of a maker culture will lead to future innovation. He writes, “Digital
fabrication and making could be a new and major chapter in this process of bringing powerful
ideas, literacies, and expressive tools to children. Today, the range of accepted disciplinary
knowledge has expanded to include not only programming, but also engineering and design. In
addition, there are calls everywhere for educational approaches that foster creativity and
inventiveness” (p. 2).
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Makerspaces as constructivist learning environments are designed to inspire student
creativity and problem solving. In a self-directed learning situation, students become participants
in a natural learning cycle that leads to higher levels of engagement. Students pursue their
passions in a do-it-yourself space, with the teacher acting more peripheral than central to
learning. Students are challenged to be creators rather than consumers. Hagel, Seely, Brown, and
Davison (2010) describe the elements necessary to develop successful creation spaces--
participants, interactions, and environments (p. 140). Yet they also warn that achieving the
balance between “design and emergence is critical to sustainability and scaling of these
environments (p. 143). Blikstein (2013) describes this constructionist learning environment as
one where there is “...rarely a fixed curriculum,” and where “...Children use technology to build
projects, and teachers act as facilitators of the process” (p. 5).
An important factor in the success of a constructivist classroom is the teacher’s
understanding of constructivism (Windschitl, 2002). Thus, professional development is key for
those educators interested in creating successful makerspace learning environments. In addition
to development of engaging, hands-on activities, educators must create opportunities for sharing
and reflection to deepen the levels of learning.
Peppler and Bender also discuss the role of the teacher as facilitator within an
experiential environment where students are encouraged to use their imaginations. They explain
that teachers of maker classrooms should act as ‘trained facilitators’, as they help students
explore tools and ask, “What do you want to make today?” (Peppler and Bender, p. 23).
In addition to the potential that makerspaces have on increasing innovation and
developing creative artifacts, they also are social spaces where community is developed through
collaborations that emerge out of the design process. Peppler and Bender (2013) describe the
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potential that makerspaces have on strengthening community through developing collaborative
projects that address local problems.
Foster (2014), finds that makers pursue other makers with expertise in their area of
interest. In describing the collective learning that takes place through making, the authors write,
“The makers participate and seek interdisciplinary communities of learners to make...they seek
relationships with individuals of different backgrounds than themselves and have a value for
knowledge” (p. 4).
Thus far, empirical studies have focused on what students learn through targeted making
activities, such as building circuits into textiles (Buechley, Peppler, Eisenbert, & Kafai, 2013) or
using a programming language such as Scratch for interactive media design (Resnick, M.,
Maloney, J., Monroy-Hernandez, A., Rusk, N., Eastmond, E., Brennan, K., et al., 2009). As
mentioned previously, despite the popularity of the topic, little documented research exists on the
processes of learning and level of engagement and/or achievement that may occur as a result of
makerspace projects.
Further research on learning within makerspaces is necessary to validate makerspaces as
settings that facilitate significant learning opportunities, both to policymakers, funders, and
practitioners. Design thinking involves both action and reflection and, therefore, can potentially
lead students to deeper levels of learning as well as development of self confidence. How do we
develop students’ risk taking capacities so that they are more comfortable with open ended
challenges and problem solving? Repeated exposure to makerspace activity, plotted in
longitudinal studies, might be helpful in moving understanding of design thinking and its impact
on development of critical thinking skills, forward.
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The implementation of the maker movement within formal K-12 education may help
bridge the gap between formal classroom knowledge and real world problem solving. However,
more research needs to be done on best practices in implementation of makerspaces, perceptions
of educators and educational leaders about what the movement involves, and impact of
makerspaces on deeper levels of student engagement and learning. A research gap exists on the
connection of a maker culture to 21st century learning goals advocated by the Common Core
standards: specifically, collaboration, communication, creativity, and critical thinking. In
addition to helping students become more familiar with the ability to create ideas, helping
students to communicate their ideas effectively, collaborate with others, and think critically, may
help students meet the challenges of the twenty-first century (Trilling & Fadel, 2009).
Maker culture. The process of making, creating and experimenting is often part of a
hybrid approach which connects digital learning with design. In digital spaces, the use of Web
2.0 tools (e.g. blogs and wikis) and other representations (e.g.mindmapping and infographics)
promotes a creativity that involves the repurposing of ideas (NMC 2015). Innovations in
technology including 3D printers and robotics are often part of the maker process and at maker
events such as hackdays a variety of materials and tools are used (e.g. soldering irons, Lego,
sewing machines, Raspberry Pi Computers) for collaborative problem solving.
Maker cultures have been blossoming across the countries and even globally, both in K-
12 and Higher Ed worlds. At Harvard University, Karen Brennan imagined the lecture theatre
she was assigned to teach in, re-purposing it as a creator space. Working with a room of tiered,
fixed seats, she introduced small group working, experiential learning activities, and pasted the
walls with paper to encourage students to draw the flow of their ideas (NMC, 2015).
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Other institutions are building new learning spaces from the ground up. Case Western
Reserve University has invested over $35 million in a project to create an innovation center that
has maker philosophy at its core. The “Think Box Centre for Innovation,” similarly, was
designed as a makerspace in which hands-on collaborative learning is the driving principle of
curriculum design. In 2014 Arizona State University held an international Maker Summit to open
a dialogue about integrating Maker Culture into degree programs and the admissions process
(NMC, 2015).
As part of a participatory planning study of Helsinki Central Library, authors
experimented with a form of collaborative brainstorming with and by “makers.” By drawing
elements from both lead-user workshops and participatory design, they conducted a study
allowing engagement with local maker communities to identify the issues relevant for a public
maker space in 2020. Participants envisioned a small, prototype maker space and were invited to
execute activities collaboratively. Results indicated that the constructivist opportunity to
experiment and create activities on a rolling basis resulted in a high level of engagement
(Hyysalo, 2014).
Adult learners who are given opportunities to think outside the box are more likely to
grow to embrace that philosophy and will be more likely to courageously model it through the
learning activities they design for their own classrooms.
There is a lack of research concerning how and if successful teachers continue to change
over time with sustained PD in innovative methods. One Iowa study was designed to address
such research gaps. The teacher leaders involved served as staff members for Iowa Chautauqua
and continue to develop and improve in their use of constructivist practices through sustained
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training and activity. Results of the research indicate that the teacher leaders do continue to
develop further in their use of constructivist practices over time (Singh, 2012).
Educational leaders need to consider the importance of professional development as it
relates to best makerspace practices, in order to create and sustain a maker culture that uses
makerspaces to their full potential. Adult learners who are given opportunities to think outside
the box will grow to embrace that philosophy and will be more likely to courageously model it
through the learning activities they design for their own classrooms. This has repercussions for
makerspace implementation, which is more than just a matter of setting up a space with learning
resources. At its ideal, a makerspace is a student-centered learning zone that offers student voice
and choice as well as opportunities for students to develop 21st century skills.
Teaching for Understanding is an educational pedagogy that uses inquiry as a foundation
and framework. The concept of allowing for uncertainty permits the teacher to model thinking
and actions that the teacher hopes to elicit from students. Wiske, Franz & Breit, (2005) asserted
that teachers who are brave learners would be able to foster the same behavior in their students.
Unfortunately, researchers have found that many teachers are not adequately trained in how to
successfully implement creative, problem based learning projects. Geist and Hohn (2009)
reported that most preservice and practicing teachers do not have a strong background in the arts,
and therefore, are not proficient to develop engaging creative activities for the classroom.
Tomlinson (2001) addressed the importance of designing learning activities for all
students that emphasize critical and creative thinking. Tomlinson believed that classroom tasks
should require students to understand and apply ideas. Further, Tomlinson (2009) asserted that
teachers should facilitate instruction that offers a broad range of possibilities in order to address
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the wide range of needs that students possess. Establishment of a maker culture in classrooms
and makerspaces through modeling may well offer a path toward addressing those needs.
Some researchers and practitioners have documented a drop in creativity and curiosity as
socialization becomes more important for students in the lower grades (Marcon, 1995; Timmel,
2001). Children may experience a loss in the ability to generate original ideas when they begin to
feel the pressure of conventionality (Runco, 2007). The decline in creative thinking may also be
a result of the increased emphasis on standardized testing, which has moved the emphasis in
schools toward rote learning, and away from critical, creative thinking activities. By adding the
“A” back (Arts) into STEM for a STEAM focus through creation of makerspace learning
opportunities, educators can support a needed re-focus on creative thinking skills across
curriculum areas.
Sousa (2009) explored the use of Bloom’s Revised Taxonomy in the classroom in
conjunction with creative experiences, showing them to bring about deep levels of engagement
with content material. Sousa asserted that creative, artistic activities connect students to
themselves and to others because students draw upon their own resources to produce the result.
Sousa highlighted the addition of a new level of Bloom’s Taxonomy, “Create,” added in 2001.
Moga, Berger, Hetland, and Winner (2000) emphasized that the inclusion of the arts in
school can foster creative thinking skills in other content areas beyond the arts. Maker activities
extend STEM learning as students create products to address real world problems.
The Componential Theory of Creativity (Amabile, 1996) defines creativity as the result
of a confluence of factors. Other studies confirm Amabile’s theory, that creativity is the result of
using creative approaches for thinking differently, of being intrinsically motivated in the process,
and having expert knowledge of the content, and knowing how to use available resources
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(Csikszentmihalyi, 1996; Simonton, 2000). Makerspace activities have the potential to deepen
understanding of content, to increase practice with creativity skills, and to increase motivation
and engagement through an encouraging environment where students feel safe to take risks.
Through experimentation and tinkering, students build confidence in a safe environment where
new ideas and risk taking are the norm.
Assessment in makerspaces. The literature on assessment in makerspaces is lacking.
However, comparable research exists in assessing outcomes for problem based learning, which is
similar. In PBL, students are presented with an open ended problem that mirrors the complexities
of real-world issues. There is not one defined answer, and multiple solutions may help the
participants define which result may best fit the issue. In makerspaces, students often brainstorm
a solution to a real-world problem that they have identified. As with PBL, there are multiple
solutions and approaches. Problem-based learning lends itself to performance-based assessments;
and makerspace learning falls under the umbrella of performance-based activities.
Luterbach and Brown (2011) maintained that teachers should not try to assess students on
4C’s skills using testing methods from the nineteenth century. The authors asserted that not all
learning could be measured through multiple choice testing. They proposed that assessments of
student knowledge should be diverse because assessments should document specific 4C’s skills
and knowledge, thereby revealing a student's ability to be an innovative problem-solver. The
authors preferred assessment ideas include keeping records of student abilities in a computer
inventory of accomplishments and compiling student work in digital portfolios (Luterbach &
Brown, 2011).
The Miami Museum of Science ("Alternative Assessment Definitions," 2001)
recommends four types of alternative assessment: performance based, authentic/project, portfolio
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and journal. Design journals may be analyzed as a means to demonstrate growth over time.
Analysis of a student’s design journal could provide evidence of iteration, recognizing errors,
solving problems and metacognition. Competencies that can be assessed in a makerspace
include both hard skills such as working with tools and manipulating materials; and soft skills
such as determination, teamwork and effort; design thinking, craftsmanship, community building
and content understanding (Yokana 2015).
The portfolio is a commonly used makerspace assessment tool in many districts, though
much makerspace learning at this point in time remains informal and undocumented. Web tools
can be used to develop online portfolios (Chang and Ratliff, 2015). Portfolios are used to
document and share student maker projects, with the development of the portfolio considered a
valuable skill by itself as students learn how to express themselves and document their work
(Chang and Ratliff, 2015).
The Partnership for 21st Century Skills (P21) is a US based cross sector non-profit
organization with education, government, and industry partners that focuses on the nature of
learning in the 21st century, supporting educators in aligning their curricula with innovations in
education, and showcasing examples of strategies and policies to enhance education outcomes
(P21, 2016). P21 identifies the importance of the 4Cs: critical thinking, communication,
collaboration, and creativity, as an area of educational importance along with Life and Career
Skills and Information, Media, and Technology Skills. The P21 Framework for 21st Century
Learning focuses on the value of learners as engaged critical thinkers with a broad knowledge
base.
Computational thinking is one more lens through which we can view the constructivist
approach with tangible products and outcomes. The International Society for Technology
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Educators and the Computer Science Teachers Association created a definition of computational
thinking with the input of hundreds of educators, researchers and industry leaders. These groups
describe CT as a problem-solving process with many distinguishing characteristics. First, the
user can articulate a problem in a way that enables a computer or other tools to assist in its
solution. Data is logically arranged so that it can be analyzed; data is abstracted through models
and simulations. A series of ordered steps, or algorithmic thinking, is used to automate solutions.
Consolidating steps and resources to improve efficiency are key. Any given problem can be
generalized, and transfer can occur across additional problems. Moreover, they defined
dispositions associated with CT: poise while working with complexity, perseverance when faced
with hard problems, lenience when dealing with ambiguity, aptitude when facing open-ended
problems, and the capability to work with others to attain a common goal (Barr & Stephenson,
2011). Computational thinking is not regulated to dealing with computers, but rather the
principles and approaches of analytical problem solving that derive from computer science
(Wing, 2006).
There are three different commonly used strategies for assessing the development of
computational thinking. Researchers at Harvard’s ScratchEd online community use three
approaches: (1) artifact-based interviews, (2) design scenarios, and (3) learner documentation.
They have focused on evolving familiarity and fluency with computational thinking practices.
The focus on practices emerged through work with young learners — “realizing that most
concept-oriented assessments (e.g., checking for the presence of particular blocks in a projects as
indicators of concept fluency, quizzes about definitions of concepts) were insufficient in
representing a learner's development as a "computational thinker".”
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District Implementation of Makerspaces
More and more districts across the U.S. are joining the maker movement, whether
through development of cutting edge makerspaces with new, expensive technologies or simpler,
low key versions of the same with low cost materials such as screwdrivers, Legos and crayons.
Educators and educational leaders are embracing the idea of learning through making and are
launching makerspaces that allow students to guide themselves through hands-on learning that
blends core curriculum concepts with future-ready skills including the 4C’s of creativity,
communication, collaboration and critical thinking.
Districts vary widely in their makerspace implementation strategies. Some are creating
makerspaces in all of their buildings, while others are starting with small, pilot makerspaces in
individual classrooms or libraries.
In Albemarle, Virginia, all 26 schools have makerspaces and advanced tech tools
including 3D printers and laser cutters. In one exemplary makerspace programming activity
there, students cut down trees and worked through several designs before completing movable,
nine-foot platforms in their cafeteria. Ira Socol, the district’s assistant director for educational
technology and innovation, stated:
We don’t separate maker time from curricular time. Making is how we teach and how
kids learn; instead of viewing it as an add-on, we’ve tried to embed it throughout the
curriculum… Suddenly you’ve got kids who normally might be failing math now
working in very high-level trigonometry and calculus.” (DA Special Report, 2017)
Making goes beyond STEM to include STEAM concepts in Albermarle. For example,
high school students from one of the district’s poorest neighborhoods created Rube Goldberg-
like devices to depict the heroic narratives they had read in language arts classes. A ball bearing
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(symbolizing the hero on a quest) starts rolling on a track attached to a wall; it then falls onto the
F9 key on a keyboard, which boots up a Minecraft episode that also sends an alert to an attached
cell phone. The buzzing phone starts the next ball bearing rolling off a table. Students’ ideas,
rather than Standards, guide these projects. “In our definition of maker work,” Socol stated, “we
talk about what students’ passions are, and we fit them into curriculum.” (DA Special Report,
2017).
Winnetka Public Schools outside Chicago uses the term “HAMSTER” (humanities, arts,
math, science, technology engineering and reading) to describe the work done in its
makerspaces. In early elementary grades, teachers introduce their classes to maker projects. On
the first day, students might play with Hot Wheels cars and tracks. Over the next few days, they
tackle design challenges that force them to raise and lower tracks, and then begin measuring
speed and distances. Maureen Chertow Miller, the district’s director of technology, said, “We
don’t want students to consider these spaces just places where they get to go and tinker for 40
minutes. We want this to be something they can apply to the world around them. (DA Special
Report, 2017).
In rural Llano ISD in Texas, students get bonus points if they use skills learned in
makerspaces in their regular classrooms. In one project, students 3D-printed replicas of cells,
rather than the traditional Styrofoam ball models. One student added electric circuits. Before
they can start building, students have to research their ideas and write proposals describing their
projects in well-articulated detail.
But math, writing and science aren’t the only core concepts that transfer back to the
regular classrooms. In Llano, as well as in Carmel Central School District in New York,
educators have seen behavior improve among students who consider using the makerspace to be
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a special privilege.
“The teachers are not doing much classroom management because the kids want to be there—
you’re getting 100 percent out of them,” Rob Leonard, from the technology department at
Carmel High School, said, “It eliminates a lot of disciplinary problems.” (DA Special Report,
2017).
Carmel doesn’t allows middle and high school students to work (supervised by teachers)
during free periods or after school in two of the high school’s makerspaces. For academic
assessment, teachers can measure students’ progress in a variety of ways, such as by setting and
measuring goals, requiring presentations about makerspace projects, and regular observation.
(DA Special Report, 2017).
These examples illustrate just some of the many paths toward makerspace
implementation across the U.S. at this time. The makerspaces are driven by new technologies
and an emphasis on fostering STEM skills, but also by interest in promoting non-academic, “soft
skills” qualities in students, such as creativity, problem-solving and determination. When it
comes to creating makerspaces across grade levels, the design and emphases differ widely from
school to school, district to district and state to state, focusing on particular skills, tools and types
of projects depending on the age of students and focus of educators and educational leaders.
Nearly two-thirds of the education leaders surveyed for “District Administration”
reported operating at least one makerspace in their districts. Most respondents described their
makerspaces as either “about average” or “basic” in terms of technology and scale. Reasons cited
by survey respondents on the launching of their makerspaces revolved around accelerating
learning: 75 percent said the hands-on projects engage students more deeply in the core
curriculum while also helping students develop soft skills such as teamwork, creativity, problem-
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solving and learning from failure. Seventy percent also stated that makerspace experiences better
connect students to real-world innovation and entrepreneurship. Survey results showed that
participants’ makerspaces are evenly spread between elementary, middle and high schools.
Those district leaders who have not yet implemented makerspaces stated that they have not yet
done so due to expense and difficulty of assessing the learning (DA Special Report, 2017).
Many districts are pursuing partnerships and grant funding opportunities as a means to
build, implement and/or expand their makerspaces. For instance, in Western Pennsylvania,
Robert Morris University recently launched a partnership to add maker spaces in the Avonworth,
Cornell, Quaker Valley and Moon Area school districts. The partnership, dubbed the Ohio River
Consortium, secured a $225,000, two-year grant from the Grable Foundation, a Pittsburgh
nonprofit, to pay for materials, supplies and teacher training. The consortium's focus this year is
to bring maker education to the primary grades. It will concentrate on middle schools next year
(Raap, 2015).
In addition to universities, museums are logical partners in makerspace implementation.
For example, The Children's Museum of Pittsburgh pioneered the concept first by providing
maker workshops to more than 20 school districts. Ken Lockette, the district's assistant
superintendent, attended a maker boot camp three or four years ago at the Children's Museum
and became inspired. District officials installed a maker space a short while later in the
collaboration center, a shared space between the high school and middle school. They consulted
with the museum in designing the space. For the primary grades, a teacher wheeled a cart from
classroom to classroom and facilitated maker activities. Last year, teachers began using a
classroom in the Primary Center's basement as a maker space. The center has more than 400
students in kindergarten through second grade (Raap, 2015).
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The district is using its share of the Ohio River Consortium grant to add a maker space to
its elementary school, which has 385 students in third through fifth grades.
“By the end of this year, we're going to have maker spaces in all our buildings,” Lockette said.
“Kids are going to have these experiences all the way from kindergarten up to 12th grade.”
(Raap, 2015).
Similarly, Other districts are beginning to incorporate “maker ed” into their curriculum.
Teachers are undergoing training. “This is a whole new concept for our staff, and it's a new
concept for me,” said Aaron Thomas, Cornell's superintendent. “It'll be ongoing throughout this
year. It'll not be done in a week or a month. It'll be continuing to transform.” (Raap, 2015).
As districts look to implement makerspaces, professional development needs to be
considered as well. In Avonworth, many teachers struggled at the onset of implementation of the
maker ed program. “It's very messy. The traditional way of teaching is easier,” Ralston said.
“To say, ‘I'm going to give a test every Friday and these are going to be things I go through in
my lectures,' that's simple. But when you're designing an activity that you don't really know
which way it's going to go when the kids start on it, that's difficult.” Despite a bumpy start, the
shift has been worth it, said Becky Kolesar, a third-grade teacher at Avonworth Elementary
School (Raap, 2015).
As an example of an in-school makerspace designed from the ground up, Lane Tech
College Preparatory High School in Chicago created an environment rarely seen in high schools,
where lack of space is typically the norm (THE Journal, 2016). The Lane Tech Innovation and
Creation Lab is clean, open, and equipped with four Epilog laser cutters, 10 MakerBot and UP!
3D printers, six ShapeOko2 CNC mills, four Silhouette Cameo vinyl cutters, four MakerBot 3D
Scanners, 30 Mac- Book Pro Retina laptops, two 15-foot wall projectors, a mobile Smart Board,
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multiple custom-designed workspaces with power drops, collaboration spaces with HDTV and
laptop HDMI switching, a large variety of production and prototyping materials along with
power and hand tools (THE Journal, 2016).
School libraries and makerspaces. AASL’s Standards for the 21st-Century Learner
outline provides guidelines for effective teaching that inspires students. The standards encourage
school library programs to support the development of certain learner dispositions that reflect
and support these goals (AASL 2009). According to Standards for the 21st Century Learner in
Action, “Acquiring knowledge alone does not guarantee that this learning will be used and
applied. Learning in the twenty-first century also requires a capacity to learn that reflects a range
of dispositions: to be curious, resilient, flexible, imaginative, critical, reflective, and self-
evaluative” (AASL 2009, 40). Makerspaces make sense as a resource toward this end goal.
Although Makerspaces began as informal centers for tinkering and creating, their goals
overlap with the goals of formal education and many of the dispositions listed in the AASL
Standards. Students in makerspaces: display initiative and engagement by positing questions and
investigating the answers beyond the collection of superficial facts (1.2.1); demonstrate
adaptability by changing the inquiry focus, questions, resources, or strategies when necessary to
achieve success (1.2.5); use both divergent and convergent thinking to formulate alternative
conclusions and test them against evidence (2.2.2); demonstrate leadership and confidence by
presenting ideas to others in both formal and informal situations (3.2.1); demonstrate motivation
by seeking information to answer personal questions and interests, trying a variety of formats
and genres, and displaying a willingness to go beyond academic requirements (4.2.2); maintain
openness to new ideas by considering divergent opinions, changing opinions or conclusions
when evidence supports the change, and seeking information about new ideas encountered
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through academic and personal experience (4.2.3) (AASL 2009).
Many schools across the country are incorporating Makerspaces into their school
libraries, oftentimes through the leadership of their library media specialists, who see
makerspaces as a natural complement to more traditional library program offerings. The ways
districts are utilizing their libraries in implementation of makerspaces varies widely from locale
to locale.
Though scheduling, layout and materials may differ, commonalities exist in terms of the
overall purpose of these library makerspaces which allow for access to equipment and materials
along with student opportunity for the free pursuit of creative interests and activities.
School library media centers, as independent learning zones, have much in common with
makerspaces, as locations in school buildings that allow for and encourage independent learning
and exploration of personal interests through provision of resources and various forms of media.
Through the maker movement, however, library makerspaces are blossoming in innovative ways
that utilize more technology, tools and advanced resources. “It is a more focused, dedicated and
intentional effort blending creativity, inquiry and kinesthetics.” (Loertscher, Preddy & Derry,
2013). Makerspaces are an increasingly prominent fixture within libraries that transform the
library into a place of creation (Britton 2012).
As a connecting channel between students’ personal interests and classroom curriculum,
the school library serves as an ideal focal point for makerspace philosophy. School libraries are
natural hubs of learning, innovation and collaboration, whose purpose is to provide equal and
free access to materials and learning opportunities. “When school libraries, educational
curriculum and maker mentality work together both practically and ideologically, it is ultimately
students who will benefit in this new model for education.” (Gustafson, 2013).
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Making is an activity that encourages students to use the library in a new way: to create,
use, and share (Canino-Fluit, 2014). When makerspaces are incorporated into libraries, patrons
are offered new opportunities to collaborate, learn through play, problem solve, build,
investigate, and produce (Britton, 2012). No two makerspaces are the same. Some emphasize
technology from 3D printers and imaging computers; robotics and electronics; to lego
Mindstorms. Other emphasize the arts, and may feature materials ranging from vinyl and laser
cutters to poster makers and music recording equipment.
Programs that are rich in content that crosses discipline areas and promotes higher order,
creative thinking, hands-on learning and student voice will provide meaning to students beyond
the meeting of college prep requirements and engage their full beings.
Makerspaces are an ideal path toward development of higher order thinking and creativity.
Eisner states, “What school programs tend to emphasize is the development of a
constricted conception of thinking. Not all thinking is mediated by words or numbers, nor is all
thinking rule-abiding. Many of the most productive modes of thought are nonverbal and
illogical. These modes operate in visual, auditory, metaphoric, synesthetic ways and use forms of
conception and expression that far exceed the limits of logically prescribed criteria or discursive
or mathematical forms of thinking. When attention to such intellectual processes, or forms, of
thinking is absent or marginal, they are not likely to be developed within school programs,
although their development might take place outside of school.” (Eisner, 1994).
Tinkering and making reflect a history of pedagogical theory based on practical, physical,
and learner-driven inquiries advanced by educators such as Dewey (1938), Papert (1980) and
others. In the context of tinkering, students and experts work side by side, assist one another, and
shift roles depending on the task, goals, or tools at hand. These interactions support learning and
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identity development in ways that align with theories of learning developed by Vygotsky (1978),
Friere (1970), and Lave and Wenger (1991).
Yet despite these pedagogical roots, and despite the growing popularity of the maker
movement, researchers have been challenged to articulate the learning that is possible through
makerspace activities. This may be due in part to narrow definitions of learning that have
emphasized content knowledge at the expense of creativity and other ways of learning/knowing.
This overemphasis on content over process has become more pronounced during the past two
decades, as accountability-based school improvement efforts accelerated (Stager & Martinez,
2013). The recent emphasis of the Framework for K-12 Science Education (National Research
Council [NRC], 2011) on the practices of science and engineering practices as a path toward the
development of conceptual understanding, critical thinking and deeper learning provides a new
opportunity to recognize how creative, open-ended learning activities can create deep insights,
identification, and understanding for the learner.
As library media specialists are charged with collaborating across discipline areas,
makerspace activity complements the recent emphasis on hands-on science and a cross-
disciplinary, STEAM centered approach to learning. Many library media specialists, working in
conjunction with administrators and classroom teachers, have taken a lead over the past several
years in makerspace implementation by creating space and tools for it and by encouraging a
maker culture within their school communities. While forward thinking educational leaders are
taking a district-wide approach to Makerspace implementation, some library media specialists
find themselves alone in terms of support and funding within their districts. As districts look to
persuade stakeholders of the benefits of makerspaces, one large selling point is their reach, which
extends in school libraries across grade levels and subject areas.
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Professional development. As districts begin strategic implementation of makerspaces,
professional development for library media specialists and teachers becomes an important
consideration. Educational leaders are asking questions about the skills, knowledge and aptitudes
necessary to implement makerspaces in reference to the core mission and goals of the library as
well as larger school and district wide strategic goals.
Similar to the establishment of a “PLC” or professional learning community,
establishment of a maker community and/or maker culture takes time and effort. By looking at
research into successful PLC implementation it is possible to identify steps toward establishment
of a maker culture, in that both require collaboration and an environment where risk taking is
encouraged.
To effect successful PLC cultures, districts ideally engage in professional behaviors
focused on five critical practices: ownership in decision making, re-culturing the organization
and professional staff, establishing organizational learning theory protocols, evaluating
organizational learning theory practices, and creating a sustainability plan. Adherence to these
five practices institutes operational and conceptual learning consistent with organizational
learning theory and creates a culture of professional learning district-wide (Boone, 2014).
In one large scale study, investigators sought to understand how collaborative teacher
interaction is contingent upon teacher characteristics and school-organizational contexts. The
study conducted a series of linear modeling analyses based on a nationally representative sample
of about 2,500 teachers across 149 middle schools in South Korea. The data are from the OECD
Teaching and Learning International Survey 2008. The results from this study suggests that
teacher collegiality may be understood largely as teachers’ collective effort to deal with
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uncertainties that arise from their approach to teaching as a constructivist endeavor to engage
students in meaningful inquiry-based learning.
Since makerspaces tend to be less formally structured, educators in these settings need to
learn the best strategies for facilitating student learning in an open-ended environment. The
problem-based learning literature emphasizes the need for staff development for successful
implementation (Stepien, Gallagher, & Workman, 1993). Administrative understanding of the
function and benefits of makerspace learning environments is critical.
Makerspace teaching runs against the grain of the training received by many educators.
Thus, professional development needs to explicitly address practices for maximizing makerspace
engagement and learning in order for makerspaces to be more than just resource centers housing
shiny objects. Related professional development needs to provide collaborative opportunities for
educators to share with each other about their makerspace experiences.
Feedback is best received in an environment of safety in which all learners feel valued,
and in an environment of open curiosity where questioning is encouraged and not knowing is
considered the natural entry point to discovery and engagement with learning material.
Both principals and teachers contribute to shared instructional leadership. Principals and
teachers contribute to the leadership equation in each school in different ways, according to
school context and personnel. Research shows that teachers learn more when teachers and
principals strike the right balance between the status quo and intentional movement toward
purposeful change. Other factors that influence teacher learning include the shared belief that
teachers can and must educate every student, and respectful, open relationships among
colleagues. With these conditions, teachers learn to be better teachers and student achievement
increases (Printy, 2006).
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Sternberg (2015) notes, “When people are used to doing things in a certain way, they
often do not change how they do things unless they have to. And if there is no reward in teaching
for creativity, few teachers are likely to venture into that endeavor. So nothing changes because
nothing has to” (p. 116). Yet, research shows evidence of the power of creative learning
environments and possibilities for exemplary, 4C’s learning models that emphasize deep levels
of learning (Davies, Dean, & Ball, 2013; Craft, Cremin, Hay, & Clack, 2014).
Zhao (2012) notes “making” is product oriented, creative, and active; “making” is the
antithesis of what schooling has been for students as “passive consumers and recipients of
whatever adults give them: books, facilities, knowledge, tests, and disciplines” (Zhao, 2012, p.
209). According to Martin (2015), making activities promote elements of learning often missing
in traditional public education. These elements of “maker mindset” include the following
characteristics: playful, asset- and growth-oriented, failure positive, and collaborative (p. 7;
Martin, 2015). Research on tinkering (making) found that in the process of tinkering the learner
is met with a learning environment containing an abundance of different tools and resources
without an immediately identifiable plan (Resnick & Rosenbaum, 2013). Petrich et al. (2013)
said, “The process of becoming stuck and then ‘unstuck’ is at the heart of tinkering” (p. 55)
Still, educators question how makerspace activities meet curricular requirements and
standards based learning (Vossoughi & Bevan, 2015). Bevan et al. (2015) noted, “the informal
science field has been challenged to articulate the learning that is possible or that has been
realized through tinkering programs” (p. 100). Educators want to know, “What is learned here?”
and “How does this learning translate to the disciplines and domains that we care about in K-12
education?” (Halverson & Sheridan, 2014, p. 501). In my own district, one library media
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colleague descriptively referred to the challenges of her makerspace learning environment as
“the chaos of the Wild West.”
Bevan et al. (2015) documented the activity of youth participants framed by the
Tinkering Learning Dimensions Framework, a tool that was previously developed by the lead
author of the study. The Tinkering Learning Dimensions Framework (TLDF) was refined
concurrently with the case study (Bevan et al., 2015). The Framework is organized around four
learning dimensions: 1) Engagement; 2) Initiative and intentionality; 3) Social scaffolding; and
4) Development of understanding.
During the investigation Bevan et al. (2015) found participants displayed aspects of the
four learning dimensions. For evidence of engagement, learners spent time tinkering in activities,
played, explored, and tried things over and over. The learners also remained after they finished
one activity to start something new (Bevan et al., 2015, p.104).
Participants showed initiative and focused determination by persisting in the face of
frustration and showing confidence when disagreeing with each other, demonstrating intrinsic
task motivation (Bevan et al., 2015, p. 104). Participants sought feedback and when stuck,
attempted to use innovative approaches as modeled by facilitators. In this way, participants
responded to appropriate extrinsic motivation. The participants used the social environment to
ask for help or inspiration for new ideas, to connect and collaborate with other workers, and to
use available tools (Bevan et al., 2015, p. 105). The Makerspace provided a safe environment for
risk taking and failure.
In addition, participants in the study showed their understanding of content or attainment
of new skills through their explanations, which showed connections to prior knowledge as well
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as new knowledge. They strove to understand fully through questioning, and expressed
enthusiasm and excitement when completing projects (Bevan et al., 2015, p. 105).
Another case study by Voussoughi et. al (2015) investigated the activities of students in
an after school Tinkering program serving minority youth. The program is designed to engage
students in designing and building a variety of projects through a workshop model curriculum.
Projects are STEM related and have an added artistic dimension. Observations included:
“orientations towards iteration, drafts, and mistakes; increasing curiosity about the process
through which artifacts and machines are made; the appropriation of tinkering practices across
activities/settings; growing confidence in problem solving, tool-use and scientific language; and
new forms of collaboration” (p. 46).
In makerspace settings, the degree of training the facilitator teachers receive could
influence the degree of success or failure of the learners. The comfort level, or discomfort level
of the facilitator in a chaotic, “Wild West” learning environment more than likely plays a role in
makerspace learning and student engagement, though more research needs to be done in this
area.
Districts are approaching makerspace professional development in a wide range of ways.
Some invite the expertise of guest makers to share their craft (Sheridan et al. 2014). Within a
school, teachers are often recruited to serve as mentors through professional development on
making and to share about curricular connections (Plemons 2014). Some makerspace facilitators
also utilize their own students as mentors to new makers. Sheridan et al. (2014) noted that
leadership is often distributed in makerspaces with participants creating in a cross-disciplinary
fashion in the same space. “Educators should understand some of the unique challenges inherent
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in facilitating learners as they undertake their own interest-driven and discovery-oriented
projects in makerspaces.” (Oliver, 2016).
Studies on diffusion of innovation, technology and makerspace integration. Schools
are often able to clearly articulate the innovations they hope to achieve; however,
implementation continues to be an area of struggle (Frank, Zhao & Borman, 2004). To affect
true, broad reaching change, attention must be given to the organization’s structures and social
systems (Frank et al., 2004).
Stosic & Stosic (2013) found that innovation in education is not the current norm in spite
of the word being used widely in educational circles. Within the DoI framework, the findings
suggest that the lack of innovation is largely the result of limited access to experts in the area of
innovation, along with the failure of the organization to prepare their infrastructure or provide
professional development to teaching staff prior to implementation. Teacher preparation and
support are essential in bringing innovation forward to transform teaching and learning (Stosic &
Stosic, 2013).
“The choice to adopt a new technology requires the knowledge that it exists and
information concerning its suitability to the potential adopter’s situation” (Levin, Stephan, &
Winkler, 2012, p. 1774). The rate at which an innovation is successfully implemented is thus
dependent on the effective communication of objectives, urgency of timeline established and
available organizational resources.
Time is another critical factor in the implementation of any given innovation. In helping
teachers understand the purpose of an innovation, teachers are more likely to provide the time
needed for the innovation (Kebritchi, 2010). Opportunities need to be structured in for
collaboration, professional development and implementation practice (Kebritchi, 2010).
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In the case of makerspaces, educators need to understand the value behind their
implementation as well as the strategies for maximizing learning outcomes through them.
Teacher leaders, library media specialists and other tech integration specialists can serve as role
models in the implementation process to pave the way for others. Frank et al. (2004) studied
schools in the process of implementing computer integration. He noted that communication and
collaboration is a reciprocal process throughout any given innovation implementation, and that
members of the social system of an organization continuously influence one another (Frank et
al., 2004). Peer to peer learning and sharing is important, and when teachers have ownership in
professional learning related to the implementation of a given innovation, sustainability of the
innovation becomes possible (Hung, Lee, & Lim, 2010).
Trentin (2012) notes that an organization must develop an effective innovation strategy
such that the innovation becomes an integrated part of the system rather than just an “add on.” In
the case of makerspaces, curriculum connections and collaborative teaching and learning
activities thus make sense as two strong innovation strategies to connect makerspace activity
with classroom learning. But they are only a starting point; two paths amongst many.
Laura Fleming, author of “Worlds of Making,” and a library media specialist and
makerspace expert from Milford, New Jersey, states “Simply understanding the value of
innovation is not enough. Innovation is unpredictable and by nature should be free form.
Attempts should not be made to put it in any sort of box, however, developing a strategy for how
you will nurture and cultivate that innovation is critical. Without an explicit strategy, you end up
with pockets of innovation, that although have value, sometimes are not valued and even flat out
ignored. The goal of having an innovation strategy is to build internal capacity and effectively
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leveraging that in order to lead to systemic changes, that ultimately all learners will benefit from”
(Fleming, 2015).
Summary
This literature review explored the innovation of makerspace learning environments in
schools and libraries across the country. Specifically, the review defined makerspaces; explored
their impact on student engagement and deeper learning including 4C’s skills development
(communication, collaboration, creativity and critical thinking); investigated the ways in which
districts are pursuing and rolling out makerspaces; and examined how districts are utilizing
school libraries to implement their makerspace programs. The review concluded with an
overview of studies that look at the Diffusion of Innovation framework in relation to technology
and makerspace integration efforts.
As previously stated, the skills that students require for college and career readiness have
radically changed (OECD, 2015). Educators must prepare students to compete in a globalized,
interconnected world with 21st century skills including the 4C’s of collaboration,
communication, critical thinking and creativity (OECD, 2015; Partnership for 21st Century
Skills, 2009). Thus, educators must adopt innovative approaches that embrace inquiry-based
teaching and learning. Inquiry-based, technology rich, cross-disciplinary, STEM/STEAM
approaches to teaching engage students and inspire them to construct new knowledge, problem
solve, create and have an authentic voice in their own learning (Fullan and Langworthy, 2014;
Groff, 2013; Huberman et al., 2014; OECD, 2015; Zhao, 2012). In response to the current call
for change in educational approaches, many districts are implementing makerspace learning
environments.
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As interest in makerspaces continues to expand, there is a growing need to document the
learning that takes place in makerspaces, the level of student engagement, and the conditions,
teaching methods, resources and space utilization that leads to optimal learning outcomes in
makerspace environments. There is also a need to document how districts are pursuing the
implementation of makerspaces and how districts are utilizing school libraries and the expertise
of school library media specialists in their implementation process.
Adoption of new learning environments poses unique challenges for educators (Groff,
2013). Teachers need ongoing professional development and the support of leaders in making a
successful transition (Keengwe & Onchwari, 2011). Ertmer et al. (2012) notes that professional
development that focuses on strategies that facilitate changes in attitudes and beliefs is essential.
As noted earlier, teachers need reassurance that the “chaos of the Wild West” is both manageable
and has something to offer them in terms of student learning outcomes.
As school districts implement makerspace programs, understanding the elements of
Diffusion of Innovation, including communication channels, time and social systems, can
provide insight into potential barriers and strategies for implementation success (Frank, et al.,
2004; Kebritchi, 2010; Stosic & Stosic, 2013). Innovations succeed and are sustained when a
clear vision is articulated by leaders, valued by organizational members, communicated
frequently to stakeholders and implemented alongside ongoing professional development (Frank
et al., 204; Kebritchi, 2010; Stosic & Stosic, 203).Thus, understanding of the elements of DoI
research is revealing of the impact of makerspaces on teaching and learning.
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Chapter III: Methodology The proposed study sought to answer how administrators, library media specialists,
teachers and students perceive the implementation and impact of a district wide makerspace
initiative, with a particular focus on its impact on teaching, student engagement, and student
learning. The case study methodology is well suited to addressing the problem of practice
because, as Merriam (1985) states, “The case study offers a framework for investigating complex
social units containing multiple variables. Grounded in real life context, the case study, as a
holistic, life-like account offers insights and illuminates meanings” (p. 210).
By linking the Diffusion of Innovation (DoI) theoretical framework with the current
practices of the proposed district research site, this researcher hoped to increase the knowledge
and understanding of the identified phenomenon for her district if not others, resulting in
research based findings (Culpin & Scott, 2011).
The specific focus of this study was to investigate how district stakeholders –
administrators, media and instructional technology specialists, teachers, and students – perceive
new makerspaces are making an impact in the district, in particular on student engagement,
deeper learning, and 21st century skills (communication, collaboration, critical thinking and
creativity).
Research Questions
Four questions guided this research study:
1. How has the district organized its structures, practices, and use of resources to
support purposeful implementation of makerspaces with the specific intent of
fostering students’ deeper learning and 4C’s skills development?
2. What do stakeholders perceive as the outcomes and impact of the makerspaces?
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3. What do stakeholders perceive as the challenges of the makerspaces?
4. What could stakeholders be doing to better support student learning in makerspaces?
Research Paradigm and Study Propositions
As this researcher is sought to understand the perceptions of library media and
instructional technology specialists, classroom teachers, administrator and student participant
groups included in this study, she usde the constructivist-interpretivist paradigm as a lens. The
constructivist-interpretivist paradigm allowed the researcher to understand how the participants
make sense of their reality. Since this researcher is a member of the organization intended for the
proposed study, the constructivist-interpretivist paradigm aligned well with the sense-making
process which will result from interviews with the focus groups (Ponterrato, 2005). To confront
biases, the researcher developed propositions outlining her assumptions based on the work of
Yin (1981; 1997; 2009; 2012; 2013) and Stake (1995). Propositions supported the researcher’s
direction, scope and data collection, providing a useful guide for the study (Miles, Huberman;
Saldana, 2015; Stake, 1995). The propositions follow:
- Organizations that diffuse innovations with intention and clear purpose, addressing
existing social systems, time and communication channels, will have a greater
likelihood of achieving their intended objectives.
- Library Media Specialists and Instructional Technology Specialists, working in
conjunction with educational leaders within their buildings, can take the lead in
successful makerspace implementation given opportunities for collaboration, support,
resources and time.
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- Students will experience increased engagement, the acquisition of 21st century skills
including the 4C’s (creativity, collaboration, communication and critical thinking),
and opportunities for deeper learning in makerspace environments.
Research Tradition
Sharon Merriam, Robert Stake and Robert Yin, seminal researchers of case study
research, agree that case studies support different purposes from topic exploration and
examination to building theory. Merriam (1985) defines case study as “an intensive, holistic
description and analysis of the phenomenon or social unit being studied” (p. 206). Analysis
occurs through the study of multiple sources of data (Merriam, 1998; Stake, 1994; Yin, 2012).
As such, the case study approach aligns with the intention of this study to understand the
pheonomenon of makerspace implementation at the proposed site.
Through case studies, the researcher provides a deep description and holistic
understanding not possible with quantitative measures (Baxter & Jack, 2008; Merriam, 1998;
Stake, 1978, 1995; Yin, 2013). Quantitative studies often fail to capture context and the lived
experiences of the participants (Radley & Chamberlain, 2012). The case study approach allowed
this researcher to use rich description to provide relevant findings that educational leaders,
library media and instructional technology specialists and classroom teachers can consider when
implementing makerspaces in their educational settings.
The case study is one of the most commonly utilized qualitative research methods, yet
educational researchers as well as the general public often question its usefulness, validity, and
application. Critics who gravitate toward the straightforward logic of quantitative research often
miss the value inherent in qualitative case study research. This criticism has hindered full
acceptance of qualitative case study research methodology (Yazan, 2015).
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Most case studies attempt to answer “who”, “how”, and “why” questions (Baxter & Jack,
2008; Farquhar, 2012; Yin, 1998). Case studies can also be used if a researcher is interested in a
process, monitoring, causal explanation, or study of unique situations (Merriam, 1998). Data
from case study research is collected from a wide range of sources (Yazan, 2015). This allows
for depth of understanding of a phenomenon that is based in a specific context (Farquhar, 2012).
Moreover, case studies can be qualitative, quantitative or mixed methods and they can
incorporate other research methodologies, such as phenomenology.
Three main seminal authors, Merriam (1998), Stake (1995), and Yin (1998), offer
different approaches to case study methodology. Researchers may choose to follow a single
approach or to integrate parts from various approaches (Farquhar, 2012; Yazan, 2015), providing
flexibility and customization according to topic and individual situation.
Merriam’s approach to case study has the goal of gaining understanding through a deep
level of inquiry. The approach includes several types of case studies, including ethnographic,
historical, historical-organizational, psychological, sociological, interpretive/analytical, and
evaluative case studies (Merriam, 1998).
Stake’s approach emphasizes multiple perspectives, with researchers acting in the role of
interpreters (Yazan, 2015) who make sense of their world.
This researcher utilized an instrumental case study approach. Instrumental case studies
provide insight into a phenomenon (Stake, 1995). As explained through the philosophy behind
the approach, processes for data collection, data analysis and presentation of findings, the case
study methodology is best suited to studies that examine a specific phenomenon within the
boundaries of its immediate context. The researcher selects the case that provides the best
opportunity to understand the phenomenon they have targeted (Stake, 1995). In this study, the
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researcher selected the proposed district for the potential insights that she can provide for use by
other educators and policy makers in implementation of makerspace programs.
Further, this researcher focused her study on embedded units within the district
(Creswell, 2012). These embedded units included district and building administrators, library
media and instructional technology specialists, classroom teachers and coordinators of STEAM
related subjects (Science, Arts, Mathematics) and students from elementary, middle and high
school grade levels (see Table 1). In examining these embedded units of stakeholders, she
developed an understanding of the perceptions of library media and instructional technology
specialists, district and building level administrators, classroom teachers and students within and
across these focus groups. Researchers use single case studies to investigate a representative case
(Yin, 2009). This researcher used a single district as the site for the proposed study. Data
collection included interviews with administrator, library media and instructional technology
specialists (Digital Literacy Team members), classroom teachers and student focus groups. The
collection and analysis of data is critical to the presentation of valid, reliable, generalizable
findings in case studies (Creswell, 2012).
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Table 1 Planned Stakeholder Individuals and Groups that Participated in the Study
Stakeholders Focus Group and Individual
Interview Participants
Number of Individual and
Focus Group Participants
Administrators Building Administrators: Principals
1
District Administrators: Superintendent, Assistant Superintendent of Information Services and Administration
2
Digital Literacy Team Members
Library Media Specialists; Instructional Technology Specialists
8-10
Classroom Teachers Science Teachers Arts Teachers Math Teachers ELA Teachers
3-6 at each building
Students Elementary, Middle School, High School
2-6 from each building
Study Site and Participants
This researcher is a high school library media specialist within the site selected for this
study who is interested in understanding how library media and instructional technology
specialists, classroom teachers, administrators and students perceive the district’s makerspaces,
related supports and impact on student engagement and learning.
The district is a small, suburban New England district south of Boston, with three
elementary schools, one middle school and one high school and a student population of
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approximately 3,500. The study will include focus groups from each of the buildings. Each
building has a makerspace available to students, most of which are housed in the school libraries.
The stakeholders included in the study will include district and building level
administrators, library media and instructional technology specialists, classroom teachers and
identified students across grade levels (see Table 1.0). As previously noted, this researcher
investigated her problem of practice across the embedded units of each building. She interviewed
district and building level administrators, a focus group of Digital Literacy members (library
media specialists and instructional technology specialists), individual classroom teachers and a
focus group of elementary, middle and high school students.
Classroom teachers selected represented a range of grade levels and STEAM subject area
expertise from elementary, middle and high school, offering a wide range of perspectives on the
structures, supports and impact of makerspaces on student engagement and achievement.
Similarly, the inclusion of a representative sample of students, administrators and library
media/instructional technology specialists provided rich description about the phenomenon in
this district.
As previously noted, this researcher selected the proposed site to understand library
media specialist, classroom teacher, student and administrator perception of makerspace
planning and roll-out. Over the last several years, the district has expanded technology resources
in all building libraries. Creation of makerspace areas in the school libraries has been an ongoing
project and priority as part of a re-imagining of the school libraries.
In the developing makerspaces, students are invited to build, tinker, explore and imagine.
In addition to adding materials and resources in each makerspace, lego walls were constructed in
each space in 2016. Lego walls are large areas covered with base plates that allow for vertical
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and horizontal play, partner work, and artistic representation. They can be used to connect to
curricular projects, as a base for stop-motion animation, or as a source of student creativity and
expression. As of 2016, each library also was equipped with a dedicated green screen wall and
cameras/ iPads for student multimedia projects. Addition of more materials and resources is
scheduled over the next school years as the district continues to expand the makerspaces.
Recruitment and Access
This researcher used typical case selection to recruit participants for this study. She
recruited volunteers for each focus group. She also requested that all library media specialists
and district level administrators participate in focus groups and individual interviews. As
participation is voluntary, this researcher included the current district superintendent in
discussions about potential, allowable incentives. It is important to note that this researcher, as
one member of a team of library media specialists, is not responsible for the evaluation of any
participant.
To recruit the participants, she sent a letter to the Superintendent and principals
(Appendix A), parents of students under eighteen or students who are eighteen (Appendix B),
and teachers (Appendix C). This letter outlined the purpose of the study, the scope of the study,
and the potential risks and benefits of the study.
Once this researcher received approval from the Northeastern University Institutional
Review Board (IRB), she recruited the participants. First, this researcher provided the participant
with the previously described letter through e-mail. After a potential participant expressed
interest, this researcher provided them with an opportunity to meet with her to ask follow-up
questions, prior to committing to focus group or individual interviews. During the meetings, the
researcher emphasized that participation was voluntary and that a participant could choose to opt
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out at any time during the study. This researcher also ensured the participants that she would
assign a pseudonym to the data collected, and not mention them by name on any documents
related to the study. The researcher also obtained a signature of informed consent provided by
the university and demographic information (Appendix H, I, J) from the participant and/or
parent/guardian prior to the research process beginning.
Data Collection
As part of this case study, the researcher conducted individual and focus group interviews
consisting of library media specialists, classroom teachers, administrators and students that lasted
approximately 60 minutes each, recording the data for transcription and analysis (see Table 1.0).
The administrator group included the Superintendent and Assistant Superintendent of
Administration and Information Services, as well as one building principal. The classroom
teacher group included teachers from the elementary, middle and high school level. In addition,
the researcher include two-six students from each elementary, middle and high school building.
This researcher held the majority of the focus groups and individual interviews during the
school day at the building sites most convenient for participants. The researcher provided
opportunities for a follow-up interview if needed for clarification of responses or at the request
of the participant. This researcher conducted interviews to capture the voices of the participants
within their current context. The topic of the focus groups and individual interviews addressed
the following questions (Appendix E, F, G):
1. How does each group define “makerspace” and makerspace learning activity?
2. How do they define and perceive the district’s intent to increase 21st century skills
development including the 4C’s, student engagement and deeper learning as a factor
in this innovation?
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3. How does each group perceive the structures, practices, supports and communication
channels around the development, rollout, implementation and refinement of the
makerspace innovation?
4. How does each group describe the time, use of resources and supports provided by
the district and school in makerspace implementation?
5. How does each group describe the role of the organization’s social systems in the
process?
6. How do they describe changes in teaching and learning as a result of makerspace
implementation (if any)?
7. What are the stories that exemplify what has occurred as part of and the result of the
makerspace innovation?
This researcher followed the interview protocol (Appendix E, F, G) that she developed as
part of her Northeastern Program. Each participant answered demographic questions about
themselves, such as their role within the organization and length of time within that role. In
addition, participants responded to open-ended questions designed to allow them an opportunity
to explain their perceptions about makerspace implementation, supports, 21st century (4C’s)
skills and deeper learning. She reminded participants about the purpose of the study, the
voluntary nature of their participation, and risks and benefits of the study prior to beginning the
interview and recording their responses. The researcher reminded all participants that interviews
would be recorded and that participants had the choice to opt out at any time. As required, this
researcher submitted this protocol to the Northeastern University IRB prior to engaging in focus
group and individual interviews.
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To develop a greater understanding of the context of the study, in addition to the above
this researcher also conducted a document review. The review of documents provided additional
evidence to inform, confirm and validate the data from focus group interviews (Yin, 2014). She
collectws and analyzes documents and artifacts relevant to makerspace implementation,
including protocols, plans, surveys, library and DLT (Digital Literacy Team) websites, and
student work/reflections. The researcher reminded participants that they might choose to submit
a project description, curriculum-related lesson or student work on a strictly voluntary basis. She
also reminded teachers to remove personally identifiable information from student work samples.
In order to reflect and analyze data throughout the study, this researcher also developed
relevant field notes. The field notes supported her in the eventual development of findings and
study limitations.
Data Storage
The researcher stored data collected from the interviews, focus group transcripts and
document reviews on her laptop computer. She also uploaded and stored this data using
MAXQDA software. As the data was stored on her personal computer, requiring a login
password, others are prohibited from access. As a further precaution in maintaining privacy and
security of data, this researcher assigned pseudonyms to all participants to protect their identities.
This researcher chose to use a transcription service. The service did not have access to the
real names of the participants. This researcher destroyed all audio tapes once the transcription
process was complete. She locked all signed, informed consent forms and documents in a file
cabinet in her private, home office.
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Data Analysis
Researchers typically conduct data analysis in two cycles of coding (Saldana, 2015). In
the first cycle, the researcher used In-Vivo coding in order to capture the words and language of
the participants (Saldana, 2016). For second cycle coding, the researcher used pattern coding and
memo writing in order to develop themes which connected to each of the research questions
(Sadana, 2015; Yin, 2009). As the researcher coded and worked toward a thematic analysis of
the data, she connected the qualitative data to the propositions developed prior to the beginning
of the study, in order to better understand the reality of the phenomenon (Stake, 2005; Yin,
2009).
In an effort to understand the phenomenon of makerspaces through library media and
instructional technology specialists, classroom teacher, administrator and student perceptions,
this researcher analyzde the data from document reviews, individual and focus group interviews
to produce a meaningful set of findings linked to theory and research. She analyzed this data
based upon an initial-cycle and second-cycle coding system using MAXQDA software. In using
the software, the researcher sorted data for coding and analysis (Yin, 2009). By examining the
data across participant focus groups, she was able to understand the similarities and differences
of experiences and perspectives across the participant groups. Through this process of analysis,
this researcher was able to develop findings, generalizations and conclusions based on evidence
(Yin, 2009). She then presented the data through descriptive charts, graphs and narrative
(Creswell, 2012).
Trustworthiness
Critically important to the research process, Merriam (1998), Stake (1994) and Yin
(2012, 2013) agree that the researcher must collect and analyze data utilizing methods that
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ensure validity, reliability and generalizability. This researcher employed triangulation of data
across sources to ensure validity, reliability and generalizability of data and findings (Merriam,
1998, Stake, 1994; Yin, 2009, 2013). She triangulated the data from individual interviews, focus
groups, document reviews and field notes to support her findings (Miles, Huberman, & Saldana,
2014).
Moreover, she informed participants that they would have the opportunity to engage in
member checking to confirm for themselves the accuracy of her transcriptions. This allowed
participants to feel confident in data captured by the researcher. She also used analytic memos as
a means by which to state her own assumptions and reflect, thereby establishing transparency in
the analytic process (Saldana, 2015).
Finally, in an effort to ensure validity of results, this researcher did her best to include
participants that represent a broad range of organizational members. Prior to beginning the
interviews, this researcher informed the participants of the purpose of the study as well as
reminded them of her own positionality. She assured participants of their anonymity and verified
that their participation was in no way evaluative, as this researcher does not evaluate other
library media specialists, instructional technology specialists, teachers, students or
administrators. In addition, she provided participants with assurances that she would use
pseudonyms to protect their identity and that she would not share their personal data.
Protection of Human Subjects
This researcher adhered to the Northeastern University IRB requirements in the
protection of the participants engaged in the study. As noted above, prior to the beginning of the
research study, this researcher reminded the participants that their involvement in the study was
voluntary and that they could opt out at any time. Additionally, she carefully reviewed, in writing
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and verbally, the purpose, scope and potential risks and benefits of the study during the informed
consent process and prior to the individual and focus group interviews.
This researcher provided further protection of the students under eighteen years of age
through signed, informed consent from both the student as well as parents/guardians. To clarify,
this researcher did not conduct any intervention on student participants, but simply engaged in
dialog to understand their experiences and perceptions. As such, “The procedure presents
experiences to subjects that are reasonably commensurate with those encountered in their actual
or expected medical, dental, psychological, social or educational situations” (National Institutes
of Health, 2016, n.p.).
As this researcher does not serve in an evaluative role in the organization, the risks to the
participants are minimal. Furthermore, she provided further protection to all participants through
use of pseudonyms and confidential collection, storage, analysis and reporting of data.
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Chapter IV: Results
The aim of this study was to explore the perceptions of administrators, library and IT
specialists, teachers and students about makerspace implementation and the acquisition of deeper
learning and 4C’s skills. The following research questions guided the study:
1. How has the district organized its structures, practices, and use of resources to
support purposeful implementation of makerspaces with the specific intent of
fostering students’ deeper learning and 4C’s skills development?
2. What do stakeholders perceive as the outcomes and impact of the makerspaces?
3. What do stakeholders perceive as the challenges of the makerspaces?
4. What could stakeholders be doing to better support student learning in makerspaces?
Data were collected from focus groups, semi-structured one-on-one interviews, and
document review. Data analysis was guided by Saldana’s (2015) first cycle and second cycle of
coding. Following this introduction, the second section of the chapter will provide a brief
description of the sample. The third section of the chapter contains the details of the data
analysis procedures. The fourth section of the chapter contains the presentation of the findings,
and the fifth section will conclude the chapter with a summary of the chapter highlights.
Summary of the Study Site, Participants, and Data Collected
The sample of the study included the stakeholders of the district’s makerspaces. The
stakeholders involved were administrators, library and IT specialists, teachers and students. The
participants were recruited from small, suburban New England district south of Boston, with
three elementary schools, one middle school and one high school and a student population of
approximately 3,500.
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The data collection procedures for this study involved focus groups, semi-structured
interviews, and document reviews. The data analysis procedures that guided this study was
Saldana’s (2015) first cycle and second cycle of coding. Permissions were obtained from the
Institutional Review Board (IRB), and the principals and superintendents from the study site.
Permissions were also obtained from the parents or guardians of the participants aged 18 and
below. Informed consent forms were collected from the participants above 18 years old, and
from the parents or guardian of the participants aged 18 and below.
The researcher then contacted the participants of the focus group for the schedule. The
focus group interviews were scheduled at a private conference room in the library of one high
school. Each focus group interview had a duration of about 60 minutes. The interviews were
guided by an interview protocol (Appendix E, F, G) developed by the researcher. One-on-one
semi-structured interviews were also conducted. The duration of each one-on-one interview was
approximately 30 minutes. Furthermore, the researcher also kept field notes and conducted
document reviews. The researcher asked permission from administrators and various participants
to take photos of makerspace projects and resources, as well as documents and artifacts relevant
to makerspace implementation, including protocols, plans, surveys, and library and DLT (Digital
Literacy Team) websites.
All of the data were transcribed and uploaded to MAXQDA software. After the data have
been uploaded to MAXQDA software, the researcher began data analysis procedures. The
researcher began data analysis following the first cycle of coding recommended by Saldana
(2015). First, the researcher differentiated the data collected from focus group interviews, and
individual interviews. Data from the different stakeholders were initially analyzed separately.
Second, the researcher began the first cycle of coding. The researcher familiarized herself with
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the data, and then began in vivo coding (Saldana, 2015). In vivo coding involved using the
“actual language” of the participants as the key words for labeling or coding the data. The first
cycle of coding allowed the researcher to form initial patterns in the data, as well as to identify
similarities and differences in the data, or to codify (Saldana, 2015). As separate coding was
conducted per stakeholder at this point, the researcher was able to identify patterns in the data
specific to one group of stakeholders. For example, one of the recurring patterns in the data
specific to the library specialists was “curriculum connections.” Only library specialists as a
group mentioned the recommendation to integrate makerspace in the curriculum planning. In
vivo coding was conducted by reading all of the transcripts line by line, in which the researcher
looked for key words using the exact words of the participants. Using the exact words of the
participants also ensured that the findings were in the context of the participants’ perceptions.
The first cycle of coding was conducted in a cyclical manner. The researcher repeatedly read the
data, and refined the coding as needed. The first cycle of coding ended when the researcher has
found sufficient initial patterns in the data.
The second cycle of coding began in order to identify themes. The second cycle of coding
involved focus coding. The data from the different stakeholder were still analyzed separately,
and then as a whole in order to identify themes as a whole, and to address the research questions.
The transcripts were again closely read, together with the codes assigned. Data with similar
thematic meaning were grouped together. Relationships among the groups of data were analyzed
to derive themes. Similarly, the second cycle of coding was a cyclical process, in which coding
was repeatedly conducted and refined until themes emerged to address the research questions.
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Findings
This section contains the presentation of the study findings. This section is organized
into four sub-sections to address the three research questions. The first sub-section addressed the
first research question through the presentation of the support for a purposeful makerspace
implementation. The second sub-second addressed the second research question with the
presentation of student outcomes. The third sub-section also addressed the second research
question with the presentation of the challenges in makerspace implementation. Finally, the
fourth sub-section addressed the third research question through the presentation of the
recommendations to better support makerspace implementation. Each of the sub-section will
include the presentation of themes, as well as narratives and excerpts from the data.
RQ1. How has the district organized its structures, practices, and use of resources to
support purposeful implementation of makerspaces with the specific intent of fostering
students’ deeper learning and 4C’s skills development? Two overarching themes emerged
from a review of the transcripts across stakeholders, one of them being the support of purposeful
implementation of makerspaces. While one participant mentioned parental involvement, and
some participants mentioned accessibility of makerspace location, the overarching themes were:
Table 2
Themes for Support for A Successful Makerspace Implementation
Availability of challenging projects and resources
Administrative support
Availability of challenging projects and resources. Students were generally engaged
with makerspaces when there was an availability of various challenging projects and resources.
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With “some guidance” from the digital literacy team, the students generally opted to engage in
makerspace projects. The majority of the participants mentioned 3D pens and printers to “be a
hit” among the students, while teachers generally made use of the green screen. As one librarian
said:
I'm wondering how it would be different if we didn't have the 3D pens, because those have taken
off like there's no tomorrow. With those, we've given them a little more structure. When they
first use them, they can write their initials. There's a template for building the Eiffel Tower... so
a lot of kids are working on building the Eiffel Tower.
Several students also claimed that 3D pens and printers were their most used resource in
the makerspace. 3D pens were also generally the first resource students use in the makerspace.
A student from the focus group interview said that students were familiar with 3D printing, as
they see news stories “about how 3D printing is now the future or how it's becoming a like the
new industry.” Another student said:
First of all, I like how there's more than just two things to do. Like there's some variety of stuff.
Cause when I first came to makerspace I started off with 3D pens, and then I sort of started
helping around and then I started fixing things around like the Spheros were broken at one point
and I fixed those. We bought 3D doodlers. We have a lot of 3D pens. They're one of the most
popular things in our library.
For the administrators, they perceived that the digital literacy team was part of the
resources that support a purposeful implementation of makerspaces. One district administrator
claimed that:
Yeah, as I said, I think that there's been a lot more attention now that we have the tools.
I've seen people restructuring, I've seen the librarians who prior to, they were very limited
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in what they could offer and what their skill set was. My children are an example, I just
know they would come home from library and they'd have a book, and that was what the
librarian did. Now they come home from library and they talk about these programming
activities they did, or they talk about a project that they made. So it's just really
broadened the curriculum tremendously in terms of what our librarian and technology
teachers are able to do with the students.
Administrative support. The participants, especially the teacher librarians, claimed that
the implementation of makerspaces would not be purposeful without administrative support.
The participants perceived that administrative support may range from support of incorporating
makerspace activities in the curriculum to training the librarians to facilitate makerspace
learning. In the focus group of teacher librarians, one participant said that:
I think part of the reason, too, why I wanted to join this team was the fact that when I was
reading about the position, it was the "Digital Literacy Team" and you guys seemed like
you were full-steam ahead and really taking on a lot of the big ideas that were new and
exciting. So I think it's been nice to have the full support of administration and each other
to get this (makerspace implementation) rolling and not just kind of doing it in pockets
because it can be hard to find the time. But once you know like, "Oh, they're doing a
week. We're gonna do a couple days here," you know, it keeps you motivated to get the
kids in here, especially once you see how much fun they're having.
The participants who were administrators also said that they had to work purposefully to
successfully implement the makerspaces. An assistant superintendent, claimed that:
From an administrative perspective, it is always my hope that we as a team come up with a
vision and come up with the process and the product and what we're going to do, so makerspaces
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aren't any different. Then, that I help the team to pitch the idea, sell it to whoever needs to buy
into it, whether it's financial like the district funding it or the SC coming in or whatever, those
kinds of things. Then as much as I can, writing about it or talking about it at meetings or sharing
it at school committee. I've posted dozens of pictures on the website of Makerspace activities
over the last few years as a way to get the community to understand and all that. However, while
that's my thing, it's really been my hope that the teachers, the members of the committee, the
team who are making these things happen, that they would really carry that torch and do the
work in the buildings of selling the idea and making it compelling for teachers, making it make
sense.
RQ2. What do stakeholders perceive as the outcomes and impact of the
makerspaces? This sub-section attempts to address the second research question through the
presentation of impacts and outcomes of makerspace. The impact of makerspaces was generally
focused on the student outcome. Although some participants mentioned professional
development, and opting to work in the district due to makerspace implementation, positive
student learning outcomes was generally the main impact of the makerspace innovation. Four
overarching themes emerged from the analysis. The themes were:
Table 3
Themes for Outcomes and Impact of the Makerspaces
Meeting learners’ needs
Developing 4Cs skills
Independent learning
Developing STEM skills
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Meeting learners’ needs. Makerspaces were claimed to make learning fun and easier,
and makerspace activities were perceived to meet learners’ needs for engagement. According to
one administrator, makerspaces have a “pedagogical purpose” as well as a “practical purpose.”
The participant said that students were provided with learning opportunities to not just “absorb”
but also to actually do something. A student part of the focus group interview said that, “It's
easier for you to not have to be drilled with stuff. I find it easier to do the stuff and memorize it
that way.” Another student said that, “Like I would say it's like a fun place where you can like
sort of unleash your thinking and also like learn..., or you could do what you want to do and
there are no instructions...”
One teacher perceived the makerspace as a “low stress” place where students could “hang
out” and “feel free” to make things. A teacher from the focus group interview said that:
Just going on what E has said about meeting the needs of all learners, one thing that we
noticed that happens here a lot is that there's some students who come in either unassisted
or with even just a teacher for a few minutes or with a friend to spend either some break
time in here or earned time, whether it's with the robots or the Lego wall. So it seems to
be a place that all students feel comfortable to come and even, you know, using it as that
break from the classroom that some kids need but still being productive and creative and
positive.
Developing 4Cs. The 4Cs – critical thinking, collaboration, communication, and
creativity – were claimed to be developed through makerspace. The makerspace was perceived
to allow students to practice teamwork, problem solving, and expressing ideas. The students
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from the focus group interview shared some experiences with learning from peers or by
themselves. One student shared that:
I feel like I probably learned more from friends in this project than I did from my teacher
because everyone's working on something individual. Most of the time I was working on the
same thing. If people are having problems it's usually on the same kind of thing so they can all
gather together and help ... Do the same thing as the teacher, but people have to help each other
because there's 26 of us and only one of her.
Another student shared that:
Pretty much what happened with me was that one day my LED light and my motor were
both working. The next day the motor wasn't working, or I think the LED. I think it was
the motor. I had these two disconnected wires and even when I put them in the same
exact correct spot it still would not work. I had a friend help me and it turned out there
was actually a third wire that wasn't connected.
A participant from the teachers’ focus group interview claimed that teacher librarians
were generally present in the makerspace not to instruct, but to facilitate and encourage
collaboration among students. The participant stated that:
Yeah and you kind of facilitated because the students figured out, some were very quick
to figure out the app, and another student had a question, "I don't know how to do this."
I'd say, "Does anyone know how to delete this piece?" "Oh, I know how to do that, I'll
help them." So it was very collaborative and you know, once they found friends who
could do- I guess, everyone who knew the app was more than willing to share their
knowledge and help someone else very quickly.
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One student said that there was no right or wrong in the makerspace. The participant said
that, “In a library maker space, students don't have to bind themselves to that (way of thinking).
They're free to explore- they can make what they want to make which I think is a very
fundamental human necessity.” In addition, one teacher claimed that the makerspace was a place
for students to “express themselves.” Students also learn how to solve problems. A student from
the focus group interview said that:
And it really does help like when you're in a job too, like a whole problem solving town
(exists) in the makerspace, like not everything goes right. We had two 3D pens broken.
One Sphero is defective. I just got it fixed... I feel like you need to be able to help be able
to fix some stuff and solve some problems like yourself.
Independent learning. The makerspaces were also perceived to promote independent
learning among students. Generally, teacher librarians’ role in the makerspaces was perceived to
be as facilitators rather than instructors. The participants perceived that makerspace learning was
“very open-ended.” Students learned from “trial and error” methods. A student said that:
Honestly, there was a small description that went along with the iPads and along with the app,
but really it was just playing around and trial and error and I think that's what makerspace is
really about. There's no real "here are the instructions on how to make a video." Just it's you go
in there and you get your hands dirty. It's all about trial and error and working out if I have these
tools and I have this much time, what can I do with these tools and this much time? The answer
(in one case) was (creation of) a promotional video on makerspaces which I believe was shown
at the state librarian conference.
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One teacher said that students “learned as they go.” Moreover, another teacher claimed
that students learned better with a “less structured” manner of instruction. The participant said
that:
I facilitate it and I also help instruct how to use some of the materials and then usually I
try to take a role of step aside when they get the ball rolling and they know what they're
doing what they want. And then I'm there if they ask me questions. So I help out as much
as I can.
Furthermore, one student was developing a project in the makerspace that required CAD
program, and the participant claimed to have learned the program by herself. The participant
shared that:
That wound up leading me to learning the [CAD 00:09:09] software that I learned (in
order) to eventually model the case and hopefully print it because it gave me an added
advantage to be able to look at it and turn it around in the software and see it from
different angles and make different types of tweaks. Through that process, basically it
wasn't a [CAD 00:09:41] software that I was familiar with before. I was only familiar
with a couple of CAD software that turned out to be not compatible with most 3D
printers.
Developing STEM skills. Makerspace implementation was perceived to develop the
STEM skills of the students. Generally, makerspaces aroused the students’ interest in STEM.
One administrator shared that his daughters were artistic, and used to be “less interested in
programming a robot or in engineering” until 3D printers were introduced at their school. The
daughters’ interest in STEM “has grown tremendously” in which the participant shared that,
“they had asked for both Christmas and Easter, they'd asked me to get them as their top wishlist
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an item of one of the robots at that school because they wanted to be able to work with it at
home.” A student from the focus group interview claimed that:
Makerspace just helps me learn a lot about how engineering, science, math, art, and ...
basically everything you need to know (connects). It just helps me learn really quickly.
It's not like ... Certain classes might take a year to learn all this, but we can learn it in a
few weeks just by using examples and be able to actually do the thing.
Furthermore, some participants perceived that subjects like engineering were better
learned through practical projects rather than through “academic reading and writing.” One
teacher said that:
My understanding is (of a vision) to go towards STEM. Like using some science, using
some technology. They are using math skills when they're creating these different
objects. And engineering. They're designing things, building things. I think also the
social, the soft skills too, the collaboration, teamwork, that kind of thing.
Some students said that they have developed individual interests and passions through
makerspace exposure. A student shared that:
Even if they don't realize they picked up these passions from the Makerspace, they
discovered that they have a passion to work on in the Makerspace. The Makerspace still
has that effect on them. People who have used the Makerspace do say that, "Oh, now I
know that I can play the keyboard now. I wonder what happens if I get a keyboard for my
computer." The next day one of my friends discovered there was a keyboard here at the
makerspace, played around with it, then he went home, figured out he had a keyboard
like that at home, plugged it into his computer and he made a basic jingle. Because he
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used the Makerspace, he discovered his passion. He was able to work out, "Oh, well I've
got this stuff. I've got the will to do so. I may as well go do so."
RQ3. What do stakeholders perceive as the challenges of the makerspaces? This sub-
section attempts to address the third research question. The challenges in makerspace
implementation are presented in this sub-section. Two overarching themes were generated from
the data. The themes were:
Table 4.
Themes for Challenges in the Implementation of Makerspaces
Getting teachers on board
Scheduling
Getting teachers on board. While students were generally engaged in makerspace
projects, the participants perceived that classroom teachers were the least involved with the
makerspaces. As teacher librarians were generally the first to be trained on the use of
makerspace, and the students were the targeted users, classroom teachers perceived the
makerspace as added work. One administrator claimed that:
In this case (of) the library makerspaces, I'm sure all the librarian and tech teachers knew
long before any classroom teachers knew that this was coming, this was desired, and
what it was best practice. Now it shows up and the classroom teachers who may not have
had that same level of training and interaction are like, "Wait, this is one more thing you
need me to do? Now I have to do what?" So there's, I think, a hurdle that has to be
overcome in how can we, whenever we roll out anything, how can we make sure
everybody is on the same page and gets the same level of exposure.
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A participant from the focus group interview with teacher librarians said that classroom
teachers typically did not take the makerspace seriously. The participant said that:
I do think there's a gap though that needs to be bridged because I do think some teachers
look at us as just playing. And I'm kind of sick of that perception. I don't think it's fair,
you know, especially when we need resources like the laptops for a project. Like, just
"What are you doing?" I'm like, "we're doing stuff that is important too. You know, I'm
glad you have something you need to type" but you know, so I would like to see that gap
bridged.
A teacher said that she felt “disconnected” to makerspace. The participant shared that:
To me it seems like a very separate, distant thing. Like, not part of what I do, which I don't know
was the intent, but that's how it seems to me. In fact, when I agreed to talk to you, I went to
[teacher librarian]. I said, "I don't know what maker space is." And she said, "Oh, it's those
stations. We haven't called it that, but that's what it is." And I'm like, "Oh, yeah, you have been
doing ... " So that's how disconnected I feel.
One teacher said that makerspace was “PD [professional development] related,” and that
it was “scary” for educators. The participant said that:
Especially teachers that are used to having control in their classroom, to give up control is
a scary thing, and to give up control and not know what's the end game or what's
available and how can I steer these kids. You're right it does take a lot of PD. It kind of
takes a leap of faith too.
Scheduling. Time spent in makerspaces has been perceived to be flexible; however, due
to the amount of homework, the participants, especially the students, perceived that they lacked
the time to go to the makerspace. Also, makerspace projects took some time to finish, which
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may be a challenge for some students. A teacher librarian from the focus group interview said
that:
And as much as I like, a forty minute period is- at first, the kids are like, "We get this
whole time to do what we want?" sometimes when they get into things, like especially
the Bloxels and the Little Bits like, they like, figure out how to do it, get part of it done
and then it's like, time to clean up. At least for those kind of things, we don't have a good
way to save it for them to come back to yet and I don't know how we'll really get there
with such a big population.
One teacher perceived that elementary school students have more time to complete
makerspace projects. The participant said that:
I don't think there's enough time because the few minutes that they get for advisory,
which is 28 minutes, it's not that long. They come and before you know it, it's over.
Ideally it'd be nice to have two periods here. I think they probably have more time at the
elementary school because they have longer periods. Here it's very quick. Before you
know it, they have to go back to their classes.
Another teacher was uncertain why library time was used for the makerspace activities.
The participant shared that:
Honestly, I'm not sure how it relates to the library. That is a question I have personally.
Like why is it (makerspace time) library time. And maybe it's because we use the word
library rather than media. But that's a question I would have.
RQ4. What could stakeholders be doing to better support student learning in
makerspaces? This sub-section attempts to address the fourth research question. The
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recommendations to better support makerspace implementation will be presented. Three
overarching themes emerged from the data. The themes were:
Table 5
Themes for Recommendation to Better Support Student Learning in Makerspaces
Integration in the curriculum
Having coordinator support
Advertising
Integration in the curriculum. The participants generally recommended integrating
makerspace learning across the curriculum. The participants believed that making curriculum
connections may help teachers become more engaged in makerspaces, as well as for more
students to be exposed to makerspace. A teacher from the focus group interview said that:
I think making curriculum connections is going to be really important because I think
classroom teachers even sometimes look at technology and makerspace as like, "oh, this
is one more thing on my plate" instead of something that can help kids show they're
learning. And I think it's just kind of like, [inaudible 00:17:47] to hear the changing of
mindset but I think that that is our next step- making sure that we're showing teachers that
this connects to your curriculum, you know, and you don't have to do it someday twice
Like, this, this will fulfill that.
One administrator believed that incorporating makerspace learning in the curriculum may
not only help the students learn, but also help teacher in professional development. The
participant said that:
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I could absolutely think of a lot of different ways that teachers could engage in
professional development around makerspaces. First and foremost, I think just their own
engagement and giving themselves the authority or the right to let go and just explore
free play. Sometimes adults don't do that well, because we're a little more planful and
purposeful and don't like to show in front of others that we can't figure out how
something works. But, I guess there's a difference between if you're using a makerspace
for a purposeful goal and expecting students to achieve like a circuit or if you're just
giving them free play, do whatever you want.
Connecting coordinators. While the participants perceived that teacher librarians were
effective, highly collaborative staff members, a stronger connection with coordinators was
recommended. One administrator said that, “Because we're still in its infancy, we need to do a
better job of bringing the coordinators and the other teachers on board and making those
curriculum, content connections.” One student mentioned a need for an “onsite attendant” for
safety reasons for projects that require potentially dangerous tools. The student said that:
If we were in that environment, if we had a totally safe working system and it just happened to
be in the middle of the library, it (still) wouldn't make sense to have people (students) using a
power grill or a saw in the middle of the library.
A teacher from the focus group interview said that coordinators could help “connect” the
curriculum with makerspace activities. The administrator who claimed that the makerspace in
their school was in its infancy also said that:
Yeah. And so I think that's another piece that we could ... or another strategy for
promoting the use of the spaces would be to bring in the coordinators and share, again,
share the vision and potential of what these spaces could be.
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Advertising. While the makerspaces were a “hit” among students who already use them,
the participants believed that makerspaces needed to be further advertised. The majority of the
participants believed that makerspace needed to be promoted more to high school students than
to elementary students, as elementary students tend to explore more. One teacher said that:
Something we're trying at the high school is, we call them popup events where we have tech help
desk kids that are housed in the library. But we've done to try to promote the library's maker
spaces, set up a table in the foyer as the students are exiting the building. And just have a lot of
visually eye catching flying things and moving robots. And we have candy to lure them over.
And we've had a couple of those that have been really successful as a way to then promote these
little challenge activities that take place in the library.
A teacher librarian said that some students were not aware if they were already in the
makerspace due to lack of clearly defined physical boundaries around each makerspace. The
participant said that, “Sometimes they'll go and they'll sit there and like, "Am I in the
makerspace, or am I not?" They don't really know where it is, or do they know that it's there, so
something like that.”
A teacher librarian in the focus group said that their digital literacy team had been
implementing makerspace activities for a year, although the team had not used the term
“makerspace” yet. The participant said that:
I think maybe we haven't articulated that very well yet. I think that might be one of our
tasks for the next couple years because I know that, for our part, we've definitely been
implementing Maker Space all year but we haven't even really called it makerspace yet.
We have Robot Week, the things that I do during library- I call "Choice Time" which, I
probably should start using common terminology and make sure that people are
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understanding that what we're doing right now is makerspace so that they, the teachers,
are more familiar with the concept. I don't think they're that familiar yet. The last couple
weeks that we're doing this year we're calling a Maker Fair so I think that's a step in the
right direction.
Summary
The aim of this study was to explore the perceptions of administrators, library and IT
specialists, teachers and students about makerspace implementation and the acquisition of deeper
learning and 4C’s skills. To address the aim of this study, focus group interviews, individual
semi-structured interviews and document reviews were conducted in a small, suburban New
England district south of Boston, with three elementary schools, one middle school and one high
school. The participants of the study were administrators, library and IT specialists, teachers and
students. Data analysis was guided by the first and second cycle of coding by Saldana (2015).
The first cycle of coding involved mainly in vivo coding, while the second cycle of coding
involved focus coding. Initially, data analysis was conducted separately per stakeholder in order
to explore perceptions of the participants specific to one group of stakeholders. Then, the
analysis was conducted as a whole to derive overarching themes, and address the research
questions. To address the first research question, the identified support for the purposeful
implementation of the makerspaces involved availability of challenging projects and resources,
and administrative support. The variety of projects and resources, as well as the level of
difficulty of the projects were perceived to keep the students engaged. Resources were often
provided by the school administrators. Furthermore, administrative support was perceived to be
significant in promoting and integrating makerspaces in the curriculum.
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For the second research question, the participants perceived that the general impact of
makerspace implementation was strong among the students. The themes that emerged referring
to student outcomes were meeting learners’ needs, developing 4Cs, independent learning, and
developing STEM skills. For the third research question, the perceived challenges in
implementing makerspaces were getting teachers on board, and scheduling.
Finally, to address the fourth research question, the recommendations to better support
makerspace implementations involved integration in the curriculum, establishing stronger
coordinator conn, and advertising. The participants, particularly the library specialists perceived
that makerspace will be more effective if it were integrated to the curriculum. The library
specialists also recommended having a coordinator to manage the makerspace. Finally, the
participants perceived that makerspace required additional advertising, especially to high school
students, and new students in the district. The discussion of the findings will be presented in the
next chapter.
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Chapter V: Findings, Recommendations, and Conclusions
Revisiting the Problem of Practice
The focus of this study is the development of constructivist learning environments such
as makerspaces to promote student engagement and foster deeper learning, and prepare students
with the wide range of skills necessary for success in a global economy. There is, however, a
lack of strong empirical evidence as to how to best meet the full potential of makerspaces as a
means to accelerate inquiry-based learning, creativity, student engagement, and student learning.
The purpose of this study was to collect and examine administrator, library media, IT
specialists’, classroom teachers’, and students’ perceptions of the impact of makerspaces on
student engagement and student learning, as well as to identify what stakeholders could be doing
to better support student learning and student engagement in makerspaces in a particular district
pursuing makerspaces just south of Boston.
It has been extensively noted that traditional classroom learning environments often stifle
creativity while alternative pedagogies promote deeper levels of learning, engaging students
whole beings. Makerspace learning embraces progressive education ideals advocated by John
Dewey (1938), Maria Montessori (1912) and Loris Malaguzzi (1998) where “making” or
“tinkering” and playful exploration construct knowledge while developing 4C’s skills. Zhao
(2012) notes that making is process and product oriented, creative, and active; with making being
at the opposite end of what schooling has been for students as “passive consumers and recipients
of whatever adults give them: books, facilities, knowledge, tests and disciplines” (Zhao, 2012, p.
209).
Makerspace learning environments show the promise of being an exemplar model for
fostering 4C’s skills development in students. They engage children in a process where cross
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disciplinary content knowledge is learned in conjunction with the development of deeper level,
creativity related skills. Through experimentation and playful exploration, students build
confidence and instrinsic motivation as learners. The social environment promotes a safe
environment that encourages innovative ideas and risk taking. Makerspaces also offer equitable
opportunities to learning when they are housed and scheduled in such a way as to provide
resources and activities to all students through presentation of multiple opportunities for mastery
of learning objectives in a variety of modalities. Self-directed learning meets diverse needs,
cultivating creativity and critical thinking skills while also achieving traditional content
objectives. This study sought to understand how a mainstream education setting, a traditional K-
12 school district, could implement an alternative learning environment, specifically a
Makerspace program, to cultivate 4C’s skills development alongside traditional content
objectives.
Review of the Methodology
This was a qualitative case study. The population involved in this study were
stakeholders in a suburban New England school district. These included administrators, teachers,
library media and IT specialists, and students. Data were collected from focus groups, semi-
structured one-on-one interviews, and a document review. Data analysis was guided by
Saldana’s (2015) first cycle and second cycle coding of interview and focus group transcripts,
notes taken during the individual interviews and focus groups, and the researcher’s notes based
on examination of district and schoolwide communication documents.
To achieve the goals of this study, the researcher selected one suburban district in its
second year of makerspace implementation. The research design included focus group
discussions with district administrators, building administrators, library media specialists and
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instructional technology specialists, students in grades 4 through twelve, and core content
teachers in order to provide a well rounded, comprehensive perspective of the makerspace roll
out and its impact.
The focus group and individual interview discussions provided the administrators,
specialist teachers, classroom teachers, and students the opportunity to share their perceptions of
the district’s makerspace implementation and associated support structures. Also, the focus
group discussions allowed the administrators, teachers, and students to explain their
understanding of the impact of makerspaces on student engagement, teaching and learning. To
that end, teachers and students provided documents, including student work samples, written
reflections, lesson plans and anecdotes.
Through the focus group format, the participants engaged in an informal dialog, built on
each other’s comments, and shared their opinions with the researcher and one another. As the
case study methodology is best suited to studies that examine a specific phenomenon within the
boundaries of its natural context, the researcher selected administrators, specialists, students and
teachers from one suburban district south of Boston to understand the research questions framing
the study (Stake, 1994; 1995).
After conducting the focus groups, the researcher transcribed the discussions using
Rev.com. She then uploaded the transcription data into MaxQDA software for coding and
analysis. The researcher also reviewed and analyzed student work samples, written reflections,
lesson plans, school and district documents to triangulate the data with the information gleaned
from the individual interviews and focus groups. She employed In-vivo and descriptive coding to
develop themes aligned with the research questions. Finally, through careful review and analysis,
the researcher developed findings from the identified themes.
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Following this introduction, the second section of the chapter will provide a brief
discussion of the key findings. The third section of the chapter will present implications for
practice, given the findings. The fourth section contains the limitations of the findings. The fifth
section of the chapter contains the recommendations for future research. The seventh section will
conclude the chapter with a summary of chapter highlights.
Presentation and Discussion of the Major Findings
The major findings of this study are presented in Table 6 and discussed below.
Table 6
Major Findings
Availability of challenging projects and resources opens doors to deeper learning and engagement.
Administrative support ensures makerspaces are used to full potential.
Makerspaces meet multiple learner needs.
Makerspaces support development of 4C’s skills.
Makerspaces support independent learning.
Makerspaces support development of STEM skills.
Makerspace scheduling is a challenge.
Availability of challenging projects and resources opens doors to deeper learning
and engagement. Middle school and elementary students reported being engaged with the
availability of challenging projects and resources such as 3D pens and printers. Teacher-parents
reported that students went home with a lot of conversation on everything they had accomplished
in the makerspaces during the day. This is consistent with the existing literature that promotes
the idea that alternative methods encourage creative, higher-level thinking and expression
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(Besancon & Lubart, 2007). This higher-level thinking and expression energized students to not
only learn but to share with others what they were learning.
In another example, at the high school level, students in an AP psychology class
demonstrated their thinking about how neurons connect in the brain through creating models
with electronics components and play dough. The teacher observed that where these students
tended to be high level, abstract thinkers, the hands on, collaborative learning in the maker
activity allowed them to ground their ideas and make those ideas visible in a concrete way
through their work with the models as well as their reflections afterwards. The researcher
observed the high level of engagement in the makerspace during the model activity, as well as
the creative range of models produced to demonstrate learning.
This is consistent with the literature that outlines how makerspaces rely on diffuse
learning through facilitation, peer-to-peer knowledge-sharing, and collaboration. Sheridan et al.
(2014) noted that participants themselves lead, teach, and learn through collaboration as they join
a makerspace’s community of practice.
According to participants in the study, the learning enthusiasm spilled over into the after-
school environment. One teacher-parent reported that students went home with a lot of
conversation on everything they had accomplished in the makerspaces during the day.
Administrative support ensures makerspaces are used to full potential. With respect
to implementation, the specialists and teachers reported that the success of makerspaces was the
result of administrative support such as incorporating makerspace activities into the curriculum,
training librarians, and the administrator’s intentional actions toward making it a success. “I was
excited to come work in a district that was implementing makerspaces,” one teacher librarian
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commented. She also stated, “The support for makerspace learning was part of my reason for
joining the district team.”
Ongoing support for the roll out in this district included regular, positive descriptions of
makerspace activities published in PTSO and district wide newsletters as well as meetings
throughout the year to keep forward momentum and allocate budget dollars toward makerspace
resources. In addition, time was allocated at faculty meetings at the elementary and middle
school levels toward training of staff in makerspace teaching strategies and/or activities, as well
as PD time for STEAM connections and design thinking.
With respect to implementation, the success of makerspaces was the result of
administrative support such as incorporating makerspace activities into the curriculum, training
librarians and IT specialists, and the administrator’s intentional actions toward making it a
success. An administrator stated “…there's been a lot more attention now that we have the tools.”
They further added that students “talk about these programming activities they did, or they talk
about a project that they made…. [makerspaces have] broadened the curriculum tremendously in
terms of what our librarian and technology teachers are able to do with the students.” In the focus
group of teachers and librarians, a participant stated that “it's been nice to have the full support of
administration and each other to get this (makerspace implementation) rolling and not just kind
of doing it in pockets because it can be hard to find the time.”
Makerspaces meet multiple learner needs. Students and teachers across grade levels
reported that the makerspaces promoted engagement and a sense of community Much of the
observed activity in the makerspaces (e.g. playing, sharing, tinkering) could seem peripheral to
learning; yet, these activities are in fact central to learning and are important to providing space
and time for idea generation and knowledge construction. For example, one middle school
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student described his experience in the makerspace as follows, “Sort of you make your project,
whatever your goal is, okay? And you test it. If it would work out you continue it and evaluate
and share. If it didn't work out you go through another process, which would be redesigning and
you keep going until you get it, and what the engineering (part) is- it's sort of like challenging,
like it's a fun way of learning. Like any way to involve electronics in learning for me, gets me
excited.”
Another student in the same focus group described himself as anxious in certain learning
situations. This was not so in the makerspace. He commented, “I would say that at least this is
how it is for me, it's a good way to unwind and to calm down as best I can cause it's during the
middle of the day… And I like Sphero (programmable robot)… and some other really good
things that are really popular; I like 3D pens, another electronic thing, and the Take Apart where
it's kind of like you can take apart broken electronics and make what looks like a robot.”
Similarly, from the teacher perspective, makerspace learning meets multiple learners’
needs. One teacher commented, “I had them draw some plans and stuff like that, and now they
are building, using various recycled boxes and plastic containers and stuff, and they're wiring the
circuits, and they're using LEDs for eyes, and motors for spinning tails, and the ones doing the
harder projects are doing, like, a motor on it, to make wings move up and down, or make a jaw
open and close. So, this is a project that is an opportunity for (some) students to shine. They're
not always necessarily the same kids who are stronger in everything else. I have to walk some
kids through it. So, this is not something I have enough time to make sure every kid is totally
independent, sometimes that bothers me. But then I look at what a kid like M did, okay, and how
independent she was, or a kid like H, and it's about giving them that chance. Or I look at X,
who's always asking me for help on things, but not on this, and he's being so much more
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independent, and I look at that, too, so, okay, someone else I have to walk them through it,
maybe, but it's worth it to see those kids get a chance to do that (independent learning).
Okay, so M is kinda quiet in the classroom, she's amazing on stage, and she turns out to be
absolutely amazing doing this. And I had no idea, like I had no idea she had it in her, she's a
good student, she's pretty independent, but I had no idea she could do that. X asks me for help all
the time with everything, but he's loving this, and he's so independent, so I love seeing kids,
some of the same kids, some different kids, really shining. Travis, he gets a lot of help
academically, and he was coming up to me today saying, ‘Well, I built the whole thing, but only
one eye is working.’ “Really? He built the whole thing and one eye is working and he never
asked me for help? That's amazing. And it's a confidence boost, too, he doesn't quite realize it
yet, but at some point, he will, that he did all that by himself. I helped him where the eye was,
but he did the rest. I help him with his homework every single day. So, I love seeing kids be able
to do that.”
Makerspaces support development of 4C’s skills. The underlying goal of a
makerspace is to encourage innovative thinking and creativity through an open-ended learning
environment such as that required for 4Cs skills development. The makerspaces allow students to
innovate and are designed to teach them how to solve problems and present their ideas and
projects successfully. Through development of entrepreneurial and collaborative skills, students
are guided toward competence and confidence in creative problem solving with real world
applications. The study revealed that the makerspaces engaged learners with a pedagogical and
practical purpose. Students found it easier to do stuff and “unleash” their thinking. This led to the
development of the 4Cs where students could problem solve, create and express their ideas.
One teacher described the following example:
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They had to use “Maker's Empire,” which is an App on the IPad, and they could choose
certain functions within it, blocker or shaper, and they had to design the thing they
wanted J (the makerspace facilitator) to print out for them on the 3D printer. They could
take some pre-made bits, but mostly, they had to design it themselves, and then they had
to rate themselves on how they did on it, and make sure their (product) was creative
enough and stuff like that, and challenging enough, and then he's going to print them and
they're gonna get their little object.
But, Sam, for example, struggled and struggled and struggled, partly because his iPad
was glitching, but he struggled and struggled. He's a kid who, he's a good student, but he was
very little tolerance for not getting something very quickly. He was ready to give up on it, but in
the end, he did a really good job. And then Joe told me that, and I told him, and it was really nice
to be able to give him that feedback.”
The study revealed that the district’s Makerspaces allowed students to innovate and
collaborate to solve problems successfully. One student stated, “I probably learned more from
friends in this project than I did from my teacher because everyone's working on something
individual.” Another student having trouble with an LED motor stated, “I had a friend help me
and it turned out there was actually a third wire that wasn't connected.”
As described above, students help their peers during making activities. The same student
previously mentioned added that “…when I first came to makerspace I started off with 3D pens,
and then I sort of started helping around and then I started fixing things, like the Spheros were
broken at one point and I fixed those.”
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Makerspaces support independent learning The self-driven nature of makerspace
activities allow for student ownership, empowerment and personal passion to emerge. Students
work on their projects and teachers observe, providing individualized instruction as necessary.
One makerspace facilitator provided the following description:
I facilitate it and I also help instruct how to use some of the materials and then usually I
try to take a role of step aside when they get the ball rolling and they know what they're
doing. I'm there if they ask me questions… They all just come in and whatever interests
them they grab it and they go with it.
Makerspace materials and tools included a wide range of resources, from circuit parts, art
supplies, and craft materials, to green screens, lego walls, 3D printers and electronics kits. One
student stated “I like how there's more than just two things to do. Like there's some variety of
stuff.” The self-guided nature of the makerspace activities provided allowed learners to take
ownership, feel empowered and explore personal interests.
Makerspaces support development of STEM skills. Scholars have noted that new
technologies like Squishy Circuits (Johnson & Thomas, 2010) make complex STEM problems
accessible. Makerspace implementation are perceived to develop the STEM skills of students as
activities such as building with 3D printers and laser cutters, programming, and crafting Play-
Doh into circuits have noticeable connections with STEM disciplines. Generally, the
makerspaces encouraged the students’ interest in STEM areas.
One student described work on maker activities as “it was just playing around and trial
and error... you go in there and you get your hands dirty.” Another teacher claimed that students
learned better with a “less structured” manner of instruction. But it is not only the students
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learning in makerspaces. A participant shared that to help a student they “self-taught” the version
of CAD software required for their 3D printer.
Makerspaces revolve around design thinking principles of identifying a need, problem
solving, iteration or redesign, and creation of a final product. makerspaces allow cross-
disciplinary integration of science, technology, engineering, art, and mathematics making it
easier for administrators to incorporate into existing curriculum. Sheridan et al. (2014) suggest
that a key distinction of makerspaces is the way they “support making in disciplines that are
traditionally separate” (p. 526). Technologies such as Squishy Circuits, 3D printers and Sphero
balls make complex STEM problems understandable.
An administrator whose artistic daughters used to be “less interested in programming a
robot or in engineering” stated that the availability of 3D printers at their school changed their
minds. The daughters’ interest in STEM “has grown tremendously” and “they had asked for
both Christmas and Easter… [for] an item of one of the robots at that school because they
wanted to be able to work with it at home.” A student stated that “Makerspace just helps me
learn a lot about how engineering, science, math, art, and ... basically everything you need to
know (connects). It just helps me learn really quickly.” The participants agreed that subjects like
engineering were better learned through practical projects rather than through “academic reading
and writing.” One teacher said that “They are using math skills when they're creating these
different objects. And engineering. They're designing things, building things.”
These findings support the idea that stakeholders perceive the outcomes and impact of the
makerspaces to be positive and educational, particularly in STEAM arenas, even if they are not
sure how to best incorporate makerspaces into the curriculum.
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Makerspace scheduling is a challenge. Time spent in makerspaces has been perceived
to be flexible; however, due to their amount of homework, some student participants perceived
that they lacked the time to go to the makerspace. Also, makerspace projects took some time to
finish, which may be a challenge for some students. A teacher librarian from the focus group
interview said that at first, students felt that forty minutes was a lot of time to do what they
wanted. However, as they started to go through the activities, it was time to clean up before they
were finished. Without a good way to save those projects, students had to start the process all
over again during the next makerspace session.
Another scheduling concern had to do with the library time. One newer librarian
expressed confusion as to why makerspace activities were scheduled during library time. She
asked “why is it (makerspace time) library time. And maybe it's because we use the word library
rather than media.” The misunderstanding of the purpose or the role of makerspaces in 21st
century education may aid in understanding as to why library time may be the best time for
‘tinkering’ (Petrich, Wilkinson, & Bevan, 2013).
Participants in this study generally recommended integrating makerspace learning across
the curriculum. The participants believed that making curriculum connections may help teachers
become more engaged in makerspaces, as well as expose more students to the makerspaces.
A teacher from the focus group interview said that “making sure that we're showing teachers that
this connects to your curriculum” will help offset the notion that this is just one more thing for
them to do. An additional benefit, as viewed by an administrator was that incorporating
makerspace projects in the curriculum may not only help the students learn, but also help
teachers in professional development.
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A connection with coordinators was recommended even though the participants
perceived the teacher librarians to be effective, highly collaborative staff members. One
administrator said that coordinators could help get other teachers onboard, facilitate the
curriculum and content connections, and promote the use of spaces expanding the vision and its
potential.
While a makerspace was popular among students who already used it, the participants
believed that makerspaces needed to be further promoted. Many of the participants believed that
makerspace needed to be promoted more to high school students than to elementary students
who tend to explore more. Through advertising, high school students can understand the value
that makerspaces have on learning curricula necessary for their college career.
One teacher said that they advertised through “popup events.” They have also set up
tables with “eye catching flying things and moving robots” to attract students exiting the
building. Another teacher noted the mix-up around what makerspaces are and how they are
labeled for student confusion around if they were already participating in a makerspace. A
teacher librarian in the focus group said that their digital literacy team had been implementing
makerspace activities for a year, although the team had not used the term “makerspace” yet.
Advertising/promotion of makerspaces key to successful integration. While a
makerspace was popular among students who already used it, the participants believed that
makerspaces needed to be further advertised. Many of the participants believed that makerspace
needed to be promoted more to high school students than to elementary students who tend to
explore more. Through advertising, high school students can understand the value that
makerspaces have on learning curriculum necessary for their college career.
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One teacher said that they advertised through “popup events.” They have also set up
tables with “eye catching flying things and moving robots” to attract students exiting the
building. Another teacher noted the mix-up around what makerspaces are and how they are
labeled. This caused student confusion around if they were already participating in a makerspace.
One teacher in the focus group said that their team had been implementing makerspace activities
for a year, although the team had not used the term “makerspace” yet.
The literature states that innovations succeed and are sustained when a clear vision is
articulated by leaders, valued by organizational members, communicated frequently to
stakeholders and implemented alongside ongoing professional development (Frank et al., 204;
Kebritchi, 2010; Stosic & Stosic, 203). Better advertising and clearer articulation could help not
only high school and other students, but also teachers and administrators to run successful
makerspace programs.
The third research question asked about what stakeholders could be doing to better
support student learning in makerspaces. The three themes of integration into the curriculum,
connecting coordinators, and advertising the makerspaces through a variety of channels supports
the idea that makerspaces are useful tools for learning but, as the literature states about
innovations, they can only be successful with support from all stakeholders.
Discussion of Findings in Relation to the Theoretical Framework
The study explored the perceptions of administrators, library and IT specialists, teachers
and students about makerspace implementation and the acquisition of deeper learning and 4C’s
skills. The Diffusion of Innovation theoretical framework (Rogers, 2003) was used as a lens to
interpret the findings. As stated by Rogers (2003), “Diffusion is the process in which an
innovation is communicated through certain channels over time among the members of a social
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system” (p. 5). DoI addresses the circumstances under which an organization adopts and
reinvents itself over time. DoI focuses on the idea that diffusion occurs within complex social
systems over time. Therefore, Rogers’ (2003) framework provides insight into the structures,
supports and perceptions of people involved in the transition to and implementation of school
makerspaces.
In this study, the innovation studied was the implementation of makerspaces across the
district for the purpose of fostering and supporting deeper learning and the development of 4C’s
in students. A large focus of the research questions centered on the initial perceptions of
stakeholders and students relative to the impact and benefits of makerspaces on student
engagement and deeper level learning. The practical implications of DOI are evidenced by the
student’s own words. A student said, “when I first came to makerspace I started off with 3D
pens, and then I sort of started helping around and then I started fixing things around like the
Spheros were broken at one point and I fixed those.” Another student stated that “There's no real
"here are the instructions on how to make a video." Just it's you go in there and you get your
hands dirty.” An administrator posited that, “there's been a lot more attention now that we have
the tools. I've seen people restructuring, I've seen the librarians who prior to, they were very
limited in what they could offer and what their skill set was.”
In considering communication channels, this study investigated the ways in which the
district communicated with stakeholders to engage them. Frank et al. (2004) in their study of
schools in the process of implementing computer integration noted that communication and
collaboration is a reciprocal process throughout any given innovation implementation, and that
members of the social system of an organization continuously influence one. Hung (2012) noted
that peer to peer learning and sharing are important, and that when teachers have ownership in
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professional learning related to the implementation of a given innovation, sustainability of the
innovation becomes possible.
This study structured interview questions to examine how district communication
channels influenced the perceptions of each stakeholder group. A challenge during this study was
that classroom teachers were not perceived to be as engaged as library teachers. Administrators
noted that this may have been due to the training provided to library teachers that was not
provided to classroom teachers. Another communication challenge occurred with library
teachers. Some did not understand why the library time was the makerspace time.
The study examined the dimension of time in the district implementation of makerspaces. The
interview questions asked how the stakeholders learned about the makerspace idea, their initial
reactions to district wide implementation based on their practices and systems of supports, the
methods used to encourage stakeholders to implement makerspaces and makerspace activities,
their personal decisions and beliefs relative to makerspace implementation, the implementation
itself and any further steps geared toward improvement in terms of learning outcomes and levels
of student engagement. The study also examined how the social system of the district reacted in
implementing district wide makerspaces and in meeting the previously mentioned objectives of
4C’s skills development and deeper learning. Rogers (2003) noted that few researchers have
examined the role of either communication channels or social systems on the diffusion of
innovation.
This study addressed both the communication channels and the social system.
As noted earlier, classroom teachers were not as aware about makerspaces as library teachers.
Library teachers did not always understand why the library was chosen to be the makerspace
zone. Some of this confusion is the result of inconsistency in the naming used for the
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makerspaces. The school did not always use the term makerspaces to refer to these new learning
zones. Finally, the lack of consistent communication across stakeholder groups also made some
stakeholders question the value of play and tinkering as real learning and not just fun activities.
By examining these elements of the framework and the five stages in the diffusion of innovation
process, this researcher gained insights into the perceptions of the participants of the district’s
makerspace implementation and the potential influence of the makerspaces on student
engagement and deeper learning.
The results of this study add to the growing literature on the value of makerspaces and on
the usefulness of DoI in studying makerspaces. The findings may also help educational leaders
better articulate the learning that is possible or that has been realized through tinkering or making
opportunities. Additionally, educators and administrators may have an improved understanding
of how to initiate and support the development of makerspaces in their own educational settings.
DoI theory is about how innovation spreads and disperses (“diffuses”) among a collaborative
group. It also can diffuse among persons or groups who use the same tools, frequent the same
areas, are exposed to the same stimuli, etc. The results of this study indicate that the makerspaces
were an innovation that spread unevenly through the district due to the obstacles mentioned
above as some of the themes discovered in the study. In other words, the makerspace concept did
not optimally diffuse due to certain difficulties in implementation. Where those obstacles were
overcome or absent, the DoI occurred as it was intended to.
Transformation of teaching and learning in this study’s learning environments
occurred when the district directed attention to the social systems, time, and
communication channels. Rogers (2003) suggests that a visibly defined innovation is at the
heart of any change. In fact, Rogers (2003) is clear that the innovation does not need to be new,
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just new to the individual or the organization. In the district presented in this case study, the
administrators, students, and teachers identified the makerspace innovation mainly as intended,
with the goal to increase 4C’s skills, student engagement and STEM/STEAM skills.
Communication channels. Rogers (2003) contends that strong communication channels
are a critical factor to the diffusion of innovation across any organization. Although the
participants agreed that the district must improve its communication of expectations for teaching
and learning, the majority of participants identified the initiative with the intended purpose of
engaging students and fostering 4C’s skills development.
As Rogers (2003) explains, communication channels are necessary to spread information
and expectations regarding an innovation from the adopters to individuals within an organization
who are currently unaware of the innovation or the expectations for implementation. In this
study, participant responses varied on the nature of the communication needed from the district.
Some teachers indicated limited communication from the top but not necessarily perceive that as
a negative.
Top down directives are not always effective. As Rogers (2003) contends, and Tang and
Ang (2002) agree, when the communication channels involve peer-to-peer communication in
support of the innovation, diffusion of that innovation is more likely to occur. Findings reveal
that although communication channels in this particular district could be strengthened, there was
enough general direction and peer-to-peer communication to support the makerspace
implementation.
Social Systems. As such, Rogers (2003) stresses that innovation occurs within the formal
and informal social systems of an organization. Importantly, Rogers (2003) contends that these
social systems either act as catalysts or barriers to the diffusion of innovation. Thus, it is critical
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that organizations cultivate and attend to the needs of the social systems (Rogers, 2003). In focus
group discussions in this particular district, evidence of small, informal social systems emerged.
For example, within the district’s Digital Literacy and Science departments, a notable difference
surfaced between the early adopters of the makerspace initiative and teachers not yet aware
and/or interested in the makerspaces. Findings suggest that it is critical that schools and districts
cultivate both the formal and more informal social systems to effectively achieve the full
potential of makerspace programs.
Time. Regardless of the social system, all teacher participants called for more time for
scheduling and collaboration around the makerspace initiative. Rogers (2003) suggests that the
element of time is more complicated than the mere provision of opportunity for preparation and
collaboration. First, Rogers noted that leaders of innovation must consider “five main steps in the
innovation-decision process: (1) knowledge, (2) persuasion, (3) decision, (4) implementation,
and (5) confirmation” (2003, p. 20). Each of these elements takes time and overlap with the
elements of communication channels and social systems.
In the instance of makerspace implementation discussed in this study’s district, initial
efforts began with the training of the Digital Literacy Team. At that point, the district began to
communicate about the makerspace initiative and made the initial implementation plan more
visible to all stakeholders. In providing teachers with opportunities for experimentation in the
makerspaces during library and other flexibly scheduled time, ongoing PD, and opportunities for
sharing makerspace success stories, the district hopes to persuade teachers to embrace
makerspace learning. The rate of innovation adoption in this district occurred over the past two
years and is still in its infancy. Hence, findings suggest that this district’s provision of teacher
time and social support systems encouraged the current speed of innovation.
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The study revealed that teachers integrated makerspace learning activities leading
to deeper learning competencies when provided sufficient communication, support, time,
opportunities for collaboration, and peer evidence of effectiveness. As previously suggested,
individuals are more likely to adopt and implement an innovation more quickly when they
understand the purpose of the innovation, communicate with leaders and peers about that
innovation, and collaborate with members of their social system on its implementation (Rogers,
2003). During the focus groups and individual interviews, administrators acknowledged some
communication and expectation setting regarding makerspace implementation. Students and
teachers recognized some gaps in these channels of communication and expectation, yet
uniformly identified the program positively as well as the systems of associated supports.
Through collaboration with members of the Digital Literacy Team, PD, and experimentation in
some classrooms leading to evidence of increased student engagement and 4C’s skills
development, teachers realized the benefits of makerspace learning. However, some teachers
suggested that the district might engage in more communication regarding the purpose of
makerspaces and the rationale for housing those spaces in the libraries, in order to generate more
awareness, understanding and enthusiasm amongst staff.
Strategic planning and goal setting resulted in makerspace implementation
coherence and transformation in this district’s studied because of its distributive leadership
structures. Based on Roger’s (2003) theory, the case presented in this study engaged in a more
decentralized diffusion of innovation, affording significant opportunities for the Digital Literacy
Team structures to define implementation expectations. Using a decentralized approach
presented opportunities for this district. Regular meetings, outside learning opportunities and
ongoing staff development for DLT supported the diffusion of the makerspace initiative through
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formal and informal networks, experimentation, shared learning, and samples of student work
and lessons leading to 4C’s skills development and student engagement through makerspace
learning projects.
Discussion of Findings in Relation to the Literature Review
In the section that follows, the researcher presents the findings of the study aligned with
the major areas of Chapter II’s literature review: Makerspaces and 4C’s skills defined; learning
within makerspaces; the maker movement and its impact; and district implementation of
makerspaces.
Makerspaces and 4C’s skills defined. Research and literature defines 4C’s skills as the
communication, collaboration, critical thinking and creativity skills that students need for
success in a global economy (Fullan & Langworthy, 2014; Goff, 2013; Jacobs, 2010; Partnership
for 21st Century Education, 2009; Zhao, 2012). Similarly, the Hewlett Foundation’s (2014)
definition of deeper learning competencies including communication, collaboration, critical
thinking, academic mindsets including learning how to learn and self-directed learning, and
academic content knowledge. The participants in this case study discussed each of these 4C’s
skills and deeper learning competencies as the learning goals and outcomes of the district’s
makerspace programs.
Makerspaces as constructivist learning zones. Makerspaces can be classified as
constructivist learning zones. Varied theoretical orientations (Phillips 1995) explore different
facets of constructivism such as cognitive development, social aspects, and the role of context.
According to Matthews (2000), the educational literature identifies eighteen different forms of
constructivism, yet most scholars place the forms into three categories: (1) sociological, (2),
psychological, and (3) radical constructivism.
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Richardson (2003) calls constructivist pedagogy “the creation of classroom
environments, activities, and methods that are grounded in a constructivist theory of learning,
with goals that focus on individual students developing deep understandings in the subject matter
of interest and habits of mind that aid in future learning.”The data collected through the focus
groups, individual interviews and document reviews highlighted evidence of 4C’s skills
development in teacher and district materials, student work products and student’s metacognitive
reflections. The district’s library makerspaces provided technology infused, creative
opportunities for communication, collaboration, critical thinking, real-world learning, self-
directed learning, student ownership of learning, and connections to academic content.
Similarly, multiple studies indicated that technology rich, hands-on, constructivist
learning environments provide students ongoing opportunities for meaning making and self-
directed learning (Fullan & Langworthy, 2014; Hatakka, Anderson & Grolound, 2013) through
active collaboration, hands-on application, and real-world learning (Keengwe & Onchwari,
2011; Mishra, Koehler & Henriksen, 2011). Further, several studies revealed that students are
more likely to collaborate, communicate, critically think, employ academic mindsets, transfer
content knowledge, and demonstrate self-directed learning strategies when teachers provide
technology-infused, open ended learning opportunities such as those provided in makerspaces
(AIR, 2014; Guha, Caspary, Stites, Padilla, Arshan, Park Tse, Astudillo, Black, & Adeleman,
2014). Thus, the practices outlined in the literature closely align to the evidence provided by the
district administrators, students, and teachers.
Learning within makerspaces. The finding of this study resulted in several important
contributions to the understanding of makerspaces. In looking to answer the first research
question about how the district has organized its structures, practices, and use of resources to
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support purposeful implementation of makerspaces, a couple of important revelations were
uncovered. The researcher found that the availability of challenging projects and resources, and
administrative support contributed to a successful implementation. Students enjoyed using 3D
pens and other tools to engage in challenging activities where they could explore and help their
peers explore and solve complex problems. Sheridan et al. (2014) have noted that participants
lead, teach, and learn through collaboration as they join the makerspace’s community of practice.
Districts currently using makerspaces can seek to include challenging projects into their activities
so that students can maximize the benefits obtained. Districts exploring makerspaces can be
assured that positive outcomes are achievable.
For the purpose of Maker activities, Martinez and Stager (2013) stress the importance of
a spiraling; iterative design that supports rapid prototyping and that may not be entirely planned
out from start to finish. Proponents of makerspaces as design thinking labs argue that the format
allows a reframing in the way students learn in the areas of STEAM, including science,
technology, engineering, mathematics and the arts.
According to Brahms and Crowley (2014), one of the appeals of making as a learning
process for STE(A)M education is that it provides numerous entry points to participation.
Making provides participants opportunities to learn and apply multi-disciplinary knowledge and
skills while tinkering and expressing one’s self to multiple audiences (Martinez & Stager, 2013;
Sheridan, Halverson, Litts, Brahms, Jacobs-Priebe & Owens, 2014; West-Puckett, 2013).
Educational supporters like Martinez and Stager (2013) and Lee Martin (2015) assert that maker
activities provide an opportunity for educational innovation.
The maker movement and its impact. The Maker Movement in education has emerged
as a growing trend. Makerspaces are appearing in a growing number of U.S. schools across the
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country. In a grass-roots fashion, the movement is spreading by educators and school leaders
who see the benefits that hands-on learning activities have on engaging their students. The
International Society of Technology Educators received close to 4,000 proposal submissions for
their annual conference, and they aggregate the data to determine popular topics. The trending
topics of 2016 all touched on Makerspace activities: coding and robotics, Maker Movement,
STEAM, student-driven learning, and flexible learning environments (ISTE Connects, 2016).
In looking to answer the second research question about what stakeholders perceive as the
outcomes, challenges and impact of the makerspaces, meeting learners’ needs, promoting the
4C’s, independent learning, and developing STEM skills were positive outcomes of the
makerspaces. The makerspaces allowed students to lead their own learning, therein fostering
independence and the 4C’s. It also allowed students to work across curriculum content areas
resulting in better development of STEM skills. These findings align to Sheridan et al. (2014)
suggestion that makerspaces “support making in disciplines that are traditionally separate” (p.
526).
Thus far, empirical studies have focused on what students learn through targeted making
activities, such as building circuits into textiles (Buechley, Peppler, Eisenbert, & Kafai, 2013) or
using a programming language such as Scratch for interactive media design (Resnick, M.,
Maloney, J., Monroy-Hernandez, A., Rusk, N., Eastmond, E., Brennan, K., et al., 2009). As
mentioned previously, despite the popularity of the topic, little documented research exists on the
processes of learning and level of engagement and/or achievement that may occur as a result of
makerspace projects.
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Further research on learning within makerspaces is necessary to validate makerspaces as
settings that facilitate significant learning opportunities, both to policymakers, funders, and
practitioners.
The role of innovation, communication channels, time, and social systems. The
diffusion of innovation surrounding makerspace programs is difficult for districts and schools to
achieve. Districts must decide if their best approach is through top-down directives or distributed
leadership opportunities. This Case Study is grounded in Rogers’ (2003) Diffusion of Innovation
(DoI) theoretical framework. Studies investigating educational innovations using DoI as a
framework suggest that initiatives often fail because leadership does not provide the necessary
infrastructure or access to experts to spread the innovation (Stošić & Stošić, 2013). Additional
studies reveal that the spread of the innovative teaching and learning model is dependent upon
clear communication of the program goals and objectives to all stakeholders within the
organization (Levin, Stephen, & Winkler, 2012). Moreover, studies indicate that when districts
provide clear communication of their rationale, teachers are more likely to take the time to
collaborate and implement the intended practices (Kebritchi, 2010).
Finally, studies provide significant data to suggest that it is the social systems including
administrators, students, and teachers within an organization that ultimately diffuse or block the
spread of innovation (Frank, Zhao & Borman, 2004), including makerspace programs. For
example, a study conducted by Hung, Shu-Shing, and Lim (2012) argues that communities of
practice rather than top-down directives are more effective at spreading innovative teaching and
learning practices.
Ultimately, the administrators, students, and teachers participating in this Case Study
agreed that the district did not implement the makerspace initiative with many top-down
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directives, but rather through a distributed leadership model which benefitted all stakeholders..
Also, the administrators, library media specialists and instructional technology specialists
outlined the numerous opportunities for professional learning through meetings, field trips and
ongoing collaboration to build their knowledge base around makerspace facilitation and
integration.
Most district participants agreed that classroom teachers would have benefited from
greater communications around the vision for makerspace implementation. District
administrators, building administrators, and students acknowledged the need for ongoing
communication of vision as well as further training of classroom teaching staff. Thus, the
findings from this Case Study align closely to the findings in the literature.
District implementation of makerspaces. The third research question sought to
understand what could stakeholders be doing to better support student learning in makerspaces.
The results indicated that getting more classroom teachers on board was required for the success
of the program. The literature supports that engagement and achievement increase when teachers
challenge students with real world problem solving (AIR, 2014; Guha et al, 2014).
Scheduling was another way in which stakeholders could better support student learning. There
was some confusion among teachers as to why library time was the time for the makerspaces.
This challenge can be remedied through more professional training. Many schools across the
nation use library as the makerspace time since library media centers act as independent learning
zones and have much in common with makerspaces. Also, their locations in school buildings
allow for and encourage independent learning and exploration of personal interests through
provision of resources, materials and various forms of media.
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This question also examined what could stakeholders do to better support student
learning. The findings indicated that integrating the makerspaces into the curriculum, using
coordinators to help “connect” the curriculum with the makerspace activities, and more student
advertising could help stakeholders better support student learning. This is also consistent with
the literature that innovation implementation is successful when stakeholders are engaged
throughout the planning and implementation process (Frank et al., 2004).
The literature review findings suggested that innovation will diffuse throughout an
organization/school, but not necessarily smoothly or evenly. Sheridan et al. (2004) anticipated
difficulties in integrating makerspaces into curricula. Frank et al. (2004) stated that innovation
will diffuse optimally when all who are affected are engaged in the process. The findings of the
present study confirm that bringing all stakeholders on board is needed for the full and smooth
implementation of makerspaces.
Conclusion
Makerspaces are not a new phenomenon as such, as students at the elementary and
secondary levels have always been afforded the opportunity, to varying degrees, to exercise their
creative skills and learn new ways to be creative. However, the concept of makerspaces as
dedicated and purposeful implementations to help foster student learning, innovation, and
creativity is new. This school district was a worthwhile case study because it has adopted
makerspaces as part of its curricula, through dedicated spaces and optimally scheduled student
time.
There was a consensus among the stakeholders that the makerspaces were valuable in
fostering student learning. Students enjoyed the challenges presented and the ability to exercise
their creative skills. Administrators and teachers reported that the availability and use of the
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makerspaces had helped students with the development of the 4Cs and their STEM skills. There
were some potential difficulties noted with scheduling, location, and promotion of the
makerspaces, but these were only perceived as practical difficulties, not insurmountable
obstacles.
Problems of scheduling related to the most vital perceived necessity: getting teachers “on
board” with the concept of makerspaces. As an added educational tool, teachers welcomed the
concept and use of makerspaces; however, they did add complexity to the already challenging
issue of scheduling and space allocation. All agreed that teacher buy-in is vital to the success of
the makerspaces program.
Significance of the Study
The potential significance of this study goes well beyond the particular school district
involved in this study. Teachers, administrators, and parents are engaged in an ongoing search
nationwide for the best ways to impart STEM skills and the 4Cs to students. While not every
school district would necessarily be welcome to the idea of makerspaces, the example examined
in this study suggests a new way to foster student learning and innovation. The concept of
makerspaces could inspire other school districts to either implement their own makerspaces or
invent something similar of their own.
Furthermore, there is widespread recognition in pedagogical practice that students should
be afforded the opportunity to learn on their own. Makerspaces allow them to do this. Students
who learn on their own initiative are more engaged and experience better academic outcomes
than those who simply learn passively. The need for a place and time for students to engage in
independent, creative learning has been recognized for some time but it has often been a
challenge to meet that need, a factor that was mentioned by several stakeholders, particularly
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teachers. If the need for and benefit afford by makerspaces is emphasized, then stakeholders will
exert extra effort to make sure that makerspaces, or something similar, are available to students.
Many schools across the country are incorporating makerspaces into their school
libraries, oftentimes through the leadership of their library media specialists, who see
makerspaces as a natural complement to more traditional library program offerings. School
library media centers, as independent learning zones, have much in common with makerspaces,
as locations in school buildings that allow for and encourage independent learning and
exploration of personal interests through provision of resources, materials and various forms of
media. Since makerspaces are constructivist learning environments, it makes sense that they can
be in the library where all the school’s scholarly sources and media resources are housed. In this
regard, makerspaces are moving the library environment from a space for consumption to a place
of creation (Austin et al. 2011; Bagley 2012; Britton 2012a, 2012b; Britton and Considine 2012;
IMLS 2012; Scott 2012). This is consistent with the goal of and the literature about makerspaces.
Gustafson (2013) stated that “When school libraries, educational curriculum and maker mentality
work together both practically and ideologically, it is ultimately students who will benefit in this
new model for education.” These findings support the need for more research and training so that
classroom teachers and library teachers understand the value of makerspaces and the reasons
library time is a good time to host makerspaces.
Recommendations
After careful review of the research findings, the researcher offers the following
recommendations for district and school leaders to consider:
1. Create and implement a long-range makerspace implementation plan that includes
measurable objectives and systems of supports.
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2. Connect makerspace teaching and learning goals to 4C’s skills and deeper learning
competencies.
3. Integrate makerspace learning activities across the curriculum.
4. Get classroom teachers on board through two-way communication regarding the
implementation plan, and perceived supports and barriers.
5. Connect coordinators/department heads with the makerspace program for increased
integration with classroom learning.
6. Continue to study the impact of makerspaces on 4C’s skills development and student
engagement in future years of implementation to gain longitudinal understanding.
Create and implement a long-range makerspace vision and implementation plan
that includes systems of supports. Both district and school leaders discussed the importance of
long-range planning to implement the makerspace program to foster 4C’s skills and deeper
learning. One administrator commented, “From an administrative perspective, it is always my
hope that we as a team come up with a vision and come up with the process and the product and
what we're going to do, so Makerspaces isn't any different. Then that I help the team to pitch the
idea, sell it to whoever needs to buy into it, whether it's financial like the District funding it or
the SCF coming in or whatever, those kinds of things. Then as much as I can, writing about it or
talking about it at meetings or sharing it at school committee. I've posted dozens of pictures on
the website of Makerspace activities over the last few years as a way to get the community to
understand and all that. However, while that's my thing, it's really been my hope that the
teachers, the members of the committee, the team who are making these things happen, that they
would really carry that torch and do the work in the buildings of selling the idea and making it
compelling for teachers, making it make sense. The majority of administrator and teacher
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participants reflected on the importance of including systems of supports to build and sustain an
effective makerspace implementation. Through the continued development and implementation
of a strategic vision and adequate supports, the district positions itself to transform teaching and
learning using their makerspace programs as a catalyst for 4C’s skills development and
innovative, deeper learning. The administrator and teacher participants all stressed that if
teachers don’t understand the vision and purpose, they will be less likely to embrace makerspace
learning activities.
Connect teaching and learning goals to 4C’s skills and deeper learning
competencies. Some of the district’s teachers articulated a need to understand the goals of the
makerspace program better. At the same time, administrators, students, and teachers all agreed
that the overall purpose of the makerspace implementation specifically, should be to foster the
acquisition of 4C’s skills and deeper learning (DL) competencies. During the discussion, the
participants used words such as “creativity”, “21st century skills,” “self-directed learning,”
“STEM/STEAM,” “design thinking,” and “problem solving.” The administrators, students, and
teachers provided numerous examples of lessons, work samples and student reflections targeting
4C’s skills and DL. Lessons and work samples included 3D models of neurons, electric animal
projects, 3D pen architecture creations, lego creations, bristle bot challenge events and more…
The findings suggest that in clearly articulating the goals of makerspace implementation to
include 4C’s skills and DL, schools are more likely to see increased application of these skills
and competencies.
Integrate makerspace learning across the curriculum. Consistent with the existing
literature, participants in this study generally recommended integrating makerspace learning
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across the curriculum. The participants believed that making curriculum connections may help
teachers become more engaged in makerspaces, as well as expose more students to makerspace.
A teacher from the focus group interview said that “making sure that we're showing
teachers that this connects to your curriculum” will help offset the notion that this is just one
more thing for them to do. An additional benefit, as viewed by an administrator was that
incorporating makerspace activities in the curriculum may not only help the students learn, but
also help teachers in professional development.
Trentin (2012) noted that an organization must develop an effective innovation strategy
such that the innovation becomes an integrated part of the system. In the case of makerspaces,
curriculum connections and collaborative, co-teaching and/or co-facilitating efforts thus make
sense as two strong innovation strategies to connect makerspace activity with classroom
learning.
Get classroom teachers on board through two-way communication regarding the
makerspace implementation plan, and barriers and supports. For this study, library teachers
led the makerspaces. This led to students who were generally engaged in makerspace projects,
but the perception was that classroom teachers were the least involved with the makerspaces.
One administrator claimed that since library teachers were the first ones trained they understood
the relevance and were prepared. The classroom teachers however, saw it as one more thing they
needed to do. A teacher stated that she felt “disconnected” to makerspace. It was not part of what
she did in her classroom or knew the intent behind it. Another teacher felt that it was a way “to
give up control [which was] a scary thing.”
Connect coordinators/department heads to the makerspace program for increased
integration with classroom learning. Establishment of a connection with coordinators was
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recommended even though participants perceived the teacher librarians to be effective, highly
collaborative staff members. One administrator said that, “Because we're still in its infancy, we
need to do a better job of bringing the coordinators and the other teachers on board and making
those curriculum, content connections.” A teacher from the focus group interview said that
coordinators could help “connect” the curriculum with makerspace activities. Another
administrator stated that connecting coordinators could also help with promoting the use of
makerspaces, thereby expanding the vision and its potential. Any educational innovation that
has staying power tends to connect integration and successful implementation with adequate
structures and supports as well as an understanding of the perceptions of stakeholders.
Continue to study the impact of makerspaces on 4C’s skills development and
student engagement in future years of implementation to gain longitudinal understanding.
Although the district is in its second year of makerspace implementation, the makerspaces are
still a new concept in library programming across elementary, middle school and high school
sites. New resources are still being added and makerspace programming activities are still being
developed. For the district to understand the implications of makerspaces across the district, they
should engage in a longitudinal study that encompasses the perspectives of teachers, students,
and parents across grade levels for an extended period of five to seven years.
The ongoing findings from such a study will allow the district to continue to make decisions
about the makerspaces that will inform practices related to 4C’s skills development, deeper
learning and student engagement.
Further Recommendations/Implications for Practice
Establishment of a maker culture. In order to promote makerspace learning, it is
important to focus on the establishment of a maker culture. Though the tools are important, the
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concept of students as makers and the importance of promoting that concept will lead to greater
buy in across classrooms, schools and districts regardless of the amount of shiny equipment and
new tools. This study revealed that in the building where a former administrator had embraced
the role of creativity and “making” in learning, more examples of teachers implementing
integrated maker projects was occurring. Where the administrator had highly valued and fostered
a culture of creativity, even several years after a change in administration, the evidence of
integrated makerspace learning was still apparent across grade levels and curriculum areas. In
schools where students have more opportunities to play, tinker and create independently in the
process of learning, the learning is less likely to be dismissed as play without purpose.
Documentation of student learning. To emphasize the learning process and design
thinking in action through making, student learning projects are easily documented through a
wide range of simple, inexpensive technology tools such as “FlipGrid” and “SeeSaw.” Benefits
include not only ongoing assessment of student learning but also the opportunity to promote how
learning takes place in makerspaces to a wider range of stakeholders including parents and
community members. Through events such as maker fairs, teachers and educational leaders also
have a rich opportunity to share the deeper learning taking place in makerspaces as students
share their enthusiasm with parents. The possibilities of partnerships, where parents and other
community members facilitate maker sessions related to their own areas of expertise, can also
serve the purpose of further establishing a maker culture in our school communities in which all
members of the community have the opportunity to celebrate creativity and 4C’s skills
development. In the district studied, parents were invited to building maker events regularly, in
which their sons and daughters demonstrated and explained their maker projects, ranging from
robots to 3D printing creations.
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Emphasis on student voice and choice. By involving students in the roll out of
makerspaces through including them in the decision making process about resources and
projects, students will naturally be more engaged. Students at the high school of the district
studied helped to design student surveys to assess the success of monthly maker challenge
activities, as well as developed resource wish lists based on their areas of interest. Grant funding
of maker resources matched student requests related to passions ranging from music composition
to robotics and theater costume design.
Professional development for teachers. From pre-service learning to veteran teacher
staff development, makerspace/constructivist teaching methods, strategies and goals need to be
consistently taught in order to make the most difference for all stakeholders in any given school
community. In this district, members of the DLT were offered ongoing field trip visits to
exemplary makerspaces where they were given hands on makerspace learning time to help them
understand the value of makerspace learning, use of specific maker resources, and maker
teaching strategies and/or facilitation skills. Teachers need help in jumping the hurdle from
viewing makerspace learning as “the chaos of the wild West,” as one study participant put it, to
seeing that chaos as a necessary part of the creative, learning process in action with the potential
result of deeper student learning competencies.
Future Studies
Future research into the stakeholders’ perceptions about effectiveness of makerspace
implementation and the acquisition of deeper learning and 4C’s skills could help further prove
the educational value of makerspaces. Future studies should look to use the DoI framework
within a broader context including several school districts or a larger urban school district
without ties to the researcher. This would help minimize pro-innovation bias, individual-blame
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bias, recall problem and equality concerns. It would also help mitigate any biases by the
researcher during the research and interpretation process. An added consideration is the district
size and location. Smaller implementations have resources and time challenges similarly faced
by larger implementations. However, they also have the benefit of size when communicating
within and across stakeholders and when providing training. A larger implementation may reveal
challenges not seen in this small, New England suburban school district. The size of the school
district may also impact the tools available in makerspaces. Students enjoyed the use of 3D pens
and printers as these facilitated 3D models. Districts without such resources would be at a
disadvantage of reaping all the benefits of makerspaces. Similarly, rural districts may be at a
disadvantage from location and internet access that would limit the use of iPads to access world
wide web. They may also have older staff that is not as comfortable with technology or with
change. Future studies could help mediate these challenges and provide evidence of the value of
makerspaces that applies to districts with varying resources and at varying locations.
The researcher also recommends that methodologies other than case studies be considered in
future research. The approach used in this study was worthwhile and yielded quality, usable data,
but other approaches, such as phenomenology, could be quite useful as well. As with almost all
research, the findings of future studies on this topic could add to the body of knowledge and
inform future practice. The researcher recommends the replication of this research in other
settings and contexts. The findings of this study suggest that such future research would be
valuable and would help stakeholders determine best practices in fostering the 4Cs and STEM
skills in students through makerspaces.
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Validity of the Study
To ensure that the results are of this study were valid, the researcher included participants
that represented a broad range of organizational members. Prior to the discussions, the researcher
informed the participants of the purpose of the study as well as reminded them of her
positionality. She assured the participants of their anonymity and verified that their participation
was in no way evaluative. Since this researcher does not evaluate teachers, students, or
administrators, the participants reported comfort in freely responding. Furthermore, the
researcher clarified her biases and outlined the research propositions before the start of the study.
Since Rogers (2003) notes that innovation bias can occur in studies such as this, the researcher
maintained reflective journals as part of the process. In addition, she engaged in member
checking to ensure the accuracy of the data collected and transcribed. The researcher followed
the researcher guides and questions to ensure the validity of the data collected.
Internal validity refers to the believability and trustworthiness of the findings. This is assured in
two ways: ensuring that the participants understand what the researcher requires for the study
and verifying the data via triangulation. These standards were followed by making sure that
participants knew the purpose and goal of the study; and by making sure that the interviews
elicited the information that was needed to answer the research questions. Multiple sources of
data provided triangulation and assisted the data analysis process.
External validity refers to the transferability or generalizability of the results. This study
could only be replicated in other settings wherein the concept of makerspaces is being utilized.
However, this study’s methods could be applied to other settings wherein dedicated spaces for
student learning and creativity are being employed. This was assured by the detailed and
thorough explanation of the study’s methods in Chapter 3 and the data analysis in Chapter 4.
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Limitations of the Study
There are several limitations of this study that should be considered. First is the
theoretical framework. Rogers (2003) describes several limitation of the DoI framework ranging
from pro-innovation bias to individual-blame bias, recall problem and equality.
Pro-innovation bias refers to the assumption that the social system of the organization should
adopt and easily, expediently, carry out the innovation. Tang and Ang (2002) point out that the
emphasis on DoI tends to be on the organization, rather than on the individual members of the
organization who are most impacted by a given innovation. This limitation has been addressed
by including the perceptions of the library media specialists who are implementing makerspace
programming in the district’s libraries, as well as the perceptions of students who have been
involved with makerspace learning activities.
In addition, Rogers (2003) suggests that conducting research during the innovation
process may help offset pro-innovation bias. Since the makerspaces in the district are still in the
process of being built, resourced and implemented fully, the timing of the study was fortuitous.
Other strategies in offsetting pro-innovation bias included studying the successes and failures in
implementation of the innovation concurrently, acknowledging rejection of the innovation
including the extreme of discontinuation, re-invention, and considering the motivation for
innovation (Rogers, 2003; Tang & Ang, 2002).
DoI individual-blame bias is where an individual member of the organization is blamed
for the failed innovation, rather than the organization (Rogers, 2003). As suggested by Rogers
(2003), the researcher broadened the interview questions to investigate not only the decisions of
the individual, but also the decisions of the larger group of stakeholders involved with a given
innovation, and the decisions of organizational leaders lending oversight from above. By
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investigating perceptions of multiple embedded units within the organization as focus groups,
this study worked to avoid individual-blame bias.
To address the recall issue, the case study approach was used that allowed multiple
members of the organization to retell the events, while document reviews provided additional
evidence of those events (Rogers, 2003). Rogers (2003) also recommended that researchers use
high-quality interview questions, survey questions and trained interviewers to account for the
recall problem. This research study utilized both strategies relevant to the recall problem.
Finally, Rogers (2003) notes that DoI may also lead to issues of equality, creating socioeconomic
gaps between members of the social system. As this study occurred in a public-school system
that offers all members access to makerspaces and makerspace resources through its school
libraries, this issue was less likely to present itself.
The next limitation includes the size and location of the study- suburban New England
district south of Boston, with three elementary schools, one middle school and one high school
and a student population of approximately 3,500. Such a limited sample size, the location, and
the qualitative nature of the study limit the generalizability of the findings.
A further limitation includes the connection of the researcher to the researched as this
researcher is a high school library media specialist within the site selected for this study. Another
limitation is the researcher’s belief and fascination for creative and independent learning. The
researcher is a lifelong learner involved in the library sciences who believes in creative and
independent learning. More details about this can found in the positionality statement. Although
purposeful measures were taken to avoid any personal bias, this is a connection that is
noteworthy for the consumers of this study.
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Conclusion
The aim of this study was to explore the perceptions of administrators, library and IT
specialists, teachers and students about makerspace implementation and the acquisition of deeper
learning and 4C’s skills. To address the aim of this study, focus group interviews, individual
semi-structured interviews and document reviews were conducted in a small, suburban New
England district south of Boston.
The results of the first research question indicated that the availability of challenging
projects and resources, and administrative support help promote the purposeful implementation
of makerspaces with the specific intent of fostering students’ deeper learning and 4C’s skills
development.
The results of the second research question referring to student outcomes and the impact
of makerspaces found that makerspaces were deemed to be meeting learners’ needs as they help
develop 4C’s skills, foster independent learning, and aid in promoting STEM skills.
For the third research question, the perceived challenges in implementing makerspace
were getting teachers on board and scheduling. Part of the third question also explored
recommendations to better support makerspace implementations. The research found that
integration in the curriculum, having coordinators support, and advertising helped promote
successful makerspace implementations.
These findings support the existing literature promoting the idea that 21st century students
can benefit from makerspaces. Not only do makerspaces promote creative thinking, problem
solving, collaboration and communication, but they also advance STEM learning. As Sheridan et
al. (2014) suggested, a key distinction of makerspaces is the way they “support making in
disciplines that are traditionally separate” (p. 526).
149
The limitations of the findings include the limitations of the DoI framework, the location
and size of the study, the researcher’s connection to the studied school district and the
researcher’s fascination for creative and independent learning. Future research can look to
structure larger, possibly quantitative studies with school districts across the United States testing
the usefulness of the DoI framework in makerspace studies and mitigating the limitations of this
study.
Overall the findings make sound contributions of the possibility of makerspaces to help
students creatively engage and acquire core competencies required for 21st century, 4C’s
learning.
Personal Comments
In my fifteen+ years of work as a library media specialist, I have had the opportunity to
work in a wide range of K-12 school settings including public and private schools in several
states as well as abroad. I have witnessed vast differences in school climate, student and staff
well-being related to the degree of creative, open ended discovery experiences available and
encouraged in those school communities. Those schools where I observed the largest number of
happy students and equally happy staff had ample creative playtime built into their curriculum
and schedule within and beyond the school day, along with numerous elements of shared, project
based learning.
In my opinion, education that does not guide students toward a sense of wonder about the
world is incomplete. Creative, open ended experiences such as those provided in makerspaces
have the potential to light student passions and connect students to the wider world.
Equitable access to makerspace learning activities could transform teaching and learning
if approached in a thoughtful, balanced manner that includes enough structure to ensure that 21st
150
century, 4C’s skills and deeper learning (DL) competencies are achieved while allowing
students’ sense of discovery and spirit of creative freedom to thrive.
Makerspace learning activities, at their ideal, have the potential to unlock student
passions and empower them to become self-directed learners. Educators and school leaders
hoping to create a maker culture in their school communities need to unlearn more traditional
teaching methods in order to serve as effective makerspace learning facilitators.
Reflecting on my own efforts to introduce makerspace learning in my library and to
connect that learning with the curriculum, I became curious about the structures and supports in
place in other schools and districts that allow a maker culture to thrive. I wanted to understand
how the structures and systems might influence the level of student engagements and
development of 4C’s, deeper learning competencies. In addition, I wanted to understand how
educators and district leaders might best organize themselves and systems of support to enhance
the level of staff and student engagement and deeper learning taking place in makerspace
learning environments.
The research design of this study allowed me to answer these questions within the context
of a participant-researcher. Because of my work with this study, including the data collection,
analysis, and formulation of findings, I have developed a better understanding of my research
questions.
In my own district, I look forward to continuing my work with the Digital Literacy Team
to expand, promote and build the makerspace program across grade levels and curriculum areas.
In the new year, I will be presenting to staff at one of our elementary buildings alongside DLT
colleagues. The presentation will include hands on learning time in which staff will take part in a
range of makerspace activities. As a Digital Literacy Team effort, we will continue long range
151
planning with goals of expanding the program to include additional resources in each
makerspace, establish more curriculum connections through collaboration with classroom
teachers, document student learning taking place in the makerspaces, plan and schedule regular
maker challenges during the school day as well as host evening events to showcase makerspace
learning activities.
Additional steps in my own learning process include continued expansion of my current
role as co-leader of the MassCUE Makerspace SIG group, which provides educators with an
ongoing opportunity to share and learn together. In addition to regular virtual meetings and guest
speaker events, the SIG provides members with field trip opportunities to exemplary
makerspaces in Massachusetts and beyond. As a co-leader of that SIG, I have the chance to
learn, grow and influence the makerspace movement not only from within my own state but also
in the larger New England area. As PD Chair for MassCUE, I hope to continue to identify and
recruit makerspace educators, leaders and other experts from around the country to present and
teach at our annual Fall Conference and for other workshop and conference events.
Furthermore, as part of my volunteer work on ISTE’s STEM PLN leadership team and as
PD Chair for that PLN, I plan to continue to plan, organize and take part in national makerspace
related workshops, events and webinars as well as assisting with STEM/STEAM playgrounds
which provide educators with hands on learning opportunities incorporating makerspace
projects, activities and tools. Since global education is another passion of mine, I also hope to
investigate, identify, showcase, facilitate and/or participate in global STEM maker learning
projects to help educators and students in my own district and beyond connect with students and
educators aross the globe in the solving of real world problems that tackle important and worthy,
“beautiful” questions that ideally, go beyond the superficial to embrace the profound.
152
What Should We Do About That Moon?
A wine bottle fell from a wagon and broke open in a field.
That night one hundred beetles and all their cousins gathered.
And did some serious binge drinking.
They even found some seed husks nearby and began to play them like drums and whirl.
This made God very happy.
Then the “night candle” rose into the sky and one drunk creature, laying down his
instrument, said to his friend – for no apparent reason,
“What should we do about that moon?
Seems to Hafiz most everyone has laid aside the music tackling such profoundly useless
questions.
Hafiz, “The Gift”
153
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AppendixA:AdministratorFocusGroupProtocol
Institution:_____________________________________________________Participants(TitleandName):______________________________________Researcher:_____________________________________________________Date:_____________________________________LocationofFocusGroup:____________________________________
Previouslyattainedbackgroundinformation
Researchquestion:Theoverarchingresearchquestionforthisstudyishowteachers,students,andadministratorsperceivetheimplementationoflibrarymakerspaces,andtheirimpactonstudentengagementand4C’sskillsdevelopment(creativity,collaboration,criticalthinkingandcommunication).
PartI:IntroductoryQuestionObjectives(5-7minutes),tobeginaftersignedinformedconsentiscollected
IntroductoryProtocol
Iwanttothankyouinadvanceforyourtimeandyourwillingnesstoparticipateinthisfocusgroup,IamadoctoralstudentatNortheasternUniversityandthisfocusgroupispartoftherequirementsformydoctoraldissertation.IhaveselectedyoutospeakwithmetodaybecauseIidentifiedyouassomeonewithavaluableperspectiveabouttheimplementationofmakerspacesinthedistrict.Myresearchprojectfocusesontheexperienceofadministrators,teachers,andstudentswithaparticularinterestinunderstandinghowthesegroupsdescribetheirperceptionsoftheimplementationoflibrarymakerspacesinourdistrictandtheirimpactonstudentengagementandstudentlearning.Throughthisstudy,Ihopetogainmoreinsightintoyourperceptionsofourlibrarymakerspaces,especiallyhowtheyrelateto4C’sskillsdevelopmentanddeeperlearningcompetencies.Ihopethatthiswillallowmetoidentifywaysinwhichwecanbettersupportteachers,studentsandadministratorsinvolvedinmakerspaceprograms.
BecauseyourresponsesareimportantandIwanttomakesuretocaptureeverythingyousay,Iwouldliketoaudiotapeourconversationtoday.DoIhaveyourpermissiontorecordthisfocusgroupdiscussion?
ThankYou.Iamturningontherecordernow.
Iwillalsobetakingwrittennotesduringthefocusgroup.
169
IcanassureyouthatallresponseswillremainconfidentialandIwillonlyuseapseudonymwhenquotingfromthetranscripts.Assuch,itisimportantthatyounotsharetheresponsesfromothermembersoftoday’sfocusgroupwithpeopleoutsideofthisroom.Iwillbetheonlyonesprivytothetapes,whichIwilleventuallydestroyaftertheyaretranscribed.Tomeetourhumansubjects’requirementsattheuniversity,youmustsigntheformIhavewithme.Tosummarizewhatisinthisdocument,itstatesthat:(1)allinformationwillbeheldconfidential,(2)yourparticipationisvoluntaryandyoumaystopatanytimeifyoufeeluncomfortable,and(3)wedonotintendtoinflictanyharm.Doyouhaveanyquestionsaboutthefocusgroupprocessorthisform?
Wehaveplannedthisfocusgroupmeetingtolastabout60minutes.Duringthistime,IhaveseveralquestionsthatIwouldliketocover.If,atanytime,youareuncomfortablewithaquestionorneedmetore-phrase,pleasefeelfreetoletmeknow.
First,Iwillbeginaskingyouquestionsaboutyourroleattheschool.
1. Whatisyouradministrative/teachingrole?2. Howlonghaveyoubeeninthisrole?3. Whatsubject(s)do/didyouteach[priortobecominganadministrator]?4. Howlonghaveyoubeenateacher/anadministratorforthisschool/district?
Iwillnowaskyousomequestionsabouttheimplementationofmakerspaces,thestructureandsupportsinplace,thecommunicationaboutmakerspaces,theprofessionaldevelopmentopportunities,thetimeallottedforimplementationandtheroleofthedistrict’socialsystem.Iwouldliketohearaboutyourexperienceinyourownwords.Yourresponsesmayincludebothacademicandnon-academicelementsasappropriate.
5. Inyourownwords,canyoudescribethedistrict’smakerspaceinnovationinitiative?6. Whydoyouthinkthedistrictimplementedlibrarymakerspaces?Inotherwords,
whatwastheoverarchingpurpose?7. Canyoudescribetherolloutandimplementationofthelibrarymakerspacesand
yourthoughtsaboutitsinfluenceonstudentengagementandlearning?8. Whatdoesthelibrarymakerspaceinitiativemeanforadministrators?9. What,ifanythinghaschangedinteachingandlearningbecauseofthemakerspace
initiative?10. Areyouwillingtosharesomestories,worksamples,and/ordocumentsthat
exemplifywhathasoccurredinteachingandlearningasaresultofmakerspaceimplementation?
11. Doyouhaveanyadditionalquestionsorcommentsthatyouwouldliketoshare?
Duringthediscussion,theresearcherisinterestedinthebelowlook-fors:
• Descriptionofthedistrict’simplementationofmakerspacesincludingwhyandhowthemakerspaceswerecreatedineachlibrary.
• Thechannelsofcommunicationleadinguptoandduringthemakerspaceimplementation
170
• Theperceptionoftheparticipantssurroundingthemakerspaceprogramobjectives,andthedistrict’ssuccessinachievingthem.
• Thestructuresandsystemsofsupportinplacethathavehelpedwithmakerspaceintegration.
• Thebarriers,ifany,thatareinthewayoffullutilizationofthelibrarymakerspaces.
• Theroleofthesocialsystemsoftheschoolininfluencingthemakerspaceimplementation
• Thestructuresinplaceformakerspaceuseintheschoolandhowthestructureswereestablished
• Thefrequency,types,andeffectivenessofprofessionaldevelopmentopportunitiesthedistrictorschoolhasofferedrelatedtomakerspaces
• Perceivedbenefitsand/ordownsidesoflibrarymakerspaces• Howparticipantsfeelabouttheintegrationofmakerspacesinteachingand
learning• Roleofmakerspacesinfosteringandsupportingthedevelopmentof
students’4C’sskillsanddeeperlearning?• Examplesof
-Communication -Collaboration -CriticalThinking -Creativity -GlobalCitizenship -CognitiveFactors -CriticalThinking -ContentMastery -InterpersonalFactors -Collaboration -Communication -IntrapersonalFactors -AcademicMindsets -LearningHowtoLearn
Thankyouforyourparticipationtodayandforbeingwillingtoanswermyquestions.Iwillreviewourfocusgroupdiscussions.IfIhaveanyfollow-upquestionsorneedclarification,mayIreachouttoyou?Ifyouhaveanyfurtherquestions,pleasereachouttome.Ifyouhaveworksamplesorlessonsthatyouarewillingtoshare,pleasecompletethelessonplan/worksampleformandreturntome.
Thankyouforyourparticipationinthisimportantstudy.Iamendingtherecordingnow.
171
AppendixB
StudentFocusGroupProtocol
Institution:_____________________________________________________Participants(TitleandName):______________________________________Researcher:_____________________________________________________Date:_____________________________________LocationofFocusGroup:____________________________________
Previouslyattainedbackgroundinformation
Researchquestion:Theoverarchingresearchquestionforthisstudyishowteachers,students,andadministratorsperceivetheimplementationoflibrarymakerspaces,andtheirimpactonstudentengagementand4C’sskillsdevelopmentofcreativity,collaboration,criticalthinkingandcommunication.PartI:IntroductoryQuestionObjectives(5-7minutes),tobeginaftersignedinformedconsentiscollectedIntroductoryProtocol
Iwanttothankyouinadvanceforyourtimeandyourwillingnesstoparticipateinthisfocusgroup,IamadoctoralstudentatNortheasternUniversityandthisfocusgroupispartoftherequirementsformydoctoraldissertation.IhaveselectedyoutospeakwithmetodaybecauseIidentifiedyouassomeonewithavaluableperspectiveabouttheimplementationofmakerspacesinthedistrict.Myresearchprojectfocusesontheexperienceofadministrators,teachers,andstudentswithaparticularinterestinunderstandinghowthesegroupsdescribetheirperceptionsoftheimplementationoflibrarymakerspacesinourdistrictandtheirimpactonstudentengagementandstudentlearning.Throughthisstudy,Ihopetogainmoreinsightintoyourperceptionsofourlibrarymakerspaces,especiallyhowtheyrelateto4C’sskillsdevelopmentanddeeperlearningcompetencies.Ihopethatthiswillallowmetoidentifywaysinwhichwecanbettersupportteachers,studentsandadministratorsinvolvedinmakerspaceprograms.
172
BecauseyourresponsesareimportantandIwanttomakesuretocaptureeverythingyousay,Iwouldliketoaudiotapeourconversationtoday.DoIhaveyourpermissiontorecordthisfocusgroupdiscussion?ThankYou.Iamturningontherecordingnow.Iwillalsobetakingwrittennotesduringthefocusgroupdiscussion.IcanassureyouthatallresponseswillremainconfidentialandIwillonlyuseapseudonymwhenquotingfromthetranscripts.Assuch,itisimportantthatyounotsharetheresponsesfromothermembersoftoday’sfocusgroupwithpeopleoutsideofthisroom.Iwillbetheonlyonesprivytothetapes,whichIwilleventuallydestroyaftertheyaretranscribed.Tomeetourhumansubjects’requirementsattheuniversity,youmustsigntheformIhavewithme.Tosummarizewhatisinthisdocument,itstatesthat:(1)allinformationwillbeheldconfidential,(2)yourparticipationisvoluntaryandyoumaystopatanytimeifyoufeeluncomfortable,and(3)wedonotintendtoinflictanyharm.Doyouhaveanyquestionsaboutthefocusgroupprocessorthisform?Wehaveplannedthismeetingtolastabout60-75minutes.Duringthistime,IhaveseveralquestionsthatIwouldliketocover.If,atanytime,youareuncomfortablewithaquestionorneedmetore-phrase,pleasefeelfreetoletmeknow.
First,Iwillbeginaskingyouquestionsaboutyou.
1. Whatgradeareyouin?2. Howlonghaveyoubeenastudentinthedistrict?3. Howlonghaveyouhadaccesstothelibrarymakerspaceinyourschool?
Iwillnowaskyousomequestionsaboutthelibrarymakerspace.Iwouldliketohearaboutyourexperienceinyourownwords.Yourresponsesmayincludebothacademicandnon-academicelementsasappropriate.
4. Inyourownwords,canyoudescribethelibrarymakerspace?5. Areyouenjoyingthemakerspace?6. Whatdoyoulikebestaboutit?7. WhatareyoulearningintheMakerspace?Canyoutellmeaboutitandgivemean
example?8. WhatcreativethinkingstrategiesdidyoulearnintheMakerspace?Doyouthink
thesestrategieswouldbeusefulinotherschoolsubjectsorinlife?Ifso,canyougiveexamples?
9. Doyouthinkthiswayoflearningisvaluable?Ordoyouprefertobeinaregularclassroomsetting?
10. Didthelibrarystaffhelp?Ifso,how?11. Ifanewstudentcametoyourschool,whatwouldyoutellthemaboutthe
Makerspace?
173
Duringthediscussion,theresearcherisinterestedinthebelowlook-fors:
• Descriptionofthedistrict’simplementationofmakerspacesincludingwhyandhowthemakerspaceswerecreatedineachlibrary.
• Thechannelsofcommunicationleadinguptoandduringthemakerspaceimplementation
• Theperceptionoftheparticipantssurroundingthemakerspaceprogramobjectives,andthedistrict’ssuccessinachievingthem.
• Thestructuresandsystemsofsupportinplacethathavehelpedwithmakerspaceintegration.
• Thebarriers,ifany,thatareinthewayoffullutilizationofthelibrarymakerspaces.
• Theroleofthesocialsystemsoftheschoolininfluencingthemakerspaceimplementation
• Therequirementsformakerspaceuseintheschoolandhowtherequirementswereestablished
• Thefrequency,types,andeffectivenessofprofessionaldevelopmentopportunitiesthedistrictorschoolhasofferedrelatedtomakerspaces
• Perceivedbenefitsand/ordownsidesoflibrarymakerspaces• Howparticipantsfeelabouttheintegrationofmakerspacesinteachingand
learning• Roleofmakerspacesinfosteringandsupportingthedevelopmentof
students’4C’sskillsanddeeperlearning?• Examplesof
-Communication -Collaboration -CriticalThinking -Creativity -GlobalCitizenship -CognitiveFactors -CriticalThinking -ContentMastery -InterpersonalFactors -Collaboration -Communication -IntrapersonalFactors -AcademicMindsets -LearningHowtoLearnThankyouforyourparticipationtodayandforbeingwillingtoanswermyquestions.Iwillreviewourfocusgroupdiscussions.IfIhaveanyfollow-upquestionsorneedclarification,mayIreachouttoyou?Ifyouhaveanyfurtherquestions,pleasereachouttome.Ifyouhaveworksamplesorlessonsthatyouarewillingtoshare,pleasecompletethelessonplan/worksampleformandreturntome.
Thankyouforyourparticipationinthisimportantstudy.Iamendingtherecordingnow.
174
AppendixC
TeacherFocusGroupProtocol
Institution:_____________________________________________________Participants(TitleandName):______________________________________Researchers:_____________________________________________________Date:_____________________________________LocationofFocusGroup:____________________________________Previouslyattainedbackgroundinformation
Researchquestion:Theoverarchingresearchquestionforthisstudyishowteachers,students,andadministratorsperceivetheimplementationoflibrarymakerspaces,andtheirimpactonstudentengagementand4C’sskillsdevelopmentofcreativity,collaboration,criticalthinkingandcommunication.
PartI:IntroductoryQuestionObjectives(5-7minutes),tobeginaftersignedinformedconsentiscollected
IntroductoryProtocol
Iwanttothankyouinadvanceforyourtimeandyourwillingnesstoparticipateinthisfocusgroup,IamadoctoralstudentatNortheasternUniversityandthisfocusgroupispartoftherequirementsformydoctoraldissertation.IhaveselectedyoutospeakwithmetodaybecauseIidentifiedyouassomeonewithavaluableperspectiveabouttheimplementationofmakerspacesinthedistrict.Myresearchprojectfocusesontheexperienceofadministrators,teachers,andstudentswithaparticularinterestinunderstandinghowthesegroupsdescribetheirperceptionsoftheimplementationoflibrarymakerspacesinourdistrictandtheirimpactonstudentengagementandstudentlearning.Throughthisstudy,Ihopetogainmoreinsightintoyourperceptionsofourlibrarymakerspaces,especiallyhowtheyrelateto4C’sskillsdevelopmentanddeeperlearningcompetencies.Ihopethatthiswillallowmetoidentifywaysinwhichwecanbettersupportteachers,studentsandadministratorsinvolvedinmakerspaceprograms.
BecauseyourresponsesareimportantandIwanttomakesuretocaptureeverythingyousay,Iwouldliketoaudiotapeourconversationtoday.DoIhaveyourpermissiontorecordthisdiscussion?ThankYou.Iamturningontherecordingnow.
175
Iwillalsobetakingwrittennotesduringthefocusgroup.IcanassureyouthatallresponseswillremainconfidentialandIwillonlyuseapseudonymwhenquotingfromthetranscripts.Assuch,itisimportantthatyounotsharetheresponsesfromothermembersoftoday’sfocusgroupwithpeopleoutsideofthisroom.Iwillbetheonlyonesprivytothetapes,whichIwilleventuallydestroyaftertheyaretranscribed.Tomeetourhumansubjects’requirementsattheuniversity,youmustsigntheformIhavewithme.Tosummarizewhatisinthisdocument,itstatesthat:(1)allinformationwillbeheldconfidential,(2)yourparticipationisvoluntaryandyoumaystopatanytimeifyoufeeluncomfortable,and(3)wedonotintendtoinflictanyharm.Doyouhaveanyquestionsaboutthefocusgroupprocessorthisform?Wehaveplannedthisfocusgrouptolastabout60-75minutes.Duringthistime,IhaveseveralquestionsthatIwouldliketocover.If,atanytime,youareuncomfortablewithaquestionorneedmetore-phrase,pleasefeelfreetoletmeknow.First,Iwillbeginaskingyouquestionsaboutyourroleattheschool.
1. Whatcourse(s)doyouteach?Whatgradeorgradesdoyouteach?2. Howlonghaveyoubeenteaching?3. Whydidyouchoosetoteachatthisparticularschool?4. Howlonghaveyoubeenteachingatthisschool?
Iwillnowaskyousomequestionsabouttheimplementationofmakerspaces,thestructureandsupportsinplace,thecommunicationaboutmakerspaces,theprofessionaldevelopmentopportunities,thetimeallottedforimplementationandtheroleofthedistrict’socialsystem.Iwouldliketohearaboutyourexperienceinyourownwords.Yourresponsesmayincludebothacademicandnon-academicelementsasappropriate.
12. Inyourownwords,canyoudescribethedistrict’smakerspaceinitiative?13. Whydoyouthinkthedistrictimplementedlibrarymakerspaces?Inotherwords,
whatwastheoverarchingpurpose?14. Canyoudescribetherolloutandimplementationofthelibrarymakerspacesand
yourthoughtsaboutitsinfluenceonstudentengagementandlearning?15. Whatdoesthelibrarymakerspaceinitiativemeanforteachers,library/mediaand
ITspecialists?16. What,ifanythinghaschangedinteachingandlearningbecauseofthemakerspace
initiative?17. Areyouwillingtosharesomestories,worksamples,and/ordocumentsthat
exemplifywhathasoccurredinteachingandlearningthroughthemakerspaceimplementation?
18. Doyouhaveanyadditionalquestionsorcommentsthatyouwouldliketoshare?
Duringthediscussion,theresearcherisinterestedinthebelowlook-fors:
176
• Descriptionofthedistrict’simplementationofmakerspacesincludingwhyandhowthemakerspaceswerecreatedineachlibrary.
• Thechannelsofcommunicationleadinguptoandduringthemakerspaceimplementation
• Theperceptionoftheparticipantssurroundingthemakerspaceprogramobjectives,andthedistrict’ssuccessinachievingthem.
• Thestructuresandsystemsofsupportinplacethathavehelpedwithmakerspaceintegration.
• Thebarriers,ifany,thatareinthewayoffullutilizationofthelibrarymakerspaces.
• Theroleofthesocialsystemsoftheschoolininfluencingthemakerspaceimplementation
• Thestructuresinplaceformakerspaceuseintheschoolandhowthestructureswereestablished
• Thefrequency,types,andeffectivenessofprofessionaldevelopmentopportunitiesthedistrictorschoolhasofferedrelatedtomakerspaces
• Perceivedbenefitsand/ordownsidesoflibrarymakerspaces• Howparticipantsfeelabouttheintegrationofmakerspacesinteachingand
learning• Roleofmakerspacesinfosteringandsupportingthedevelopmentof
students’4C’sskillsanddeeperlearning?• Examplesof
-Communication -Collaboration -CriticalThinking -Creativity -GlobalCitizenship -CognitiveFactors -CriticalThinking -ContentMastery -InterpersonalFactors -Collaboration -Communication -IntrapersonalFactors -AcademicMindsets -LearningHowtoLearn
Thankyouforyourparticipationtodayandforbeingwillingtoanswermyquestions.Iwillreviewourfocusgroupdiscussions.IfIhaveanyfollow-upquestionsorneedclarification,mayIreachouttoyou?Ifyouhaveanyfurtherquestions,pleasereachouttome.Ifyouhaveworksamplesorlessonsthatyouarewillingtoshare,pleasecompletethelessonplan/worksampleformandreturntome.Thankyouforyourparticipationinthisimportantstudy.Iamendingtherecordingnow.
177