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International Journal of Child-Computer Interaction 27 (2021) 100216

Contents lists available at ScienceDirect

International Journal of Child-Computer Interaction


journal homepage: www.elsevier.com/locate/ijcci

Research paper

Young children’s design thinking skills in makerspaces



Maria Hatzigianni a , , Michael Stevenson b , Garry Falloon b , Matt Bower b , Anne Forbes b
a
University of Melbourne, Australia
b
Macquarie University, Sydney, Australia

article info a b s t r a c t

Article history: The maker movement, expansion of makerspaces in schools and design activities utilising 3D apps
Received 15 September 2019 and 3D printing technologies, allow educators to foster creativity through play and experimentation.
Received in revised form 7 October 2020 However, little research exists to inform practice in makerspaces, particularly with young children,
Accepted 17 October 2020
under eight years of age. This study adopted constructivist-referred methodology and examined
Available online 28 November 2020
how thirty-four children from Kindergarten to Grade 2 classrooms (5–8 year olds, three classrooms)
Keywords: designed and printed 3D objects using tablet devices, 3D printers, physical materials and IDEO’s five-
Makerspaces stage design thinking model. Primary data comprised video screen recordings from separate episodes
Maker movement of pairs of children working together. Across the 16 h of analysed video, different manifestations of
Design thinking design thinking were observed. A range of makerspaces activities invoked creative, critical thinking,
IDEO
problem solving and decision-making skills, aligning with the IDEO design process. This study opens a
3D design
powerful new door to rich learning potential for young children engaging in maker activities, and paves
3D printing
Creativity the way for teachers of young children to explore innovative approaches such as a design thinking, in
Problem-solving their everyday practice.
Early childhood © 2020 Elsevier B.V. All rights reserved.

1. Introduction and widely-accepted learning theory that considers how learners


construct knowledge through the interaction with experience and
The maker movement and makerspaces in schools have be- ideas.
come increasingly prevalent in recent years. The authors of the In recent times, maker-based design has involved the inte-
2017 Horizon Report K-12 [1] observe that makerspaces have been gration of digital technologies into practices of designing and
included in the annual report since 2015, signalling the expansion constructing physical, and sometimes virtual, objects [7]. These
of the development globally. Definitions of makerspaces tend activities can be distinguished from traditional arts-and-crafts
to focus on the role of the space and open-ended resources as by the way in which digital technologies are used to plan and
an enabler of learning [2] and also on the elements of design, produce artefacts and facilitate an ethos of open-source sharing
creation and innovation [3]. For example, Sheridan et al. [4] define [8].
makerspaces as ‘‘informal sites for creative production in art,
science, and engineering where people of all ages blend digital 1.1. Makerspaces and 3D design and printing
and physical technologies to explore ideas, learn technical skills,
and create new products’’ (p. 505). Makerspaces and the maker The integration of digital technologies in makerspaces can be
movement are, by virtue of their informal nature and public expected as new technologies are dynamic and evolve all the
accessibility, inclusive of all ages, and arguably position young time. Additionally, the worldwide emphasis on developing and
children as equally capable makers with rights to participate expanding digital skills for young people is growing. In the report
in, and contribute to, the making movement [5]. The maker from the Organisation for Economic Co-operation and Develop-
mindset is conceptualised through the theory of Constructionism, ment (OECD) in 2016, the importance of universal digital tools
which emphasises child-led activities, where thinking processes for work readiness is underlined, warning that ‘‘the ‘digital divide’
are more valuable than end-products, and exploration and ex- has become a skills gap between the haves and the have-nots...
perimentation are positioned as core to the learning process digital skills generate a significant return in terms of employ-
[6]. Constructionist thinking draws on constructivism, an older ment, income and other social outcomes for those who have
them, but set up barriers to better life opportunities for those
∗ Correspondence to: 37 Orthodoxou Christianikis Enoseos, 12134, Peristeri, without’’ (OECD [9], p. 9). 3D design and printing are two new
Athens, Greece. technologies which have gained popularity in the educational
E-mail address: maria.hatzigianni@unimelb.edu.au (M. Hatzigianni). sector and commonly intersect with makerspaces. With the help

https://doi.org/10.1016/j.ijcci.2020.100216
2212-8689/© 2020 Elsevier B.V. All rights reserved.
M. Hatzigianni, M. Stevenson, G. Falloon et al. International Journal of Child-Computer Interaction 27 (2021) 100216

of these technologies the ability to design and print objects using over the end-result/product [19,20]. The seminal work of Maria
affordable software and hardware has facilitated more authen- Montessori [21] and her emphasis on autonomy, self-direction
tic and situated learning [10]. Others regard the combination and problem solving skills are also consistent with contemporary
of 3D design and printing tools as an opportunity to draw on trends in education, such as the emphasis on design thinking.
design principles and ideas for inspiration, and create artefacts Studies on the design process for children have also estab-
that potentially solve larger problems [11]. Elsewhere, there is lished connections between design thinking skills, creative and
substantial focus on the real-world applicability of 3D-printed ob- critical thinking skills , signalling the importance of those skills
jects. For example, in a study by Jafri et al. [12], 3D-printing was for future generations [22]. 3D design and 3D printing are also
used to support tactile shape perception and spatial awareness two areas that commonly intersect with makerspaces, often fea-
for visually impaired students, while a similar study by Kostakis turing as the primary areas of focus in empirical studies. The
et al. [11] showed that students could learn about and design ob- National syllabus in Australia [23] includes a specific focus on
jects that supported braille for visually impaired students. While the early years and emphasises engineering principles, com-
focusing on education, these two studies draw attention to the plex design solutions, two- and three-dimensional modelling
expanding body of research on the use of 3D printing in the and graphical representation. Internationally, the Common Core
medical community, where it is used in many areas such as drug movement in the United States stipulates similar curriculum
delivery, insulin level recording, and simulated organs. In other content, which some believe is prompting the adoption of mak-
social contexts, there is attention on using 3D printing to tackle erspaces (e.g., [24]). Others see the knowledge and skills involved
perennial problems such as homelessness by providing a vehicle in design-based learning as applicable to localised curricular areas
for affordable housing, or production issues like making cheap of need, such as Citizen Science initiatives in the UK and Europe
clothing at a local level. Popular 3D printing websites and videos [25], understanding first peoples in Canada [26], or as a vehicle
reveal how students are tapping into these real world uses, such for future-focused learning in New Zealand. Despite the current
as the story of Will, a primary-aged student who successfully
emphasis on expanding makerspaces and the recognition of early
designed and brought to market a diabetes test strip remover and
developing design thinking skills, a research gap is evident. Most
disposal unit (HACT Live [13]).
empirical studies investigate older children and not enough at-
However, despite their growing popularity, literature on the
tention has been paid to the foundational years of primary school.
use of makerspaces and digital technologies by young children
In an effort to address this gap and provide a fertile ground for
is limited, prompting further investigation in this area. Papavla-
more future research with young children, this paper will con-
sopoulou et al. [14] systematically reviewed recent empirical
centrate on the design thinking skills observed in, and discussed
research on the use of makerspaces, noting a lack of attention
by, young children (5–8 years old) participating in a makerspaces
to children younger than eight years, with most of the stud-
project using 3D design and printing technology. The study pro-
ies focusing on upper-primary, secondary and tertiary contexts.
vides useful insights into an emerging area of enquiry, but is also
One of the few studies that has recently started to investigate
the possibilities of makerspaces in advancing digital literacies one of the very few studies that has comprehensively explored
and creativity is a large European study involving eight coun- children’s voice and perspectives by investigating what they were
tries — the ‘‘Makerspaces in the Early Years’’ (MakEY) project in saying and doing while they were making their designs and 3D
the European Union (see: https://makeyproject.eu/projects/). The printed artefacts.
study also highlights the glaring gap in early childhood education The research question guiding data collection and analysis
research in this field. was:
What evidence exists indicating that makerspaces activities with
1.2. Makerspaces, design thinking and young children digital technologies (3D app and 3D printers) support the develop-
ment of design thinking skills in young children?
A component of learning in makerspaces is design think-
ing, which can scaffold children’s experimentation and problem- 1.3. Design thinking models
solving skills. Compatible with constructionist tenets, design think-
ing skills help children explore and build contextual knowledge, Several prominent design thinking instructional models exist,
which is then applied in creating useful, practical objects directly each with slightly different emphasis and design stages. Most
connected to their everyday world. models follow a sequential design that reflects early, mid and late
stages in a ‘Design Process’. Common themes that run through the
Design thinking is a process where a need or opportunity is models include exploration and interpretation in the early stages,
identified, and a design solution is developed. The considera-
generation of ideas in the mid stages, and testing, evaluating and
tion of economic, environmental and social impacts that result
evolving in the latter stages (Fierst, Diefenthaler, & Diefenthaler,
from designed solutions are core to design thinking. Design
2017); [1].
thinking methods can be used when trying to understand a
Of the models available, IDEO [27] was examined in this study
problem, generate ideas and refine a design based on eval-
because it was used in an accompanying teacher professional
uation and testing (New South Wales Educational Standards
learning program provided by a national 3D printing equipment
Authority [NESA] [15], p. 35).
vendor, and teachers were encouraged to use it in the imple-
Design thinking finds support in past and present studies mentation of their makerspace units of work. The IDEO model
[1,16–18], and the small but significant body of design think- proposes a five-stage approach to design: Discovery, Interpreta-
ing research highlights the significance of the maker mindset, tion, Ideation, Experimentation and Evolution (Table A.3). Although
tolerance for failure, and iterative cycles of creativity. These the model and accompanying resources do not make substantive
characteristics of the maker movement and the design process are reference to young children using the five-stage approach in
also consistent with the early childhood philosophy and eminent classroom settings, teachers are free to adopt the process when
theories in the field. The Reggio Emilia approach underpinned they teach design thinking skills in maker-based activities. The
by a constructivistic framework strongly supports creativity and IDEO process was followed in this study, and teachers were
alternative ways of thinking, underlines the role of the envi- trained and explored the model before starting their unit design
ronment as the ‘third teacher’ and values the learning process and learning and teaching activities.
2
M. Hatzigianni, M. Stevenson, G. Falloon et al. International Journal of Child-Computer Interaction 27 (2021) 100216

Table 1 shadow puppets to present a story etc.). Children’s objects were


Participating schools. 3D printed — often more than once, and they were able to
School Student Teaching Socio-Economic LBOTE evaluate the end result and re-design it in order to reprint it if
population staff (FTE) Status – ICSEA value (%)
their ‘problem’ was not solved (e.g., if the parts of the object were
A 1200 66.1 1144 94
too small or not connected). This printing process was particularly
B 503 27.4 1083 81
C 204 15.3 1083 62
helpful for young children and made them feel very proud of their
designs (for more details on children’s views on the whole study
see Hatzigianni et al. [29])

2. Research design 2.2. Ethics

The makerspaces in Primary School Settings project was a re- Ethical approval for this study was obtained from the uni-
search collaboration that examined children’s use of 3D tech- versity’s Human Research Ethics Committee and the New South
nologies and design thinking skills during maker activities in Wales Department of Education State Education Research Ap-
Kindergarten to Grade 2 classrooms. Representing a partnership provals Process. In accordance with ethical protocols, all data
between industry, university and a network of three metropolitan were de-identified, and pseudonyms used in reference to indi-
primary schools, the study introduced twenty-seven teachers to viduals. Children were also asked to give their oral consent prior
the Makers Empire 3D app – an app used to design and print to screen recordings.
3D objects – and IDEO’s Design Thinking for Educators [27]. The
app connected to newly-installed 3D printers in each school, and 2.3. Data collection method: Screen recordings
enabled the children and teachers to ideate 3D designs that could
then be 3D-printed. These were all new tools and concepts for Screen recordings of children’s engagement with the 3D app
both teachers and children, who reported no prior knowledge or were used to identify their skills related to design thinking.
experience with makerspaces, or 3D printing. Within each of the three classes, teachers randomly selected six
children in pairs to use iPads provided by the research team
2.1. Participants with the video recording iPad application AirShou installed . Three
recordings were taken from the pairs in each class — one at the
Three Australian Government primary schools were involved beginning, one at the middle, and one at the end of the units. The
in the whole project, each volunteering a minimum of one class AirShou application runs in the background on each device and,
from Kindergarten (children aged 5–6), Grade 1 (children aged once activated, records all screen activity and audio from the mi-
6–7) and Grade 2 (children aged 7–8), with class sizes in each crophone. Selected children’s parents provided consent for data
grade ranging from approximately 20–24 children. A total of 24 collection, and children were aware that their screen was being
classrooms participated in the large project, 500 students and 27 recorded. The children worked in pairs, where they usually shared
teachers. 31 lessons were observed taught by the 24 teachers in an iPad while collaborating on one or more designs during the
teaching roles. 24 episodes of pairs of students working together lesson. Twenty-four separate episodes of pairs of students work-
on the 3D app were video recorded during three visits to each ing together were successfully recorded (approximately sixteen
class (start, middle, end of the making activity). hours of video).
To characterise each school context data from relevant school
reports were used, including the Australian Index of Commu- 2.4. Data analysis
nity Socio-Educational Advantage (ICSEA), to show each school’s
socio-economic status (see [28]). This index provides a point of Analysis of the iPad screen recordings occurred in two stages.
comparison against the national average ICSEA value of 1000. Stage 1 involved logging each action, sequence, or piece of di-
Schools varied considerably in size, number of teaching staff alogue as an episode. Stage 2 involved importing these logs into
and percentage of children with a language background other QSR NVivo (Version 11) for inductive coding. All data was analysed
than English (LBOTE), while showing limited variation in socio- inductively, a process whereby category systems and codes are
economic status. Schools were all geographically located within generated by directly examining each dataset, rather than gen-
a five-kilometre radius in a large metropolitan area (see Table 1). erated a priori (prior to examining each dataset). This procedure
Three classes were purposively selected for screen recordings is considered ‘‘the most common approach used by qualitative
from one of the three primary schools. Class selection for screen researchers. . . because of the inductive nature of most qualitative
recordings was based on the teacher’s willingness to be involved research’’ ([25, p. 781].
in the study, and the inclusion of one class from every year When preparing video logs for Stage 1, the entire video was
level (Kindergarten, Grade 1 and Grade 2). During the recordings viewed and broken up into episodes (an action or piece of dia-
inside the classroom was one teacher and one or two researcher logue). Time stamps were used as a reference point, and episodes/
visitors. Children were working on their maker unit on pre- dialogues were described in shorthand as single lines in a Mi-
determined hour of the day/week. Children worked in pairs and crosoft Word document. Timesheets (word documents) with all
used tablets to access the 3D app. Each teacher co-designed units actions/pieces of dialogue were created and then coded in NVivo.
of work with their colleagues in the same school and grade, To determine the start and end points of each episode, the re-
and each unit of work had a different focus. Three maker units search team examined individual actions, sequences of actions,
were observed: building boats (kindergarten); shadow puppets and pieces of dialogue to establish the main intention of the user
(year 1) and spinning toys/playground sculptures (year 2). All at that time. Pauses in the videos were also closely examined,
units involved tasks where students had to iteratively design since they often indicated the end of one episode and starting
3D objects, often through a combination of offline (e.g., going point of another. Some episodes contained one action or piece of
outdoors and exploring objects which sink or float and why) dialogue, whereas other episodes contained more than one action
and online activities (the 3D app, internet etc.). Each maker unit sequenced together and/or more than one piece of dialogue. In
culminated in the 3D objects being designed to solve a specific some cases, actions and dialogue co-occurred and were therefore
problem (e.g., testing scientific principles such as floating, using captured as the same episode. In total, the research team logged
3
M. Hatzigianni, M. Stevenson, G. Falloon et al. International Journal of Child-Computer Interaction 27 (2021) 100216

1208 episodes across the twenty-four videos analysed (see a 3. Results


detailed table of all the coding in Table C.5).
Logged actions often involved the use of verbs that illustrated 3.1. Design thinking actions and dialogues
how the children were interacting with the Makers Empire 3D
app. For example, if a child was moving an object around the With a focus on individual actions within the Makers Empire
canvas, the action was logged (and later coded) as ‘‘positioning’’, 3D App, actions in many of the screen recordings were associated
whereas if a child was adjusting the size of an object, it was with individual stages from the IDEO model. Therefore, each stage
logged (and later coded) as ‘‘resizing’’. The main purpose in this was used as a separate code to describe and analyse some of
initial stage was to succinctly capture all actions taking place the ways that children interacted with the app throughout the
on the screen and to categorise them in terms of the observed design-based units. The first four stages reflected strongly in
uses of the application. Dialogue was logged where it could be data, while the final stage (Evolution), though less evident, was
also present. Table 2 shows these alongside common actions and
clearly heard, and where it had some recognisable relationship to
dialogue that were coded for each stage.
the actions taking place on the screen. Representative and perti-
The Discovery stage strongly reflected in the exploratory na-
nent dialogue was often typed out verbatim, to provide accurate
ture of children’s engagement with different parts of the Makers
representation of student discussion. Later, the ‘‘student-student’’
Empire 3D app. Actions commonly included rotating, panning
code was inductively determined for children’s dialogue, while
and zooming to gain different viewpoints of designs, browsing
the ‘‘teacher-student’’ code was determined for dialogue between and searching the gallery to examine other children’s designs.
the teacher and individual child. Other parts of the app platform were also explored, such as
In Stage 2, the research team analysed video logs inductively avatar customisation options, or the buying and selling of designs,
through segmenting, coding and the creation of a category sys- with the two latter activities constituting part of the suite of
tem of first- and second-order themes. Although each episode app functionality. Dialogues often included questions posed to
was coded separately, multiple codes were most often used to the teacher and peers, with occasional statements about things
describe the episode. For example, the episode ‘‘Draws base of that children were looking for and hoping to find, or trying the
boat, deletes, draws wall, deletes’’ broadly described attempts to functions of which they were trying to understand.
build the initial frame of a 3D boat, and was coded with the NVivo The Interpretation stage reflected children’s reasoning as they
nodes ‘‘object creation’’, ‘‘ideation’’ and ‘‘deletion’’ respectively. worked, through actions such as: rotating, panning, and zooming
The use of multiple codes thus reflected the different perspec- on the canvas. However, in this stage these actions generally
tives of each episode and ensured that the data could later be focused on improving their design, and not on technical consider-
viewed through each perspective as needed. The research team ations. These actions helped them to understand their design-in-
developed five first-order themes, including: (1) App Feature; (2) progress. They discussed object representation with peers, recog-
Design Thinking; (3) Dialogue; (4) Engagement; and (5) Interface nised and named objects, identified and solved problems, and
Interaction. In this paper we focus on ‘Design Thinking’ first-order determined next steps in the design process. Key pieces of dia-
theme (Table 2). logue at this stage typically included questions and statements
about what was happening on-screen as designs evolved.
The Ideation stage reflected children’s interest in creating
2.5. The IDEO model as an analytical framework and imagining (ideating) different aspects of their designs-in-
progress. Key pieces of dialogue that reflected ideation included
During this study, teachers received two days of face-to-face suggestions about what to do next, statements about what indi-
training interspersed with accompanying online support, during vidual children were doing, and suggestions about which objects
which they explored and discussed constructionism, makerspaces to delete. Building on Ideation, the Experimentation stage in-
and the IDEO model, learned the basics of 3D design and 3D volved manipulating embodied and established ideas through
printing with the app and printers, and were provided with some prototyping. Key pieces of dialogue typically included children’s
time to plan the maker units of work to be delivered (for more descriptions of their prototypes and how they had to manipulate
information on teachers’ training in this project see report from and refine them. Finally, the Evolution stage reflected children’s
authors and paper from Stevenson et al. [35]). arrival at a semi-complete or fully-complete object, and involved
Given the focus on the IDEO model in teacher training and saving and naming these objects in the application gallery, as well
its wide adoption and positive feedback [36], the research team as presenting them to peers. Dialogue at this stage was often
utilised the model as an analytical framework to conceptualise declarative in nature, such as when children stated a name for
their design or declared to their teacher that they had finished.
the development of design thinking skills of the children. The
According to the IDEO model, the Experimentation stage —
model was used as part of the coding framework and then a
often referred to as prototyping, involves children selecting one
close examination of the maker activities looking for the evidence
idea from the ideation stage and developing it further into a
of design thinking skills as embodied in the children’s activi-
working model alongside other representations such as story-
ties. This part of the analysis concentrated on the five stages
boards, diagrams, mock-ups and/or role-plays. This stage also
(see Table A.3 Discovery, Interpretation, Ideation, Experimentation, often involves the presentation of a working model for peer feed-
Evolution) of the model. Interpretations were carefully based on back, and the collation of feedback that children can use to refine
descriptions/definitions of the five stages provided in the free the model. In the experimentation phase, children appeared to
access toolkit for educators (https://designthinkingforeducators. focus mainly on discovering and generating new prototypes (see
com/). The use of this toolkit was also consistent with the training Table 2). It is interesting that children found it easier to start over
teachers received before the study. By incorporating the frame- on new prototypes than on refining an existing one.
work into the coding, we were able see how the teachers’ under- In the Evolution stage, model refinement typically occurs along-
standing of design thinking - and the training they had received, side the initial evaluation of the design’s impact on the com-
translated into students’ design activities. Researchers coded the munity. Unfortunately, model refinement relating to broader
recordings separately and then examined the extent of fidelity community impact was not evident in the videos. The fifteen
with the IDEO stages. coded instances of Evolution (Table 2) related to sharing their
4
M. Hatzigianni, M. Stevenson, G. Falloon et al. International Journal of Child-Computer Interaction 27 (2021) 100216

Table 2
Design thinking Coding — Actions and example dialogue for all children.
Design thinking No. coded Refs/ Common actions: Example dialogue:
stage % of total
Discovery N = 52, • Rotating canvas • ‘‘How do you press these buttons?’’
9.7% • Panning/zooming canvas • ‘‘Glasses. . . where are the glasses?’’
• Browsing available objects • ‘‘How do you make a boat?’’
• Browsing other students’ designs in • ‘‘How do you make it big?’’
the gallery • ‘‘Oh – how much is that diamond
• Searching for specific designs in the wand?’’
gallery • ‘‘Where is my design [in the gallery]?
• Copying other students’ designs from I can’t find it!’’
the gallery • ‘‘What do you want? Tell me and I’ll
• Buying and selling designs get it for you’’
• Exploring the app platform • ‘‘How do you spin it?’’
• ‘‘How do you change the background?
Interpretation N = 147, 27.5% • Rotating canvas • ‘‘What just happened?’’
• Panning/zooming canvas • ‘‘Now it’s working again’’
• Discussing representation • ‘‘That’s a body. . . we need a head’’
• Recognising and naming objects • ‘‘That’s your boat, isn’t it?
and/or components of objects • ‘‘That looks like a. . . ’’
• Identifying and solving problems • ‘‘You put the face all green!’’
encountered • ‘‘I need to try to work out how to
• Identifying next steps, such as needed turn around the wings’’
components, or design decisions • ‘‘You got the measurement!’’
• ‘‘The wing keeps moving!’’
• ‘‘I need to minus this one so I can do
that one, ok?’’
Ideation N = 219, • Object creation • ‘‘Let’s do your one’’
41.0% • Project deletion and/or restart • ‘‘Make it bigger’’
• Object positioning • ‘‘Turn it round’’
• Object resizing • ‘‘Make it green’’
• Object attachment • ‘‘I’m going to double this’’
• Object colouring • ‘‘Let’s do a potato head’’
• ‘‘Make it a different colour so it stands
out’’
• ‘‘I have a better idea, but we’ll have to
delete this one [and start again]’’
Experimentation N = 101, • Object deletion • ‘‘This shape is better than that one
18.9% • Object re-creation –switch them’’
• Object repositioning • ‘‘Maybe I’ll make it a bit smaller so it
• Object resizing can fit’’
• Object attachment • ‘‘Press the bomb and make it again!’’
• Object colouring • ‘‘I will turn the crown like this. . . ’’
Evolution N = 15, • Saving objects • ‘‘Call it Shiny Eel Rainbow Racing
2.8% • Naming objects Track!’’
• Presenting objects to peers • ‘‘Miss A, I’m finished!’’
• ‘‘It’s called Soccer Playground, and my
friend bought it’’.

Table A.3
Popular design thinking models used in education.
Model/Stage Early Mid Late
Cooper Hewitt Identify Investigate Frame/ Generate Develop Evaluate Re-
[30] reframe evaluate
D.School Empathise Define Ideate Prototype Test
[31]
Design minds Enquire Reflect Ideate Reflect Implement Reflect
(State library of
Queensland, 2017)
IDEO Discovery Interpretation Ideation Experimenta- Evolution
[27] tion
IDESiGN Intending Defining Exploring Suggesting Innovating Goal- setting Knowing
[32]
NoTosh Immersion Synthesis Ideation Prototyping Feedback
[33]
Open Colleges [34] Define the Consider Refine selected Execute the
Problem multiple direction best plan of
options action

completed 3D designs with the class via the online gallery, or impact of their design in their own microsystem, that is, in their
occasionally in a face-to-face presentation session. However, it class with their peers and their teachers. Some children later
could reasonably be argued that children were measuring the commented that they had shared designs with their parents, thus
5
M. Hatzigianni, M. Stevenson, G. Falloon et al. International Journal of Child-Computer Interaction 27 (2021) 100216

Table B.4
Three screen recordings and alignment with the IDEO model for each grade.
Project’s Kindergarten children Grade 1 children Grade 2 children
Early (5-6 years old) (6-7 years old) (7-8 years old)
Stage App Feature: Toy Designer App Feature: Shaper Experimenting with App Feature: Toy Designer
Building a Simple Toy Character Shapes Building a Spinning Character
(Approx. 50 min) (Approx. 17 min) (Approx. 70 min)

Observation: Following the teacher’s Observation: During this short Observation: In the teacher’s introduction to
model and instructions, children began introductory lesson with the Shaper the lesson, she demonstrated a spinning toy –
building their toy characters by adding a tool, children experimented with ‘‘Mr Spinny’’ that she had created with the
blob, followed by other objects that creating and manipulating shapes that Toy Designer feature. Children were then
included a moustache, glasses and a included rectangles, circles, triangles and challenged to ‘‘out-spin Mr Spinny’’ – to
crown. The children experimented with other shapes of different colours and design another toy that could spin faster.
objects other than those initially dimensions. Following the teacher’s Following the teacher’s demonstration of
specified by the teacher, deleting and explicit demonstration, children then positioning, resizing, rotating and attaching,
recreating these objects as they worked. used the height adjustment toggle to children proceeded to design their toy,
One student in the group was unsure of turn each drawn 2D shape into 3D working together in pairs. Early in the lesson,
how to add and position extra objects, objects such as the towers of different they examined the range of objects that could
requiring the teacher’s intervention and heights shown in the image. be added in Toy Designer, then adding several
guidance roughly a quarter of the way of these, including a spinning propeller (as the
into the lesson. Once shown, children IDEO stages observed: As an introductory base), a drainpipe (as the body) and crown (as
then added several objects at a time and lesson, children spent time discovering the head). The teacher intervened at several
positioned these objects accordingly. The and interpreting the Shaper tool places in the lesson – 25:00, 36:00 and 59:00
teacher demonstrated ‘attaching’ at interface [Discovery; Interpretation]. – and this was mainly to demonstrate further
around 40:00. Children appeared to quickly reach and ask other children to demonstrate to the
general mastery with this tool and class. By 27:00, all children had created a
IDEO stages observed: Overall, the enjoyed using it [Ideation]. The main spinning character with all the parts correctly
children spent the lesson exploring, problems experienced were aligned.
ideating, deleting and restarting their inadvertently deleting work (not using
design [Discovery; Interpretation; redo to retrieve) and, at two points, IDEO stages observed: children seemed to have
Ideation], and seemed comfortable with receiving the intersecting lines error a clear idea of what they wanted to create and
the idea that they were building skills message for drawn shapes. do [Interpretation; Ideation]. They coped well
they could use in subsequent lessons. with resizing but struggled with positioning
[Discovery/ Interpretation/ Ideation] and attaching [Experimentation]. After the
[Discovery/ Interpretation/ Ideation] teacher’s intervention at the 27th minute,
children seemed to experiment more
[experimentation]. They kept on deleting,
re-positioning, re-creating and re-attaching
objects.

[Interpretation/Ideation/ Experimentation]

(continued on next page)

showing an interest in the evolution of their work beyond the The length of the IDEO stages as evidenced in the maker
classroom. activities was determined by each class teacher and frequently
followed an iterative rather than a linear path. The IDEO stages
might not have a definite start or end, (e.g., children might go
3.2. Design thinking, screen recordings, and IDEO alignment
through the two or three initial stages as one activity) simi-
lar to children’s developmental pathways. The learning situa-
A summary of three screen recordings for each grade in each tion (e.g., teacher’s teaching technique, teachers’ scaffolding; time
of the three project stages (beginning, middle, and end) and constraints; students’ responses etc.) influenced the way children
comparisons across the three stages/classes, revealed that even engaged with their designs and the sequence and duration of the
the youngest children engaged with processes from the first four different design stages they went through, suggesting that young
stages of the IDEO model (Table B.4, Table A.3). Several stages children’s designing is an iterative as opposed to a linear process.
were observed even in the early encounters with the 3D design A detailed table with the observation notes, alignments with
app, but overall, Experimentation seemed to be the stage where the IDEO model and relevant screenshots from children’s designs,
more time was spent and more engagement was observed. How- is included in Table B.4. The summary provides three different
ever, as indicated in the analysis, most children in this study did examples of maker activities with children engaging with dif-
not fully reach IDEO’s Evolution stage. ferent features (toy designer; shaper; blocker) from the 3D app.
6
M. Hatzigianni, M. Stevenson, G. Falloon et al. International Journal of Child-Computer Interaction 27 (2021) 100216

Table B.4 (continued).

Observation: Working from scratch and Observation: Following the teacher’s Observation: With minimal teacher guidance,
with minimal teacher guidance, children explicit instructions and example, children built a house with four walls,
attempted to design a cube-shaped boat children used the Shaper tool to partitioned rooms and furniture. Children
(with this requirement being based on construct a simple 2D character by completed Level 1 of the house before adding
the ability to 3D-print multiple drawing, positioning and attaching a further level. As they began to add the base
cube-shaped objects at a time). The several shapes. They experimented of Level 2, they explored elements of the
children panned and zoomed their further with resizing, colouring, deleting application’s ‘‘online shop’’, where other
designs to display a 2D aerial view of and recreating objects. There was some designed objects may be bought and sold.
the boat’s base and, at 17:00, started evidence of off-task behaviour (23:00), After 35:00, children spent the remaining time
drawing the boat frame as a square when children exited the design and browsing the gallery, searching for objects and
perimeter and fill the area to form a engaged in off-task dialogue and other children’ designs, and further exploring
base. By playing with rotation and browsed other features of the app. the shop.
vertical drawing of blocks, these
children created four walls (37:00), but IDEO stages observed: Children appeared IDEO stages observed: Children attempted to
the walls had numerous holes. to achieve this 2D task relatively easily, problem-solve (for example, considering how
and mid-way into the lesson their to add a further level to their house). Rather
IDEO stages observed: children found it designs were mostly complete. Children than deleting and restarting their design, these
difficult to build a wall, the first main shared the iPad and were happy to children kept on working on the same design
element of working with the design in contribute ideas together as they and appeared to have made considerable
3D. Mid-lesson, children received input worked. progress with their model house. Children
from others in the class through a appeared to understand the complexities of
sharing session. There was also [Experimentation] working with 3D objects through creating,
intervention from the teacher to help positioning, resizing, and rotating these
them understand the 3D design, but objects. Using the app feature selected for the
overall, children did not manage to lesson, they were able to create a simple
create a boat with no holes. one-level house with furniture.

[Experimentation] [Experimentation]

(continued on next page)

Observation notes explain what occurred and provide details on and experimented on their designs. Young children are highly ca-
teacher’s approach to ‘teaching’, and finally, data alignment with pable in adopting a complex design model and thinking through
the IDEO stages. at least the first four stages when using tools for 3D design
and printing. The findings of this study support the inclusion of
4. Discussion makerspaces in early years’ education, but also provide evidence
for further exploring the learning potential of design thinking in
To investigate whether engagement with digitally-supported these spaces.
makerspaces provides opportunities for design thinking skills of In relation to children’s use of design thinking skills across
young children to be developed, this study delved into children’s all stages of the IDEO model, screen data provided substantial
dialogues and products around their making endeavours. Noting evidence on how children’s designs could be successfully sus-
the dearth of research on makerspaces and design thinking for tained, iterated, and improved over the course of each unit of
young children, and also the demands for more innovative ap- work. These findings are in line with Vygotsky’s theory (2004)
proaches in education in order to promote 21st century skills, on what emerging creativity entails: ‘‘. . . a person imagines, com-
there was arguably a strong case for this study. Using screen bines, alters and creates something new no matter how small. . . ’’
recorded data, the IDEO model stages were utilised as an ana- (p. 10). Designing and making their products assisted children’s
lytical framework to identify the exercise of the five different imagination, synthesis and reconfiguration as per Vygotsky’s def-
stages of the design process (Discovery, Interpretation, Ideation, inition, and all these actions can influence children’s creativity
Experimentation, Evolution) in children’s making. The study found as a whole. Vygotsky [37] further postulated that this process of
that in makerspaces using 3D printing, even very young children gathering, isolating and eliminating traits (e.g., through the design
were capable of fully participating, engaging and contributing and redesign of the boats) is fundamental for human mental
to the whole making process and also developing their design development, enhancing abstract thinking and building scientific
thinking skills by going through the different stages of the design concepts (p. 26). Design thinking activities support these cre-
process. More specifically, they discovered, interpreted, ideated, ative processes so teachers could use them to enhance children’s
7
M. Hatzigianni, M. Stevenson, G. Falloon et al. International Journal of Child-Computer Interaction 27 (2021) 100216

Table B.4 (continued).


Project’s App Feature: Blocker App Feature: Shaper App Feature: Blocker
Late Building a Boat (Continued) Creating Shadow Puppets Building a House (Continued)
stage (Approx. 18 min) (Approx. 40 min) (Approx. 69 min)

Observation: After some initial Observation: Reflecting a character from Observation: In this lesson, the children worked
exploration of the gallery and other the popular children’s story The Gruffalo, on further developing the model house they
features such as their avatar, children children proceeded to design a 2D had built in previous lessons, considering and
opened and continued a boat design representation of the owl character designing several objects to add to the interior
from a previous lesson. At the point using the Shaper feature. They created of this house. During this lesson, they built a
they opened it, the design was a solid two circles for the body, a ‘‘U’’ shape for tree, oven and bed – all completed within the
series of coloured blocks that had been holding the character at the top, arms, first half of the lesson. Then they spent
layered but did not resemble a boat. legs and a tail. Children finished the owl approximately twenty-five minutes browsing
Children added more layers and colours (approximately 20:00), then proceeded the online gallery, buying and selling objects
before the teacher reviewed the design to randomly reorder parts of the owl. in the online shop, and taking photos of each
(11:55) and questioned whether the Appearing to become disengaged other that were ‘‘blockified’’ using the Blocker
design would be fit for purpose in its (32:00), they exited the design and feature of the app. In the last ten minutes of
current form. At 13:00, children went started exploring the online gallery of the lesson, they went back working on their
back to their design. They had five other children’ shared designs. task, designing and adding a swimming pool.
minutes to improve their design acting
on the teacher’s suggestions IDEO stages observed: Children appeared IDEO stages observed: Children were successful
to understand the need to create shapes in adding elements to their house design.
IDEO stages observed: Children spent without intersecting lines. Working well Children also spent time discussing how their
most of the time re-experimenting. in pairs, they could determine the most objects might be organised when they are
Teacher’s intervention/scaffolding was appropriate shapes to represent their 3D-printed, and what other objects could be
minimal, and the time seemed to be character (collaboration). The task was designed to add to their house.
inadequate. Children did not appear to easily accomplished, and when
understand the need to abide by design completed it (20:00), there appeared to [Experimentation]
requirements and create a hollow, 3D be no further developments for the
boat-like structure that could be printed remainder of the lesson.
successfully.
[Experimentation]
[Experimentation]
Total 116 86 194
Min.:

conceptual development at a stage when cognitive flexibility is make science, technology and engineering more appealing to
optimal ([38]; Mellhuish et al. 2015; Mellhuish et al., 2017). children, promoting scientific and digital literacy skills [39], and
Analysis of actions via the recordings suggested that children inspiring them to become ‘’designers in the future and for the
spent more time on the first four stages of the IDEO model (Dis- future’’ [18, p. 16]. Working on design challenges inside school
covery, Interpretation, Ideation, Experimentation), with less time can inspire children to consider out-of-school challenges, and
on the final stage (Evolution). In trying to explain this finding, therefore contribute to their development as informed citizens
methodological limitations might be relevant such as that the and producers, not just consumers, while strengthening their
screen recordings only revealed aspects of the design process, creative, problem-solving, and decision-making skills to solve
and not the breadth or depth of children end-products (i.e., the challenging social problems [40]. The children in this study were
3D printed artefacts), which would have naturally better aligned
not required to ‘measure the impact’ of their designs or ‘identify
with the Evolution stage, but would also have required expanded
indicators of success’ as suggested by the Evolution stage of the
periods of time to capture what was happening outside the class-
IDEO model. They nonetheless understood the importance of
room. The lack of previous experience with 3D apps or designs
might also be considered here together with other pedagogical designs in the microsystem of their class when they were asked
factors, such as the role of the teacher, differences in teacher to test the effectiveness of their designs, for example, whether
scaffolding, need for more time to refine ideas and to collaborate their 3D printed boats were floating or not. Children’s conceptual
with peers, specific learners’ needs, and so on. This finding is thinking was enriched via their engagement in making. This
important and worth further investigation from future research. finding is consistent with previous studies on young children and
Using innovative and creative approaches from an early age innovative methods (e.g., [41,42] and the tenets of constructivist
(makerspaces, 3D Design and 3D printing) provides opportunities theory, where providing rich opportunities for exploration, ex-
to broaden children’s future aspirations and confidence as de- perimentation, creativity and metacognition are pivotal (Sheer,
signers and makers. Higher confidence and strong motives might Noweski, & Meinel, 2012, p. 11).
8
M. Hatzigianni, M. Stevenson, G. Falloon et al. International Journal of Child-Computer Interaction 27 (2021) 100216

Table C.5
Coding of screen recordings.
Code Number of coding Number of
references words coded
1. App Feature 28 139
App Feature\Blocker 9 28
App Feature\Shaper 13 52
App Feature\Toy Designer 6 59
2. Design Thinking 534 5,449
Design Thinking\01 Discovery 52 531
Design Thinking\02 Interpretation 147 1,624
Design Thinking\03 Ideation 219 1,893
Design Thinking\04 Experimentation 101 1,235
Design Thinking\05 Evolution 15 1,660
3. Dialogue 339 3,868
Dialogue\Student-Student 240 2,531
Dialogue\Teacher-Class 43 619
Dialogue\Teacher-Student 56 718
4. Engagement 150 2,004
Engagement\Excitement 83 694
Engagement\Off-Task 40 1,091
Engagement\Problems 27 219
5. Interface Interaction 602 5,049
Interface Interaction\Aesthetics 60 584
Interface Interaction\Attachment 6 37
Interface Interaction\Deletion 69 436
Interface Interaction\Exploration of Platform 39 833
Interface Interaction\iPad Keyboard Login 15 170
Interface Interaction\Level Up Notification 26 117
Interface Interaction\Object Creation 193 1,610
Interface Interaction\Positioning 60 416
Interface Interaction\QR Code Login 6 32
Interface Interaction\Resizing 34 254
Interface Interaction\Restart 51 329
Interface Interaction\Rotation 43 231

4.1. Limitations makers could argue that other types of thinking are equally es-
sential for 21st century, such as algorithmic, computational, sys-
Although the videos accurately captured the actions children tems thinking or art thinking which are not focused so much on
took when engaging with the app, they did not objectively cap- products/improvement of products or solutions, but on more con-
ture the breadth and depth of children’s learning or what was ceptual/abstract and higher order thinking skills [47,48]. More re-
taking place in the whole class, since only a short time frame and search is required in this area to further support (or not) the use-
paired user data were recorded. Another issue to consider is that fulness of design thinking in education and possible connections
observable behaviours are not consistently an accurate proxy for with other types of thinking and doing.
participants’ thinking. The IDEO model proved to be a useful framework through
Finally, the participants were young children doing which to analyse and understand ‘the design process’. Having
makerspaces activities for the first time, led by teachers who been presented to them during the training, the model was ef-
were completely new to makerspaces. We feel reporting this fectively translated by the teachers into classroom practice and
kind of research is valuable because of the gaps in the existing subsequently adopted and practiced by students. However, a
literature and the critical contribution to early childhood research recommendation arising from this study would be to elaborate
overall, but we acknowledge that young children under eight on the descriptions of the model’s stages to support both teachers
years of age are, according to developmental theories (see for and students by including examples for teaching young children.
example [43] still at the stage of building and expanding their It was challenging for teachers and researchers to adapt adult
abstract thinking skills and therefore the challenge of designing, examples provided with the IDEO support materials to children’s
hypothesising and understanding 3D dimensions was especially work, particularly for the final stage (Evolution). Some practical
demanding for them. Further research in this field could shed examples in the model’s handbook would certainly enhance the
some light on whether makerspaces activities incorporating 3D validity and reliability of these interpretations. Regardless, most
aspects could potentially enhance young children’s operational stages of the IDEO model are clearly evidenced in this study.
and abstract thinking. This finding is important, as it is imperative to examine how
design thinking skills can be developed from a young age and
4.2. Implications under which conditions this development can be sustained and
enhanced.
Design thinking originated from the corporate world and has Further exploration is needed to explicitly examine the neces-
‘invaded’ education as a modern, innovative, future focused, cut- sary conditions for high quality designs; explore the associations
ting edge approach which has rich potential in enhancing stu- between design thinking and reflective thinking; recommend
dents’ problem solving, critical and creative skills, aligned with different levels of scaffolding needed; compare different contexts
the ideologies of transforming school curricula for the needs of and models where design skills can be supported from a young
the 21st century [44–46]. However, teachers and education policy age and understand the role of the teacher as a ‘mediator’ of the
9
M. Hatzigianni, M. Stevenson, G. Falloon et al. International Journal of Child-Computer Interaction 27 (2021) 100216

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