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understand what is a makerspace? According to the Oxford dictionary a makerspace is “A place in which
people with shared interests can gather to work on projects while sharing ideas, equipment, and
knowledge”. This usually occurs within the STEAM field (Science, Technology, Engineering, Arts and
It would be challenging to pinpoint exactly when Makerspaces originated since people have been
creating and tinkering since the beginning of time. (Gorbatai & Dioun, 2015) mention that the digital
makerspace is a result of hackers and programmers in the 1990’s in Germany which evolved to Fablabs
and hackerspaces in the early 2000’s which spread in Europe and North America. (Burke, 2014) argues
that the makerspace movement was influenced due to the launch of Make: magazine in 2005.
(Dougherty, 2012) adds that this makerspace movement expanded due to the magazines “maker faires”
a year later in 2006 which presented a venue for the makers to showcase their creations.
(Daughtry, 2012) mentions that “Since the first Maker Faire held in San Mateo, California, we have held
Faires in Austin, Texas; Detroit, Michigan; and New York City. The most recent New York City event, the
World Maker Faire, attracted over 100,000 attendees. In response to requests from fans, we have begun
to hold mini-Maker Faires in cities around North America.” This indicates how the movements’
popularity escalated in a short period of time from an area in California to many areas across the United
States.
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This movement was further endorsed by former President Obama in 2009 in his “educate to innovate”
campaign mentioning that the young should “be makers of things, not just consumers of things”. This
was taken a step further in 2014 when the Whitehouse hosted a maker faire, he also declared June 18 to
be “national day of making” (Bevan et al., 2014). This surely influenced schools among other institutions
Not only has this trend emerged in the U.S, but has spread worldwide where there has been a drastic
growth as (Davee et al., 2015) mentions that “Google Trends shows the search term “makerspace” has
quadrupled in the past two years and is currently in its highest rate of growth in search frequency”.
(Peek, 2016) explains that “Over the past decade, makerspaces have exploded in popularity all over the
globe—user-reported numbers show nearly 1,400 active spaces, 14 times as many as in 2006.” They can
be present in many locations for several purposes offering various resources. Harvard’s (Agency by
Design, 2015) initiative emphasizes that the rise of the maker movement in many areas including
schools suggests a new kind of hands-on pedagogy—a responsive and flexible pedagogy that encourages
According to (Kurti et al., 2014) a successful makerspace project “begins with an idea, observe and plan,
jump straight into trying things, and tinker with it until it works well”. This strategy can be implemented
across all learning environments where makerspaces are commonly found. These include schools,
universities, companies, libraries and some are mobile and used at a temporary basis. Although anyone
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can technically use a Makerspace, they tend to mostly be used for the purpose of learning and testing.
(Daughtry, 2012) implies that they can also be used in companies by employees for inventing new
products. He also mentions that companies can source talents to hire in their companies by keeping an
(Nichols et al., 2016) attempt to use a public library makerspace to help bring the underprivileged youth
in the area into STEM education. Therefore, an event was held at a Public library aimed to address the
issue of underrepresentation of African Americans in STEM professions. This event was a step forward
to help those with interests in the STEM arena to get involved and feel included. The event hosted
activities such as tennis shoe engineering and automata design to engage the youth which were drawn
from a public housing area to the library. As a result of this event, tennis shoe engineering has led to
youth making comic-strip shoes, 3D printing shoe lacers and latex samples among other outcomes. This
could inspire the underprivileged youth to pursue careers in the STEM direction by being exposed to the
activities.
Mobile Makerspace
This example shows that Makerspaces are not always stationary, sometimes they are mobile and
temporary. (Gierdowski & Reis ,2015) The pop up makerspace was put up aiming to give students in a
residential hall access to maker tools and technologies. Technologies such as 3D printing, crafting tools,
and a variety of electronics were available for the students to use in the Makespace. This initiative was
both successful and unsuccessful. It was successful because there was a positive attitude towards the
Makerspace since “conversations that were generated about the need and demand for a dedicated
makerspace open to the entire campus community”. However, it was also unsuccessful because
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“greater mobility was sacrificed to achieve greater security via locked doors and compartments that
added weight to the cart. While the goal of increased student access to maker tools and technologies
was met, the level of access was often restricted due to staffing limitations.” Since the technologies in
the makerspace are expensive, security measures must be taken which will affect the mobility of the
Makerspace since it would be more heavy due to the locks and compartments added. (Gierdowski &
Reis ,2015)
Makerspace in companies
Many companies such as The Technological Institute in Denmark, Autodesk, iKuben and MKP use
makerspace’s affordances to their advantage. Most common tools available in companies are 3D printer,
Laser cutter, Mechatronics, CNC mill and Vinyl cutter all of which are present in at least 9 out of 13
companies with makerspaces in a study conducted by (Jensen et al., 2016). Companies such as
TechShop offer a makerspace which work in partnerships with educational institutions and companies
such as Ford, Fujistu and others. ProtoMore is a makerspace developed by iKuben and MKP. They use
this makerspace in order to “test equipment to test the prototypes" Autodesk for example is a private
Engineering & Entertainment Software", 2018). The workshop at Autodesk in San Francisco entails a
makerspace inside the company. The makerspace proved to be successful since they were able to and
continue “to test how Autodesk’s main product - 3D-modelling software - supported the actual
prototyping machines when the employees of AutoDesk built their projects. Also, another advantage of
the makerspace is that “it was used as a (impressive) showcase for visitors.” (Jensen et al., 2016)
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A makerspace educational activity with 44 engineering students from La Laguna University was designed
in order to increase creative competence in engineering students. (Saorín et al., 2017) Tools such as
digital scanners were used in order to capture reality and transform it to a 3D digital file. 3D printers
were also used to allow the formation of objects. It was clear that the attempt was successful since “The
results show that activities with digital editing tools and three-dimensional printing are valid for the
development of creative competence: participants who performed the activity improved their creativity
ability in 24,04 points. The perception of students about the impact of these activities on their creativity
is high, with values above 3.5 out of 5.” (Saorín et al., 2017) .
Makerspace in schools
Schools such Indian Trace Elementary School in Broward County in Florida use makerspace so that
“Students are learning without turning to the front of the room for directions or receiving steps from the
teacher at the center. They are the ones directing the action.” (Gohl, 2017) The makerspace materials
range from “a mixed bag of art supplies, erector sets, paper mache, 3-D printers, green screens, drones,
and more” (Gohl, 2017). At this school, students are expected to be responsible for their own learning
through collaboration, trial & error and creatively finding solutions to problems they face. For example
at a grade 4 class, the students were expected to program and test a robot. The school found that the
makerspace utilization is a success since they generally had positive attitude to this form of learning. As
a student involved in the mentioned learning activity emphasizes that “It doesn’t feel like school work. It
feels like I’m playing.” (Gohl, 2017) mentions that the students are learning skills that will help them
even beyond the classroom walls where they will be able to formulate creative solutions to challenges
they face.
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There can be many challenges faced regarding makerspaces, the obvious being funding, purchasing
resources and construction (Sheehy, 2017). (Bagley, 2014) discusses difficulty of operating on a tight
budget and concerns of making financial commitments such as purchasing, maintaining, repairing and
updating costs involved especially since technology is always being updated therefore existing ones
outdated. Perhaps this is the reason why TechShop (mentioned earlier) filed for bankruptcy recently.
(Bagley, 2014) offers suggestions to overcome these challenges, but they remain an integral concern.
A common challenge regarding makerspace is when failure occurs. Failure in this context means when
the maker does not achieve his desired outcome. This is common in makerspaces since many times the
maker must keep trying to reach his goal. A study was done about the impacts of failure in makerspaces
when making. The study showed that this causes frustration, however it is critical that the makers are
pushed to keep trying and guiding them to learn from their mistakes. They should view these failure as
Another study showed that demographics played a role when discussing concerns. The study showed
that females were not as active participants as males in many areas since 41% of females prototyped,
on the other hand all males did. 12% of males alleged that they do not perceive themselves as a maker,
while 20% of women did not. All of the males stated that they used engineering and software, whereas
only 33% of females did. The only area the females excelled over the men was in robotics. Here 52% of
the females used them in contrast to 50% of males which is a close call anyway. (Jensen et al., 2016)
Also there seems to be a demographic imbalance regarding makerspace participants in terms of race
and ethnic backgrounds as recent study by (Peppler et al., 2017) shows that “Across all makerspaces
surveyed, 45.5% of program participants were White, 21.6% were Black/African-American, 8% were
Asian, 0.3% were Native American, 1% were of Hawaiian or Pacific Islander descent, 6.7% were of more
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than two races, and 16.8% didn’t fall in the given categories. Of all participants, 18.9% were
Hispanic/Latino(a).”
(Santo et al., 2015 ) states that the 3D printers within a school makerspace were used by students to
download models files which caused long ques of students waiting in line to do so without really
learning much from doing so. This also results in “logistical challenges” for others to use the tool for
more meaningful purposes. It was also mentioned that some referred to the makerspace as “a place
where the 3D printers are” (Santo et al., 2015 ). This shows that the makerspace is not being used to its
full capacity using tools meaningfully and it also shows that there is a negative side in giving the students
According to (Santo et al., 2015 ), an issue faced regarding makerspaces was in managing the space and
keeping everything tidy. This was especially a challenge when the users are irregular and do not work in
the space on a regular basis. (Santo et al., 2015 ) identified that there was a case where the makerspace
got very untidy which resulted in closing the makerspace and figuring out a way to organize instead of
using this time to make and learn. This issue is exemplified when there is limited storage space. “Several
spaces had plastic boxes of various sizes they offered to frequent users for personal storage. The
companies of iKuben also expressed their need of having lockable storage for projects with intellectual
Conclusion
Overall, makerspaces can be of added value to learning experiences when used in meaningful ways.
Surly, the is a negative side to implementing them but when the challenges are tackled strategically,
one can overcome concerns. Makerspaces give learners the opportunity to experiment and tackle
challenges with a hands on approach which promote 21 st century ISTE standards. These include being a
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knowledge constructor, innovative designer, computational thinker, creative communicator and global
communicator. The affordances of makerspaces allow for these standards to be met if executed
purposefully.
1. Public library
Retrieved from: https://digitalcommons.georgiasouthern.edu/gss/2016/2016/38
2. Mobile makerspace
Retrieved from: https://doi.org/10.1108/LHT-06-2015-0067
3. Companies
Retrieved from: https://www.sciencedirect.com/science/article/pii/S2212827116305261
4. Engineering students
Retrieved from: https://www.sciencedirect.com/science/article/pii/S1871187116300487
5. Schools
Retrieved from:http://www.gettingsmart.com/2017/11/the-case-for-school-
makerspaces-according-to-those-who-use-them/
References
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Barniskis, S. C. (2014). STEAM: Science and Art Meet in Rural Library Makerspaces.
In iConference 2014 Proceedings (p. 834 - 837). doi:10.9776/14158
Bevan, B., Gutwill, J., Petrich, M., & Wilkson, K. (2014). Learning Through STEM-Rich
Tinkering: Findings From a Jointly Negotiated Research Project Taken Up in Practice.
Science Education, 99(1), 98-120. doi: 10.1002/sce.21151
Davee, S., Regalla, L., & Chang, S. (2015). Retrieved from https://makered.org/wp-
content/uploads/2015/08/Makerspace-Lit-Review-5B.pdf
Gierdowski, D., & Reis, D., (2015) "The MobileMaker: an experiment with a Mobile
Makerspace", Library Hi Tech, Vol. 33 Issue: 4, pp.480-496,
https://doi.org/10.1108/LHT-06-2015-0067
Gohl, E. (2017). The Case for School Makerspaces, According to Those Who Use
Them. Retrieved from http://www.gettingsmart.com/2017/11/the-case-for-school-
makerspaces-according-to-those-who-use-them/
Gorbatai, A., & Dioun, C. (2015). Enchanting Fields: Collective Events and Emotion
as Value-Amplifiers during the Emergence and Institutionalization of the Maker
Movement. SSRN Electronic Journal. doi: 10.2139/ssrn.2477194
Jensen, M., Semb, C., Vindal, S., & Steinert, M. (2016). State of the Art of
Makerspaces - Success Criteria When Designing Makerspaces for Norwegian
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Makerspaces - Success Criteria When Designing Makerspaces for Norwegian
Industrial Companies. Procedia CIRP, 54, 65-70. doi: 10.1016/j.procir.2016.05.069
Kurti, S., Kurti, D., & Fleming, L. (2014). Practical Implementation of an Educational
Makerspace. Retrieved from http://www.teacherlibrarian.com/wp-
content/uploads/2014/12/Kurti-3-for-tl-website.pdf
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https://www.popsci.com/rise-makerspace-by-numbers
Maltese, A., Simpson, A., & Anderson, A. (2018). Failing to learn: The impact of
failures during making activities. Thinking Skills And Creativity. doi:
10.1016/j.tsc.2018.01.003
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Nichols, S., Schuster, T., & Ball, M. (2016) "Using a Public Library Makerspace to
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Peppler, K., Keune, A., Xia, F., & Chang, S. (2017). SURVEY OF ASSESSMENT IN
MAKERSPACES (Issue brief). Retrieved from https://makered.org/wp-
content/uploads/2018/02/MakerEdOPP_RB17_Survey-of-Assessments-in-
Makerspaces.pdf
Santo, R., Peppler K., Ching, D., & Hoadley, C., (2015). Maybe a Maker Space?
Organizational Learning about Maker Education within a Regional Out-of-School
Network.
Saorín, J., Melian-Díaz, D., Bonnet, A., Carbonell Carrera, C., Meier, C., & De La
Torre-Cantero, J. (2017). Makerspace teaching-learning environment to enhance
creative competence in engineering students. Thinking Skills And Creativity, 23,
188-198. doi: 10.1016/j.tsc.2017.01.004
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