Making Space for Makerspaces
        
        
        
			- By Karen Rubinstein
 - 05/15/18
 
		
        
 
While conducting research for my  recent graduate thesis to complete my Master's degree in Educational Technology  from New Jersey City University, I uncovered the fact that the maker movement, a seemingly modern creation, actually has its roots  traced back thousands of years ago.   Confucius and Aristotle were both proponents of learning  by doing.   Socrates provided a model of learning that is still relevant in the  digital age by emphasizing the process of learning through questioning, inquiry and critical thinking.   The learning theories first advanced by  these early philosophers are aligned with the modern maker movement.
Creation of pop-up makerspaces has  allowed for this idea of project-based learning to grow and blossom. Using  higher-order thinking skills, students are given the opportunity to  problem-solve, ask questions, think, create, innovate, fix and revise. A new  set of learning theories have popped up as well. Innovation and design theory  have become a way of learning, with entrepreneurship at the helm.  Preparing our  students for the work in the 21st century, where the ability to figure out  solutions and think outside the box is fostered, will be the key to  success.
Makerspaces have boomed in popularity  over the last few years. In 2014, the White House hosted its first MakerFaire.  At that event, President Obama spoke of our being a "nation of makers" and  devoted a week to this cause. Discussing how today's makers can be the next  Thomas Edison and help to bring back manufacturing to the US, Halverson and  Sheridan (2014) referenced Martinez and Stager (2013), noting that  constructionism is the basis for the maker movement's focus on problem solving  and digital and physical fabrication. "Bringing the maker movement into the  education conversation has the potential to transform how we understand 'what  counts' as learning, as a learner and as a learning environment. An expanded  sense of what counts may legitimize a broader range of identities, practices,  and environments — a bold step toward equity in education" (Halverson &  Sheridan, 2014, p. 503). The literature states that makerspaces bring making  into the forefront of educational learning theories and then becomes a valued  strategy. The art of making allows for inquiry-based creation in an authentic  setting and allow the maker to experiment for a large audience. In talking  about constructionism, it mirrors what is believed about the maker environment:  "learning by constructing knowledge through the act of making something  shareable" (Halverson & Sheridan, 2014, p. 498).
My  technology lab, until the summer of 2016, was laid out in rows of desktop  computers, one next to the other, the backs of the monitors facing the front of  the classroom.  The idea of scratching  this traditional model was born out of the lack of its need.  I was the technology teacher, chartered with  the task of teaching every one of our school's 900+ students over the course of  three years.  I saw each student every  other day for one marking period. The classroom teachers had a  student/Chromebook ratio of 2-to-1 in fourth and fifth grade, and 1-to-1 in  sixth.  Google Drive was available for  students starting in our elementary schools. The need for regular computer  skills instruction was fading away. I needed to figure out how to re-invent our  lab to reflect more current technology education to better serve our school  population.
It was  around this time that my supervisor coincidentally took a group of us (with our  director of curriculum as well) to a school in southern New Jersey to see a  different kind of school model and tech classroom.  I was charged up about what I saw in this  teacher's "fab lab" that I wanted to create my own modeled after this "free to  design and make" concept, with modifications. With the administration's  blessing (of course they weren't going to take me to see a lab that they knew I  would love and want to recreate without granting me permission to do so) I  wrote our local educational foundation grant for $5,000.  The foundation was so passionate about my  grant proposal that the director and our director of curriculum decided to  apply for, and were awarded, a much larger Bristol-Myers Squibb grant to  renovate the lab into a makerspace based on the original project-based,  inquiry-based grant description. 
Over the summer of 2016, I developed  a curriculum based on problem-solving, project-based stations using applied  technology.
The Redefined Makerspace
My new  and improved technology lab was introduced in the fall of 2016, outfitted with  work tables and stools instead of rows of computers, a laptop cart and many  project based technology tools. This creative outlet for innovation, problem  solving, collaboration and critical thinking was rolled out.
Students work in teams of 4 or 5 per  table and rotate within the five skill station  circuit in the makerspace-style lab. The students' goal was to complete the  challenge presented at a skill station with a small group.  Prior to each class I have a brief meeting  with the students to discuss objectives for the session before entering the  work area of the lab.
At Skill Station 1, the students learn  about 3D Printing and Design while working independently. After watching four  videos about 3D printing, they logged into the 3D modeling and design site  (Tinkercad) developed by the Autodesk, a leader in computer-aided design  software.  On Tinkercad, they progress  through tutorials that teach them the mechanics of 3D design. At the end of Day  3 at this station they create at least one 3D object that will be printed on  one of the lab's three 3D printers and are given an opportunity to create  another. Students are also informed that their Tinkercad account was their  account and can be used beyond their time in the lab by logging in using their  district Google accounts. 
Skill Station 2 students work  collaboratively in small groups of two or three using Lego WeDo robotics kits to create a robot following step-by-step directions provided by Lego Education.  By Day 2 they have begun a challenge (e.g., creating a Cotton Ball Thrower)  without the usual step-by-step directions provided, to be finished by Day 3. 
Skill Station 3 students learn, via  tutorials that are built into the software, how to program using Scratch, the  drag and drop coding program created in the MIT Media Lab. The Day 2 and 3  challenge was to develop a game to use at the next skill station, Skill Station 4 using the Makey Makey as the game controller for the up, down, left, right  arrows, space and click commands.  
At Skill Station 4, students unbox and  set up a Makey Makey. Students then experiment with this tool testing  conductive and non-conductive materials. Next, students are presented with a  challenge for Days 2 and 3 to create a game controller utilizing the Makey Makey  using craft supplies and found objects to the game that they developed using  Scratch at Skill Station 3. The Makey Makey controller emulated the controller  found in their game — up, down, right and left arrows, space and click.  
The  last station uses LittleBits magnetic snap circuits.  Students explore the "bits" using LittleBits  information cards that explained each "Bit" and its function. Day 2 and 3 ask  them to work through 16 challenge cards that do not state what "Bit" to use.  They needed to figure out how to connect the magnetic circuits to complete the  challenges. If there was time, they students completed an additional creative  challenge found on the Little Bits website. 
Observing Students in the Makerspace
The research  questions in my thesis for completion of my graduate program in Educational  Technology studied motivation, transference of prior knowledge, collaborative  learning, critical thinking and creativity in a project-based makerspace  setting.  Over the course of a three-week  period, I studied 57 students in fifth and sixth grade using  a detailed schedule outlining the rotation  schedule of five teams of students from fifth grade and seven teams of  students from sixth grade.  I met with  the students every other day during the month of February. The students rotated  through three stations during the course of the three-week period beginning Feb. 1, 2017 concluding Feb. 24, using a  rubric shown below, to measure students. 
 
The students were excited when they  came into the "new" technology lab for the first time.  They were anxious to get started and to visit  each station. I spent a class period explaining what the new configuration was  all about and why the traditional lab changed into a makerspace setting.
To be able to fully observe and  answer the research questions, I grouped each class of students into teams of  research participants. The students who did not get permission to participate  in the study were on different teams to ensure that they were not observed for  this purpose. This strategy work very well and made it easier to differentiate  and observe the students that were a part of the research quickly. The  observation checklist (below) was organized well and allowed me to accurately  and concisely assess research questions.
The participants were extremely  enthusiastic to be involved in the study prior to entering the classroom. The  parent permission letter that was required also served as an introduction to  what the students could expect in the technology lab this marking period. 
During the study, I found that the  student's autonomy diminished depending on how many days separated the times in  the lab. For example, there was a snow day on a Thursday, which meant that  there was nearly a week between sessions for one group.  They came into the lab not knowing what to do  as if it were their very first day, confused and needing additional direction.  Additionally, I found that the motivation and engagement may wane on Day 3  depending on the activity and the level of "hands-on" time that the students  experience. I also discovered that while fifth graders were more exuberant  about the activities, they were a bit less capable as in reading and discerning  directions; while sixth graders had an easier time with this task, their  predisposition to socialize rather than focus on that task was problematic at  times.
The use of written directions in a  folder for each station allowed the students to be able to transfer the  strategies they used to learn a skill easily, and as they moved through the  makerspace circuit, they became more comfortable in diving into a territory  that was uncharted for them. I concluded findings that demonstrate that  students can transfer their ability to figure out the expectations in a  different makerspace project-based activity once they have gained confidence in  tackling new tasks and developing strategies. I also concluded that the  students worked well in their groups and collaborative learning was imperative  to successful project-based learning environments.
The students in the study needed to  tackle their challenges in a collaborative effort in order to be successful.  Each student brought a different and needed skill set and talent to the  task.  The skill stations that did not  require collaboration to complete a project and where the students worked alone  (coding and 3D design) still warranted cooperation in assisting one another  through the directions at those stations.   The conclusion was that the students worked well in their collaborative  teams and that contributed to their success in most cases.
I also concluded that students use a  high degree of critical-thinking skills and creativity when faced with  project-based activities in a makerspace environment. Students were able to  pull on these abilities when required in the task. The concept behind  project-learning is to use these two skill sets to their fullest and develop  them.
As an aside, my highly unscientific  anecdotal findings demonstrated engagement by my observation of the bathroom  sign-out book: it was empty. Not one student left the room during the 42 minute  "special." 
This thesis project reinforced my  grant premise, that a hands-on makerspace environment is very motivating,  allows collaboration opportunities, permits experience in transferring "figure  it out" skills to multiple problem solving situations and provides an avenue  for innovation and creativity.  
Bottom line: makerspaces are doing  what we want them to do, and more.