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How to Support Girls’ Participation at Projects in Makerspace Settings. Overview on Current Recommendations

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Several biases and thresholds challenge the reach of girls in technology-related activities. For this contribution we collected and structured existing research and good practices on how to reach girls within projects in the field educational robotics, makerspaces, coding and STEM in general. The contribution presents general guidelines for future activities with a potential higher rate of participating girls in makerspace settings.
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Preliminary version - EduRobotics 2018
HOW TO SUPPORT GIRLS’
PARTICIPATION AT PROJECTS IN
MAKERSPACE SETTINGS. OVERVIEW ON
CURRENT RECOMMENDATIONS
Preliminary version, published here:
Schön S., Rosenova M., Ebner M., Grandl M. (2020). How to Support Girls’ Participation at Projects in Makerspace
Settings. Overview on Current Recommendations. In: Moro M., Alimisis D., Iocchi L. (eds) Educational Robotics in
the Context of the Maker Movement. Edurobotics 2018. Advances in Intelligent Systems and Computing, vol 946,
pp. 193-196, Springer, Cham, retrieval via https://link.springer.com/chapter/10.1007/978-3-030-18141-3_15
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Preliminary version - EduRobotics 2018 - How to Support Girls’ Participation at Projects in Makerspace Settings
„DOIT – Entrepreneurial skills for young social innovators in an open digital world"
A HORIZON 2020 INNOVATION ACTION
Consortium: Salzburg Research Forschungsgesellschaft m.b.H. (AT, co-ordinator), Stichting Waag Society (NL),
Lappeenranta University of Technology (FI), Zentrum für Soziale Innovation (AT), mediale pfade.org - Verein für
Medienbildung e.V. (DE), eduCentrum (BE), ZAVOD Kersnikova (SI), Polyhedra d.o.o. (RS), Capital of Children A/S (DK),
University of Zagreb (HR), Institut d'Arquitectura Avançada de Catalunya (FabLab Barcelona, ES), European Social
Entrepreneurship and Innovative Studies Institute (LT), and YouthProAktiv (BE)
Webpage: http://DOIT-Europe.net
Duration: 10/2017-09/2020
Grant: H2020-770063 (Call H2020-SC6-CO-CREATION-2017)
Contact (co-ordinator):
Dr. Sandra Schön
Salzburg Research Forschungsgesellschaft m.b.H.
e-mail: info@DOIT-Europe.net
Disclaimer: This document’s contents are not intended to replace consultation of anyapplicable legal sources or the       
necessary advice of a legal expert, where appropriate. All information in this document is provided "as is" and no
guarantee or warranty is given that the information is fit for any particular purpose. The user, therefore, uses the
information at its sole risk and liability. For the avoidance of all doubts, the European Commission has no liability in
respect of this document, which is merely representing the authors' view.
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Preliminary version - EduRobotics 2018 - How to Support Girls’ Participation at Projects in Makerspace Settings
Description of the Publication
Overview
Details
Description
Preliminary version, published here:
Schön S., Rosenova M., Ebner M., Grandl M. (2020). How to Support Girls’ Participation
at Projects in Makerspace Settings. Overview on Current Recommendations. In: Moro M.,
Alimisis D., Iocchi L. (eds) Educational Robotics in the Context of the Maker Movement.
Edurobotics 2018. Advances in Intelligent Systems and Computing, vol 946, pp.
193-196, Springer, Cham, retrieval via
https://link.springer.com/chapter/10.1007/978-3-030-18141-3_15
License
CC BY 4.0, see https://creativecommons.org/licenses/by/4.0/
Attribution
CC BY 4.0 DOIT, http://DOIT-Europe.net, H2020-770063
Publication Date
2020-01-13
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Preliminary version - EduRobotics 2018 - How to Support Girls’ Participation at Projects in Makerspace Settings
Social innovations within makerspace settings for
early entrepreneurial education - The DOIT project
Sandra Schön1, Margarethe Rosenova1, Martin Ebner2 and Maria Grandl2
1 Salzburg Research Forschungsgesellschaft,
Jakob Haringer Strasse 5/III, 5020 Salzburg, Austria
2 Graz University of Technology, Münzgrabenstr. 35a, 8010 Graz, Austria
Abstract
Several biases and thresholds challenge the reach of girls in technology-related activities. For this contribution we
collected and structured existing research and good practices on how to reach girls within projects in the field
educational robotics, makerspaces, coding and STEM in general. The contribution presents general guidelines for
future activities with a potential higher rate of participating girls in makerspace settings.
1. Introduction
Several biases challenge the work with girls, e.g.: teachers have perceptions that boys are more interested in
technology [1] or that makerspaces are not safe for girls [2]. Catalanian boys from 11 to 13 reach higher self-efficacy    
for doing tasks with computers than girls [3]. Already in the age of kindergarten children, they begin to decide “which
technology and engineering activities and materials are better suited to boys or girls” [4]. These biases - and other
framework conditions - result in the fact, that girls are typically underrepresented in activities from the field of    
educational robotics, makerspaces and coding and that women are underrepresented amongst engineers, scientists, IT
experts and related domain. There are a wide variety of approaches to influence this and to gain higher share of
females, this is amongst others one of the sustainable development goals of the UNESCO [5]. For the authors and
their work fields its important to reach girls within their maker activities: The Horizon 2020 project “DOIT-
Entrepreneurial skills for young social innovators in an open digital world“ (2017-2020) co-financed by the European
Union builds upon the consideration that social innovations in makerspace settings allow authentic learning
experiences fostering future entrepreneurial spirit and ambition to co-create a (better) world (see
http://DOIT-Europe.net). Graz University of Technology (TU Graz) as well takes socio-political aims seriously and
therefore highlights and facilitates diversity (cf. Office for Gender Equality and Equal Opportunity at TU Graz).
2. Research issue
For our future activities we looked for relevant literature that give us advice on how we can reach (more) girls within
our activities within makerspaces as they are currently underrepresented. This includes answers on the following
sub-questions: What do others do to reach girls? What do they recommend? Therefore we collected existing
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Preliminary version - EduRobotics 2018 - How to Support Girls’ Participation at Projects in Makerspace Settings
experiences from projects and research (including literature on girls and maker education, girls in makerspaces, girls      
and robotics from the last five years in the ERIC database; 2013-2018).
3. Recommendations from literature and projects
3.1 Approach and overview
For the condensed recommendations we used recommendations building upon research (e.g. [7]) as well as the
experiences collected in the Gender Action Guidelines” of the EU project Phalabs 4.0[8]. Figure 1 gives an overview    
about stages within the project / activity development that need a special awareness concerning gender.
Figure 1. Overview: Guidelines to reach girls in makerspace settings
3.2 The guidelines
The following is a condensed description with further references to the sources.
Gender-sensitive announcement of the activity. Girls tend to get (more) motivated if a title of the event or activity
includes not only what something is, e.g. “Robotics with kids” but to get a sense of value of the activity, e.g. “Robotics
for gardeners” or “Robotics within the book sector”. It is recommended to highlight the value of the activity already in
the title, e.g. the impact to the world [8]. When marketing a measure, it is also helpful to ensure that it is not
advertised to (future) engineers, scientists, and mathematicians. There is evidence to suggest that such professional   
identities are less common among girls [9], especially, if they are from minorities, and can therefore be less        
appealing. Gender-sensitive language and gender-sensitive illustration are known as important to girls [8] which
includes e.g. that girls are shown as active participants in the marketing materials.
Set girls’ quota and low thresholds. If it is planned that children have to be registered for an event, the proportion of
girls may be smaller - at least the participation of boys in technology-related offers is rather supported by (grand)
parents, as experience at the Maker Days has shown [11]. On the other hand, an enrolment procedure and
confirmation of enrolment also allows a quota to be set for girls. Macdonald [8] gives the advice toalways insiston      
the 50:50 schools, if mixed school are partnering (p. 8).
Female tutors and role models. A same-sex role model seems to a strong supporter to help girls to get in touch with
technology. The "Maker Days for Kids" was for example a creative digital workshop that was open for four days in April
2015 for children aged 10 to 14 where 44 percent of the participants were girls (no registration, no selection, no fees,
N=69) [11] [12]. All participants could decide what to do in the open makerspace, including to participate at short        
workshops, e.g. in the devlab area where one female tutor and three males tutors were active. Girls chose more
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Preliminary version - EduRobotics 2018 - How to Support Girls’ Participation at Projects in Makerspace Settings
workshops offered by female tutors than boys (31 vs. 24 %, 189 workshop participations in devlab, p. 98) [12]. Role
models are great, especially if they can as well tell stories how they failed or other personal stories [8].
Collaborative prompts and assignments. Girls prefer activities that are collaborative. Collaborative assignments lead
to a higher future interest in STEM-related fields [7, p. 124). Females will prefer activities that are collaborative, that
means that they have a positive outcome for all that are involved - and are not a competition [8]. Practical examples
are available [11].
Gender mainstreaming in project activities. Practically, teachers or tutors can contribute to gender disparities in      
makerspace settings as well [1]. Active gender mainstreaming in maker activities could therefore include gender     
mainstreaming along the whole activity: “If supervising a school group, ensure you spend as much time talking to the
females as talking to the males. Males often demand more of the teacher's attention (often by doing silly things) while
females get on with the task in hand. Females then perceive that they are of less value in STEM as teachers didn’ttalk    
to them very much or ask how they were getting on.” [8] Gender mainstreaming in project activities includes e.g.
considerations such as give girls the same attention as boys, girls should be similarly participating e.g. at     
presentations of group work. It should be noted here that such a conscious - but not compulsive - proposal does not
necessarily meet with public approval [13].

4. Discussion and open issues
There is still need to consolidate, reflect and share experiences and results on how to deal with girls’ participation.
This analysis e.g. ignored diverse backgrounds of culture and educational systems of studies and literature.
Within our own projects we aim to get deeper insights how e.g. design decisions and the availability of female role
models will influence girls’ participation and will establish fitting research. In DOIT, therefore an evaluation of
activities with about 1.000 children in 10 regions all over Europe is planned and available in future. As well we will
promote the girls’ issues in maker education [15].
References
1. Legewie, J., & DiPrete, T. A. The High School Environment and the Gender Gap in Scienceand Engineering.In:
Sociology of Education, 87(4), 259–280
2. Wittemyer, R. et al. MakeHers: Engaging Girls and Women in Technology through Making, Creating, and
Inventing. Study by Intel Corporation (2014).
3. Cussó-Calabuig, R., Carrera Farran, X., Bosch-Capblanch, X. Are Boys and Girls Still Digitally Differentiated? The
Case of Catalonian Teenagers. In: Journal of Information Technology Education: Research, v16, pp. 411-435 (2017).
4. Sullivan, A., & Bers, M. U. Girls, boys, and bots: Gender differences in young children’s performance on robotics
and programming tasks. In: Journal of Information Technology Education: Innovations in Practice, 15, pp. 145-165
(2016). URL: http://www.informingscience.org/Publications/3547 (2018-07-15).
5. UNESCO. STEM and Gender Advancement (SAGA) (project homepage) (2018). URL: https://en.unesco.org/saga
(2018-7-14).
6. Schön, S., Jagrikova, R. & Voigt, C. Social innovations within makerspace settings for early entrepreneurial
education - The DOIT project. In: Proceedings of the EdMedia conference, 25-29th June 2018, Amsterdam, pp.
1716-1725 (2018), URL: http://www.learntechlib.org/primary/j/EDMEDIA/v/2018/n/1/ (2018-07-15).
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7. Hyun, T.. Middle School Girls: Perceptions and Experiences with Robotics. ProQuest LLC, Ed.D. Dissertation,
California State University, Fullerton (2014). URL: https://search.proquest.com/docview/1553689179 (2018-07-15)
8. Macdonald, A. Gender Action Guidelines. Inventory of considerations that must be taken into account during the
development of a workshop for Fab Labs. Phalabs 4.0 - PHotonics enhanced fAB LABS supporting the next revolution
in digitalization (2018). see: http://www.phablabs.eu/ (2018-07-15).
9. Tan, E.; Calabrese Barton, A.; Kang, H.; & O’Neill, T. Desiring a career in STEM-related fields: how middle school
girls articulate and negotiate identities-in-practice in science. In: Journal of Research in Science Teaching, 50, 10, pp.      
1143-1179 (2013).
10. Kekelis, L.; Ryoo, J. & McLeod, E. Making and Mentors: What It Takes to Make Them Better Together. In:
Afterschool Matters, n.26, pp. 8-17 (2017).
11. Schön, S., Ebner, M., & Reip, I. Kreative digitale Arbeit mit Kindern in einer viertägigen offenen Werkstatt. In:
Medienimpulse, 2016 (1). URL: https://www.medienimpulse.at/articles/view/829 (2018-07-15).
12. Gappmaier, L.. MakerDays for Kids – Analyse und Konzepterstellung. Ebner, M & Schön, S. (Ed). iTUG Vol. 8. Book
On Demand. Norderstedt (2018). https://itug.eu (2018-07-23).
13. Kuhar, R.; Zobec, A. The anti-gender movement in Europe and the educational process in public schools. In: CEPS
Journal 7 (2017) 2, pp. 29-46.
14. Gomoll, A.; Hmelo-Silver, C., Šabanović, S. & Francisco, M.. Dragons, Ladybugs, and Softballs: Girls’ STEM
Engagement with Human-Centered Robotics. In: Journal of Science Education and Technology, 25, 6, pp. 899–914
(2016).
15. Schön,S.; Ebner,M. & Kumar, S.. The Maker Movement. Implications of new digital gadgets, fabrication tools and      
spaces for creative learning and teaching. In: eLearning Papers, 39, pp. 14-25 (2014), URL:
http://www.openeducationeuropa.eu/en/article/Learning-in-cyber-physical-worlds_In-depth_39_2?paper=145315
(2018-07-15).
Acknowledgment
DOIT has received funding from the European Union’s Horizon 2020 research and innovation programme under grant
agreement No 770063. The content of this publication does not reflect the official opinion of the European Union.
Responsibility for the information and views expressed in the publication lies entirely with the authors.
The contribution is licensed as follows: CC BY 4.0 DOIT http://DOIT-Europe.net H2020-77006, Sandra Schön,
Christian Voigt and Radovana Jagrikova, full paper for edMedia conference 2018.
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... Females are generally underrepresented in technical education and in activities related to educational robotics and coding. As a consequence, women are underrepresented in professions such as engineers, scientists, and IT experts (Schön, Rosenova, Ebner, & Grandl, 2020). In case of Austria formal technical education has traditionally been a heavily male-dominated field. ...
... This concept was chosen according to the guidelines proposed by Schön et. al in the context of the "DO IT" project (Schön, Rosenova, et al., 2020). The all-female approach was also deployed to avoid "taking on gendered roles in relationship to the materials at hand" (Bevan, 2017). ...
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... with an economical focus, where workshop participants were split almost evenly and the schools 224 learners are predominantly female (152 / 72). Yet another clear reminder that more female learners should push into STEAM areas and schools need to tap into this massive unused potential (Moote et al., 2020;Schön et al., 2020) Compared to previous iterations a shorter time allowance of three sessions was agreed upon where students were asked to quickly and efficiently use the learned skills in a practical way. Every group had three scheduled workshop slots to come up with a suitable solution for a given problem, embedded in the curricular subject of computer aided project development (CPE). ...
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Die Maker Education eröffnet neue Lernmöglichkeiten und vielfältige Potenziale. Dabei muss es nicht immer gleich der neu eingerichtete, voll ausgestattete Makerspace sein, in dem die Schüler*innen projektorientiert und fächerverbindend arbeiten.
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Full-text available
Als «Maker Days for kids» werden offene (digitale) Werkstätten für Kinder und Jugendliche von 8 bis 14 Jahren bezeichnet, die von einem Netzwerk rund um den Verein BIMS e. V. temporär aufgebaut und für mehrere Tage geöffnet und betreut werden. Die ersten Maker Days fanden im Jahr 2015 in Bad Reichenhall (Deutschland) statt. Seit 2018 gab es (bis dato) insgesamt vierzehn weitere Durchführungen in Graz (Österreich), Leipzig, Görlitz und Traunstein (alle in Deutschland). Das Netzwerk steht im engen Austausch im Hinblick auf Zielsetzung, Inhalte, didaktisch-pädagogische Vorgehensweise und Organisation. Obwohl sich die Verantwortlichen an den gleichen Prinzipien orientieren, gibt es doch mehrere Varianten der Durchführung – nicht zuletzt auch aufgrund von Herausforderungen, ausgelöst durch die Corona-Pandemie. Dieser Praxisbeitrag beschreibt die Merkmale und Prinzipien des Konzepts und stellt vergleichend dar, wie bei der Umsetzung des Konzepts vorgegangen wurde. Ziel dieses Beitrags ist es, erstmals einen Überblick über die durchgeführten Varianten der Maker Days for kids zu geben und die Hintergründe, Besonderheiten und Erkenntnisse der einzelnen Veranstaltungen aus Praxissicht zu beleuchten.
Book
Il volume mira a delineare un background teorico relativo alla Maker Culture e agli scenari emergenti nell’ambito delle tecnologie per l’educazione nell’era post digitale. Sono trattate le tematiche relative alla nascita e alle peculiarità del Maker Movement e della Maker Education e la loro diffusione nel panorama nazionale e internazionale tramite le varie tipologie di makerspace e iniziative avviate; la nascita e l’espansione della STE(A)M Education, in stretta connessione con la prima per intenti e rilevanza; il concetto di post-digitale; il contributo delle low e high technologies, con particolare attenzione alla robotica educativa; l’apporto della digital fabrication, della stampa 3D e della Virtual e Augmented Reality, ripercorrendo la loro evoluzione e i loro tratti distintivi per cogliere le potenzialità offerte nel contesto scolastico. A partire da tale background, si presenteranno alcune esperienze e studi di caso basati sulla Maker Education e condotti a livello internazionale, per poi descrivere un progetto pilota sperimentato recentemente in Italia e volto ad integrare l’approccio Maker nel curricolo scolastico di scuola primaria e secondaria di primo grado. Il lavoro si propone di porre in evidenza luci e ombre, potenzialità e sfide di un approccio innovativo e “trasformativo” della didattica tradizionale, individuando nuove piste di lavoro nella ricerca in ambito educativo e proponendo, al contempo, future direzioni da perseguire ed indagare.
Thesis
I sistemi educativi si trovano oggi a dialogare con gli elementi di complessità derivanti dalle rapide trasformazioni della società contemporanea. L’occupabilità e le competenze professionali sono notevolmente evolute dall’inizio del XXI secolo, con un’enfasi sulla creatività, il design e i processi ingegneristici. Il post-digitale si è immerso nel processo pedagogico, rompendo i confini dell’insegnamento e dell’apprendimento formale e informale e configurandosi come una delle grandi sfide del panorama educativo attuale. Tale scenario impone un ripensamento dei percorsi di insegnamento e apprendimento, privilegiando da un lato una progettazione flessibile e dall’altro una didattica per competenze, orientata a compiti situati, aperti e autentici, che integri efficacemente le tecnologie andando a colmare la distanza tra vita reale e proposte didattiche tradizionali. La natura aperta, collaborativa e sperimentale dei compiti si configura come elemento caratterizzante della Maker Education, in cui i discenti, nella veste di makers, costruiscono in modo attivo ed esperienziale le proprie conoscenze attraverso attività pratiche che combinano le abilità manuali con l’esercizio di competenze digitali. Tale approccio educativo viene infatti considerato come un’estensione tecnologica dell’attivismo, in grado di veicolare lo sviluppo delle competenze STEAM e del XXI secolo, implementando i principi dell’apprendimento project-based e hands-on e promuovendo un processo di progettazione partecipata fortemente “enattivo”. Il presente testo mira a delineare un background teorico relativo alla Maker Culture e agli scenari emergenti nell’ambito della tecnologia per l’educazione, per illustrare poi un piano di sperimentazione messo a punto a partire da tali esigenze e basi teoriche. Il progetto pilota, svoltosi nell’ambito del dottorato di ricerca tra il gennaio del 2021 e l’aprile del 2022, si configura come una proposta di integrazione delle attività making nella didattica curricolare della scuola primaria e secondaria di primo grado al fine di rilevarne l’impatto su attitude verso le STEM e le abilità del XXI secolo degli studenti (Q1) e su autoefficacia scolastica percepita (Q2). Esso è stato in gran parte sviluppato durante il periodo di emergenza sanitaria Covid-19 e risulta suddiviso in due parti, coinvolgendo 53 studenti e cinque insegnanti in un percorso verticale orientato a pratiche laboratoriali e collaborative secondo un approccio multidisciplinare e longitudinale. A tal fine, abbiamo proposto sfide autentiche legate ai temi dell’Agenda 2030, volte a richiamare i contenuti curricolari e i contesti di vita degli alunni e a stimolare lo sviluppo delle competenze. Abbiamo inoltre scelto di adottare la Design-Based Implementation Research come principale metodologia di riferimento e di privilegiare una forma di valutazione as learning, rendendo gli studenti partecipi del processo valutativo. La valutazione del progetto è stata perseguita mediante l’utilizzo di strumenti quantitativi e qualitativi. Abbiamo infatti selezionato due questionari validati volti ad indagare le variabili sopra citate, da somministrare ad inizio e conclusione delle due fasi di progetto. Nel corso di ogni incontro, gli studenti hanno inoltre compilato dei diari di bordo con autovalutazioni e sulla base di questi ultimi è stata co-progettata con i docenti una rubric valutativa. Infine, al termine della prima parte, i docenti sono stati coinvolti in un focus group. Il progetto ci ha consentito di impattare sulle life skills degli studenti, sollecitando le tre aree interconnesse di competenza delineate nell’European Framework “LifeComp” del 2020 e quelle descritte dal World Economic Forum nel 2015. Nei vari confronti pre-post, le abilità del XXI secolo hanno ottenuto i punteggi più elevati rispetto alle aree STEM indagate dal Q1. Se nei pre-post delle due parti notiamo uno sviluppo più consistente delle abilità legate alla sfera interpersonale, dal confronto più esteso emerge un rilevante incremento anche di quelle legate alla sfera personale. Le aree di miglioramento costanti sono riferibili alle abilità organizzative e di leadership, come confermato dagli esiti del Q2 sulle abilità per l’apprendimento autoregolato. Rispetto all’attitude verso le discipline STEM, gli studenti hanno mostrato una propensione più marcata per i campi dell’ingegneria e della tecnologia. Tuttavia, in tutti i confronti emerge un’attitude elevata verso le prospettive di miglioramento dell’andamento disciplinare nell’ambito matematico-scientifico e un progressivo sviluppo degli item relativi all’uso avanzato delle discipline in un futuro impiego. Infine, gli alunni hanno accresciuto anche la loro autoefficacia percepita verso le discipline scolastiche non attinenti all’ambito STEM. I diari di bordo hanno posto ulteriore enfasi sullo sviluppo delle life skills degli studenti. In entrambe le parti del progetto, gli studenti mostrano dei buoni o ottimi livelli di autoefficacia rispetto al lavorare bene in gruppo, comunicare con chiarezza le proprie idee e controllare le emozioni nel confronto con gli altri. Rispetto all’intero percorso, i punteggi medi più elevati si riscontrano per l’utilizzo efficace di strumenti e informazioni e la capacità di lavorare bene in gruppo. Gli alunni hanno mostrato una consapevolezza sempre maggiore dei loro limiti e dei loro traguardi, ponendo il focus principalmente sulle proprie capacità relazionali, a conferma dell’impronta fortemente sociale delle attività making, ma anche su aspetti legati alla sfera personale e a quella dell’imparare ad imparare. La maggioranza dei propositi di miglioramento avanzati verteva infatti sulle dinamiche comunicative e collaborative all’interno del gruppo, oltre che sulla gestione delle risorse e dei tempi. Molte di queste osservazioni coincidono con quelle riferite dalle insegnanti in occasione del focus group, risultate estremamente preziose per una rimodulazione del percorso nell’ottica di una maggiore funzionalità e sostenibilità. L’impatto positivo su autoefficacia e self-confidence degli studenti può ricondursi primariamente alla possibilità di assumere il ruolo di agenti attivi, incorporando i propri interessi e repertori di pratica e consolidando la tendenza al cosiddetto authorship learning. La tecnologia si è rivelata un prezioso strumento per apprendere numerosi concetti curricolari, ma soprattutto per consentire agli studenti di lavorare sulla loro creatività e sulla capacità di progettare, costruire, collaborare e rivedere. Inoltre, il collegamento diretto con problemi reali e la possibilità di ipotizzare, anticipare possibili scenari, testare e riformulare hanno fornito un forte stimolo per le competenze di problem-solving e problem-posing e la costruzione di nuovi significati. Ciò ha a sua volta favorito il coinvolgimento dei giovani alunni in un apprendimento più profondo delle STEM e un accesso “facilitato” e alternativo alla conoscenza scientifica. Molti dei vantaggi educativi ricondotti all’approccio Maker hanno dunque trovato riscontro positivo negli esiti del progetto. Gli spazi maker si sono rivelati ambienti di apprendimento generativi di competenze, di nuove modalità di inclusione e di opportunità di innovazione scolastica. Le esperienze raccolte e il progetto pilota si pongono l’obiettivo di avviare un processo di ripensamento e di riflessione sulle correnti pratiche educative, che appaiono ancora troppo spesso ancorate a schemi tradizionali poco conformi alla società attuale, caratterizzata da rapidi mutamenti e complessità. Il fine ultimo è indubbiamente quello di porre in evidenza luci e ombre, potenzialità e sfide di un approccio innovativo e “trasformativo” della didattica tradizionale, segnando un passo avanti nella ricerca in ambito educativo e individuando al contempo future direzioni da perseguire ed indagare.
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