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Exploring the Movement
of “Maker Culture” in
Education
Ann-Louise Davidson PhD
Giuliana Cucinelli PhD
David Price
Nadia Naffi
Ivan Ruby
Tristan Matheson
Nathalie Duponsel
Margarida Romero PhD
Roland van Oostveen PhD
Evan Light PhD
Context
• Learning to code in schools (Dredge, 2014; Lucas, 2015; Romero,
2015)
• 21st century competencies (Conference Board of Canada, 2001;
World Economic Forum, 2016)
• Co-creative activities for 21st century kids (Romero & Vallerand,
2016): collaboration, creativity, problem solving, computational
thinking, critical thinking
• Push from STEM to STEAM to STEAMED
• Popularity of makerspaces
• Experiential learning
Literature
• Proof of concept (Abaya, Basa, Sy, Abad, & Dadios, 2014; Amir, Siddiqui,
Ahmed, & Chowdhry, 2014; Graven & Samuelsen, 2013; Hamidi, et al.,
2014; Lamine & Abid, 2014; Nguyen, et al., 2015; Nikhade, 2015;
Paramanathan et al., 2014; Pereira, Fernandes, & Sequeira, 2014; Sahani,
Rout, Sharan, & Dutta, 2014; Sandeep, Gopal, Naveen, Amudhan, & Kumar,
2015; Sundaram et al., 2013; Sivaranjani & Sumathi, 2015; Vamsikrishna,
Kumar, Hussain, & Naidu, 2015; Vujovic & Maksimovic, 2014)
• Schools (Cohen, Jones, Smith, & Calandra, 2016; Pringle, 2016; Romero,
Davidson, Cucinelli, Ouellet, & Arthur, 2016;	Silcoff, 2016; Sheridan et al.,
2014; Somanath, Morrison, Hughes, Sharlin, & Sousa, 2016; Stager, 2013,)
• “Maker” movement (Andersson, 2015; Burker, 2015; Charny, 2012; Fox,
Ulgado, & Rosner, 2015; Harris & Cooper, 2015; Haug, 2014; Sheridan et al.,
2014)
• Social Innovation (Joyce, 2015; Nathan, 2015; Szczys, 2015; Taylor, Hurley,
& Connolly, 2016)
Activity Theory
Outcome
Tools
Division
of labor
Subject
Community
Object
Activity theory -Engeström
Rules
Vygotsky: ZPD
The zone of proximal development is the gap between two levels of
development
a b
a: where the learner is (able to accomplish without any help)
b: where the learner could be (cannot accomplish alone)
ZPD: able to accomplish
with the help of a more
knowledgeable other
Objectives
1) Study the collaborative learning processes within digital
"making" workshops demonstrated by learners from secondary
school, college (CEGEP) and university; 

2) Analyze learner perceptions of digital "making" workshops to
better understand their experiences and challenges in converting
academic knowledge into digital fabrication and problem-solving
skills;


3) Develop a course for an institute of digital "making" to assist
educators with integrating tiny and affordable technologies into
educational experiences that engage learners as participants and
problem-solvers using the emerging Internet of Things (IoT).
• Collaborative action-
research tools and
techniques
• Informal interviews
• Semi-structured interviews
• Observations
Methodology
Participants
• Students from elementary, secondary, CEGEP
(college) and university
• Community members (7 to 77)
• Community centres
• Libraries
• Makerspaces
Findings
1. Advantages and pitfalls
of collaborative
problem-solving
2. Insight on the basic
knowledge needed to
engage in digital
“making”
3. Vignettes on collaborative
learning processes that
underlie digital “making”
4. Elements of a typology for
21st century skills to
innovate, tinker and
engage in maker culture
1. Advantages and pitfalls
of collaborative problem-
solving:

•Feeling of group safety
•Feeling safe to make
errors
•Feeling interdependent
•Feeling challenged
•Changing group
dynamics
2. Insight on the basic
knowledge needed to
engage in digital
“making”
•analyzing problem
•determining desired
outcomes and needed
inputs and outputs
•sequencing required
processing
•prototyping
•diagnosing failures
3. Vignettes on
collaborative learning
processes that underlie
digital “making”
•Mini Maker Faire
•Maker Jams
•Prototyping workshops
•Arcade Tables
•3D Printer
•Accessibility challenge
Maker Faire
Discovering
Experimenting
Maker Jams
Developing basic
maker skills
Building a
community of
makers
Prototyping
Collaborating
Testing
Arcade Tables
Multidisciplinary 

challenge
Development of 

perception of

self-efficacy
3D Printer
Scaffolding
Team work
Complex challenge
Accessibility
Challenge
From ideas
to reality
4. Elements of a typology for
21st century skills to
innovate, tinker and engage
in maker culture
Technical skills
Foundational skills
Social skills
Personal management skills
Conclusion
• Shift from passive consumers of commercial
resources to active contributors of information and
participation in the production of objects
• Conditions required for risk-taking in education (to
tinker and innovate)
• 21st century skills

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Exploring the Movement of Maker Culture in Education

  • 1. Exploring the Movement of “Maker Culture” in Education Ann-Louise Davidson PhD Giuliana Cucinelli PhD David Price Nadia Naffi Ivan Ruby Tristan Matheson Nathalie Duponsel Margarida Romero PhD Roland van Oostveen PhD Evan Light PhD
  • 2. Context • Learning to code in schools (Dredge, 2014; Lucas, 2015; Romero, 2015) • 21st century competencies (Conference Board of Canada, 2001; World Economic Forum, 2016) • Co-creative activities for 21st century kids (Romero & Vallerand, 2016): collaboration, creativity, problem solving, computational thinking, critical thinking • Push from STEM to STEAM to STEAMED • Popularity of makerspaces • Experiential learning
  • 3. Literature • Proof of concept (Abaya, Basa, Sy, Abad, & Dadios, 2014; Amir, Siddiqui, Ahmed, & Chowdhry, 2014; Graven & Samuelsen, 2013; Hamidi, et al., 2014; Lamine & Abid, 2014; Nguyen, et al., 2015; Nikhade, 2015; Paramanathan et al., 2014; Pereira, Fernandes, & Sequeira, 2014; Sahani, Rout, Sharan, & Dutta, 2014; Sandeep, Gopal, Naveen, Amudhan, & Kumar, 2015; Sundaram et al., 2013; Sivaranjani & Sumathi, 2015; Vamsikrishna, Kumar, Hussain, & Naidu, 2015; Vujovic & Maksimovic, 2014) • Schools (Cohen, Jones, Smith, & Calandra, 2016; Pringle, 2016; Romero, Davidson, Cucinelli, Ouellet, & Arthur, 2016; Silcoff, 2016; Sheridan et al., 2014; Somanath, Morrison, Hughes, Sharlin, & Sousa, 2016; Stager, 2013,) • “Maker” movement (Andersson, 2015; Burker, 2015; Charny, 2012; Fox, Ulgado, & Rosner, 2015; Harris & Cooper, 2015; Haug, 2014; Sheridan et al., 2014) • Social Innovation (Joyce, 2015; Nathan, 2015; Szczys, 2015; Taylor, Hurley, & Connolly, 2016)
  • 5. Vygotsky: ZPD The zone of proximal development is the gap between two levels of development a b a: where the learner is (able to accomplish without any help) b: where the learner could be (cannot accomplish alone) ZPD: able to accomplish with the help of a more knowledgeable other
  • 6. Objectives 1) Study the collaborative learning processes within digital "making" workshops demonstrated by learners from secondary school, college (CEGEP) and university; 
 2) Analyze learner perceptions of digital "making" workshops to better understand their experiences and challenges in converting academic knowledge into digital fabrication and problem-solving skills; 
 3) Develop a course for an institute of digital "making" to assist educators with integrating tiny and affordable technologies into educational experiences that engage learners as participants and problem-solvers using the emerging Internet of Things (IoT).
  • 7. • Collaborative action- research tools and techniques • Informal interviews • Semi-structured interviews • Observations Methodology
  • 8. Participants • Students from elementary, secondary, CEGEP (college) and university • Community members (7 to 77) • Community centres • Libraries • Makerspaces
  • 9. Findings 1. Advantages and pitfalls of collaborative problem-solving 2. Insight on the basic knowledge needed to engage in digital “making” 3. Vignettes on collaborative learning processes that underlie digital “making” 4. Elements of a typology for 21st century skills to innovate, tinker and engage in maker culture
  • 10. 1. Advantages and pitfalls of collaborative problem- solving:
 •Feeling of group safety •Feeling safe to make errors •Feeling interdependent •Feeling challenged •Changing group dynamics
  • 11. 2. Insight on the basic knowledge needed to engage in digital “making” •analyzing problem •determining desired outcomes and needed inputs and outputs •sequencing required processing •prototyping •diagnosing failures
  • 12. 3. Vignettes on collaborative learning processes that underlie digital “making” •Mini Maker Faire •Maker Jams •Prototyping workshops •Arcade Tables •3D Printer •Accessibility challenge
  • 14. Maker Jams Developing basic maker skills Building a community of makers
  • 16. Arcade Tables Multidisciplinary 
 challenge Development of 
 perception of
 self-efficacy
  • 19. 4. Elements of a typology for 21st century skills to innovate, tinker and engage in maker culture Technical skills Foundational skills Social skills Personal management skills
  • 20. Conclusion • Shift from passive consumers of commercial resources to active contributors of information and participation in the production of objects • Conditions required for risk-taking in education (to tinker and innovate) • 21st century skills