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The makers' movement and FabLabs in education: experiences, technologies,


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Conference Paper · June 2013


DOI: 10.1145/2485760.2485884

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The Makers’ Movement and FabLabs in Education:
Experiences, Technologies, and Research
Paulo Blikstein Dennis Krannich
Stanford University University Bremen
520 Galvez Mall Bibliothekstraße 1
Stanford, CA 94305-3096 28325 Bremen
+1 650 736-0966 +49 421 218-64384
paulob@stanford.edu krannich@tzi.de

ABSTRACT technology became better and more accessible, and the skills more
In this paper, we introduce the origins and applications of digital valued and important. What Logo did for programming—bringing
fabrication and “making” in education, and discuss how they can complex mathematics to the reach of schoolchildren—fabrication
be implemented, researched, and developed in schools. Our laboratories (FabLabs) can do for design and engineering.
discussion is based on several papers and posters that we
summarize into three categories: research, technology
1.1 From technology “skills” to
development, and experiences in formal and informal education. computational literacy
Traditionally, at a policy level, engineering and technology were
Categories and Subject Descriptors considered as important “workplace skills” that needed to be
K.3.1 [Computers and Education]: Computer Uses in Education; included in school curricula. However, in 1999, the National
J.6 [Computer-aided engineering] Research Council issued a landmark report stating that technology
was changing too fast for this skill-based approach to be effective,
General Terms and called for a fluency approach. They suggested technological
Design, Human Factors, Experimentation, Theory. education to include the development of adaptive, foundational
skills in technology and computation, in particular “[intellectual]
Keywords capabilities [to] empower people to manipulate the medium to their
Digital Fabrication, Making, FabLabs, Constructionism, advantage and to handle unintended and unexpected problems
Education. when they arise” [15].
1. INTRODUCTION The same concerns were echoed in later reports [16] which
Every few decades, a new set of skills and intellectual activities confirmed the demise of the “computer skills” approach and
become crucial for work, conviviality, and citizenship. For recognized that decades had been lost teaching them to millions of
example, in the early seventies, computer programming emerged as students. It called for a move from computer skills towards
one of those new foundational skills. But computers in those years computational fluency or literacy [6; 19] and broadening
were large and awkward machines, and the idea of using them in “technological literacy” to include basic engineering knowledge,
K-12 education was unconceivable: programming was too difficult the nature and limitations of the engineering design process, and
for children and too disconnected from school curricula. critical thought about the trade-offs of technology development and
implementation.
The Logo computer language [17] started to change that mindset.
In recent years, easier to learn programming tools such as Scratch The report also introduced an important distinction, which
[22], Alice [5] and NetLogo [30] achieved unprecedented resonated with the concerns of Papert [18] and diSessa [6]: the
popularity and made coding accessible to a large number of recognition of a difference between technological literacy (a
students and teachers. They also made schools expand their general set of skills and intellectual dispositions for all citizens) and
curricular boundaries to include new skills and abilities, such as technical competence (in-depth knowledge that professional
engineering, design, and computer coding. The world caught up engineers and scientists need to know to perform their work). It
with the idea that computational media could be a vehicle for identifies fluency with technology not anymore as a vocational skill
powerful ideas in mathematics, engineering, and science. or a way train future workers, but knowledge valuable for every
citizen. Since then, several other developments in research,
Digital fabrication and ‘making’ is a new and major chapter in this technology and policy have further supported this vision. The once
process of bringing powerful ideas and expressive media to dismissed idea of children programing computers was not only
schoolchildren [2]. The analogy with programming is clear: the embraced, but developed into a much larger vision of students
conducting sophisticated activities that were before restricted to
Permission to make digital or hard copies of part or all of this work for
personal or classroom use is granted without fee provided that copies are
specialized professionals, such as robotics, environmental sensing,
not made or distributed for profit or commercial advantage and that copies data analysis, advanced science, and engineering design. Thus,
bear this notice and the full citation on the first page. Copyrights for third- rather a sudden revolution, the now widespread acceptance of
party components of this work must be honored. For all other uses, contact “making” and digital fabrication in education owes much of its
the Owner/Author. Copyright is held by the owner/author(s). popularity to these developments.

IDC '13, Jun 24-27 2013, New York, NY, USA


ACM 978-1-4503-1918-8/13/06.
http://dx.doi.org/10.1145/2485760.2485884
1.2 The Digital Fabrication Lab: the re- with great success [2]. At the same time, high-profile global science
fairs such as the Intel Science and Engineering Fair (ISEF) started
intellectualization of the shop class to gain traction worldwide, generating interest from hundreds of
Notwithstanding the natural content overlaps amongst science and schools around the world in project-based science. Events like the
engineering disciplines, they are fundamentally different. While a Maker Faire and the ISEF created even more demand, in schools,
scientific investigation is typically concerned with finding the one for project-based learning, especially around STEM disciplines.
law to explain many natural phenomena, a technological
investigation typically finds many solutions for the same problem 1.3 Digital fabrication, education, and the
[1]. A typical school science lab is designed for rigorous,
disciplined, and scripted experiences in which students are guided
IDC community
towards the re-discovery of a unifying principle. School science Mike Eisenberg was one of the early pioneers of advocating for
labs are architected to facilitate and optimize such a process—but digital fabrication in education, having prepared the ground for
would those spaces be appropriate for engineering and design? what would come next [8]. Around 2005, programs such as
“Learn2Teach, Teach2Learn” from MIT brought children into a
Despite engineers’ dependence on basic scientific knowledge to do community center FabLab for the first time. Toward the end of the
their work, their epistemology even precedes science; humans have 2000s, researchers and educators started to consider a more
been creating tools and altering their environment much before the sustainable use of digital fabrication in education. In 2008, Stanford
inception of the scientific method. In fact, engineers’ ‘ethos’ as University launched the FabLab@School project, and started
inventors and tinkerers, in both K-12 and college education, building FabLabs in K-12 schools around the world. In 2009 the
survived up to the fifties and sixties, after which there was a MC2STEM High School in Ohio (USA) opened its first digital
significant push towards analysis and mathematics, and away from fabrication lab. In 2012, Maker Media launched the MENTOR
traditional “shop work” [11], which was overwhelmingly present MakerSpace project with DARPA funding, hoping to install 1000
in curricula during the first half of the 20th century [7]. The labs in 5 years. In 2011 and 2012 alone countless museums,
professional engineer of the first half of the 20th century became schools, community centers, and libraries announced plans to build
the scientific engineer of the second half [29], partly motivated by digital fabrication and ‘making’ facilities—it became mainstream.
the end of the Apollo era funding – less expensive theoretical Despite this resurgence of fabrication labs and “making” in formal
classes prevailed over engineering labs or design work [9]. Over and informal settings, the ideas behind this movement are based on
time, this resulted in the removal of the engineering design three decade-old theoretical and pedagogical pillars: experiential
experience from not only college curriculum, but also from K-12 education, constructionism, and critical pedagogy.
education. Shop class became “vocational education” for those who
supposedly could not handle ‘serious’ math or science. These theoretical and pedagogical principles have also pervaded
the creation of the Interaction Design for Children community, so
Two independent processes started to reverse this trend. First, bringing the “maker” movement, FabLabs, and digital fabrication
around the eighties, faculty and employers started to feel that the to the center stage of IDC is a natural fit. In fact, many
design-deprived engineering graduates were not well prepared do developments in the IDC community enabled or amplified the
to any real engineering design work, which had started to become maker/FabLab movement, such as hardware and software for
more important [25]. Second, in the early 2000s, prototyping advanced scientific explorations [3], low-cost robotics [26; 27],
equipment, such as laser cutters and 3D printers, dramatically interactive textiles [4], electronic jewelry [20; 28], the creation of
dropped in price, and open source hardware further popularized videogames [12; 14], and new types of cybernetic creatures [21;
these technologies. Suddenly, corporate product development 24]. These toolkits and technologies prepared the ground for the
moved towards a “studio” model in which groups of engineers and popularity of the ‘maker’ movement and digital fabrication. They
industrial designers could create prototypes in days instead of showed that it was possible to engage children in complex uses of
months: consequently, the nature of product engineering was technology, that those same children could actively construct with
radically transformed. In 2002, a collaboration between the technology rather than just consume technological products.
Grassroots Invention Group and the Center for Bits and Atoms
(CBA) at MIT would bring digital fabrication to the masses. 2. WORKSHOP CONTRIBUTIONS
Mikhak, Gershenfeld, and colleagues [10; 13] were the first to In this workshop, we revisit the theoretical underpinnings of
package such equipment in a standardized low-cost lab and deploy constructivism, constructionism, and how they inform research and
it in both community centers and universities around the globe: the development in the realm of digital fabrication in education,
FabLab was born. The first FabLab sites were in Costa Rica and “making,” and the “makers’ culture.” The papers and posters
India. In particular, Mikhak’s expertise is education and analyze current initiatives in the field, examine the literature, and
constructionism had a considerable influence over the first create initial theoretical frameworks for research, assessment, and
implementations, both in terms of activities and technologies. For design in this area, with roots in the learning sciences, HCI, critical
example, his group developed the Tower, a single board computer theory, and the cognitive sciences. The submission connect the
that could not only be used as the “brain” of many fabrication explosive on-the-ground work that is happening in schools,
projects, but operate some of the machines in the lab themselves museums, and after school programs, to theories, literatures, and
[13]. In the following decade, a network of FabLabs spread in all research around hands-on learning, project-based learning, tangible
five continents, and spurred a vibrant global movement. However, interfaces. The contributions can be grouped into three different
after the first years, the K-12 educational component of the FabLab categories. The first is mostly about how scholars and practitioners
was partly replaced by a stronger focus on entrepreneurs and are collecting data and doing research in this field. The second is
college students. about narratives of experiences that are taking place in schools and
informal educational settings. The last category of papers and
In 2005, the MAKE Magazine, a monthly publication dedicated to poster is about new technological developments in hardware,
DIY enthusiasts and tinkerers was created, and soon after the Maker software, interface design, and system integration. In what follows,
Faire, a large science and engineering fair in California, launched
we will describe each of the categories and their corresponding “classroom of the future” using their daily school environment as a
submissions. launching pad.

2.1 Technologies and human-computer Zamarano and Jenkins present their CoLaboratory project at the
United Nations International School, focusing on ways to integrate
interaction in digital fabrication making and constructionism into teachers’ traditional curriculum.
The first contribution of this category is “Considering
Constructionism for Digital Fabrication Software Design” by 2.3 Research
Zeising, Katterfeldt and Schelhowe. They argue for a new approach In the research cluster, Martin and Dixon report on how young
for 3D-modeling applications for digital fabrication in educational people involved in an out-of-school maker club think about
contexts. Based on playful constructionist learning, they propose an making, the maker movement, and themselves as makers. In their
initial framework to design such kind of software applications. paper “Youth Conceptions of Making and the Maker Movement”
The second contribution, “The Spiro Inquiry,” by Hooper and the authors identify three general themes and present a description
Freed, presents the design and implementation of a new software of future research plans.
tool called “Spirogator” for exploring the properties of Flores and Springer describe research in the school fabrication lab
“spirograph” geometry, both on-screen and with digitally designed (iLab), and how they are trying to introduce self-directed, peer-
and physically fabricated gears. organized learning across several age groups. Norris’ poster
Also in the technology/HCI track, another contribution is the discusses a case study with nineteen 10th grade girls who worked
“MakerCart” by McKay and Peppler. They present a mobile with their Geometry teacher to design artifacts that would assist
FabLab for the classroom that is designed to address the space and them with the development of positive self-perception. She frames
funding constraints of schools. They claim to improve the this design-thinking curriculum in terms of it constructionist roots,
integration of FabLabs to schools’ instructional and curricular and examines the process of identity formation through the
frameworks. construction of physical artifacts.

Sipitakiat, in his poster submission, discusses a new paradigm and Worsley presents three case studies of youth in a digital fabrication
hardware platform (“PiTopping”) developed to highlight a new lab, illustrating how such spaces must address a wide range of
physical computing programming model made possible by interests and motivation levels. He describes in detail the learning
miniature single-board computers such as the Raspberry Pi. Roque trajectories of different students, showing how even students from
presents the design of workshops to engage parents and their the same school and same grade levels would behave very
children to “make” together using creative tools such as Scratch and differently in an open-ended environment, calling for careful
MaKey MaKey, and shares preliminary findings and lessons activity design in order to accommodate individual differences.
learned from these experiences.
3. CHALLENGES, OPPORTUNITIES AND
Chan and Pondicherry present LightUp, a constructionist toolkit for CONCLUSION
learning about electronics, and explain in detail their design
principles for making electronics transparent and easy to 3.1 Opportunities and possible actions
understand for children. Starting from the submitted contributions and poster session, the
objective of the workshop is to discuss concrete next steps for
2.2 Experiences in formal and informal community building and dissemination of this work, such as:
education  Tools for exchange of experiences between participants.
In this category, one of the main contributions come from Wanyiri  A crash-course in some of the theoretical foundations in the
and Ombatti, who discusses the impact of the “FabLab Robotics field.
Outreach Programme (FROP)” in marginalized areas in Kenya.  A web-repository of relevant literatures, research methods,
The aim of this project was to teach girls simple, basic and instruments, and institutions working in this field.
elementary electronics, robotics, programming and automation in
different workshop sessions. Digital fabrication and “making,” and the positive social movement
Telhan, Kafai, and Elinich’s poster present eCrafting Circles, a around them, could be an unprecedented opportunity for educators
platform for design, sharing, and learning built to support craft to advance a progressive educational agenda in which project-
communities. Milne introduces the Future Science Leaders, a high based, interest-driven, student-centered learning are at the center
school enrichment program run out of a science museum, which stage of students’ educational experiences. However, we are still in
uses project and problem-based learning to teach science and early stages of implementation of these technologies and spaces in
technology. The poster describes successes and challenges from the schools, and soon the “honeymoon” period will be over – results
first two years of the program. will be demanded, evaluations will take place, and schools will
carefully analyze the cost-benefit of such initiatives. Educators and
Druga and Kera describe a research framework for inquiry-based researchers should be prepared for this next phase with good
learning activities for middle-school children, focusing on activities and generative themes, sound research
motivation and knowledge transfer. They have designed several instruments/methods, and comprehensive professional
activities, such as the “Wiki of Making” and “Challenge Hub,” and development programs. The goal of this workshop is to start this
use self-determination theory [23] as one of their theoretical basis. discussion and plan next steps in that direction.
Buckley’s poster describes a design-inspired project (“Tools for
Schools”) in which The School at Columbia University partnered
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