DOI QR코드

DOI QR Code

Analysis of Makerspace Users' Experiences and Suggestions for Science Education

무한상상실 이용자의 경험분석과 과학교육을 위한 제언

  • Received : 2016.01.25
  • Accepted : 2016.04.26
  • Published : 2016.04.30

Abstract

Makerspace was constructed to assist the public in creating new business, industry and market opportunities by combining their creative ideas with technology. So far, in Korea, a total of 58 makerspaces have been constructed and are running currently. Makerspaces are equipped with a variety of high-tech devices such as 3D printing technology and a laser cutter as means for transforming ideas into their prototypes. In this study, we examined users' experiences in makerspaces using online questionnaires and face-to-face interviews. We then presented motivations for using makerspace, interest in using it, concerns about using technologies, and other issues related to using makerspaces. Based on the results, we proposed three suggestions to improve users' experiences in makerspaces. These suggestions include: (1) supporting teaching and learning practices in makerspaces, (2) providing professional development opportunities for instructors in makerspaces, and (3) promoting innovative services that accommodate diverse users' needs.

무한상상실은 국민의 창의적인 아이디어가 과학기술과 결합하여 창업과 신산업 및 신시장 창출로 연결되고, 일자리를 창출하기 위해 건립되었다. 국민의 상상력과 창의력을 현실화시킬 수 있는 공간 조성이 필요하다는 인식하에 현재까지 58개소가 설치 운영중이며 지속적으로 확대되는 추세에 있다. 3D 프린터와 레이저 커터기 등 다양한 첨단기기들이 비치되어 아이디어를 프로토타입으로 제작하기 위한 시설을 갖추고 있다. 본 연구에서는 온라인 설문 조사와 면대면 인터뷰를 통해 무한상상실에서 이용자의 경험을 조사했다. 그 후, 우리는 무한상상실에서 이용자들이 아이디어를 생성하기 위한 동기 부여, 흥미에 대해 무한상상실을 사용하여 관련 기술뿐만 아니라 문제에 대한 해결방안을 제시했다. 결과를 기반으로 무한상상실의 효율적인 운영 방안에 대한 세 가지 제언을 할 수 있었다. 첫째, 무한상상실을 이용자들을 위한 교수학습 지원을 확대해야 한다. 둘째, 무한상상실 교수자를 위한 별도의 전문적인 교육 프로그램 개발이 필요하다. 셋째, 이용자들의 특성에 맞춘 편의를 제공하는 창의적인 서비스 도입을 추진해야 한다.

Keywords

References

  1. Amabile, T. M. (1996). Creativity in context: Update to "the social psychology of creativity". Westview press.
  2. An, I, J., Choi, S. G., & Noh, Y. H. (2014). A study on establishing creative zones and creative zone programming. The Journal of Society for Information Management, 31(2), 143-171.
  3. Bagley, C. A. (2012). What is a Makerspace? Creativity in the library, ALA Tech Source. Retrieved from http://www.alatechsource.org/blog/2012/12/what-is-amakerspace-creativity-in-the-library.html.
  4. Barab, S. A., Barnett, M., Yamagata-Lynch, L., Squire, K., & Keating, T. (2002). Using activity theory to understand the contradictions characterizing a technology-rich introductory astronomy course. Mind Culture, and Activity, 9(2), 76-107. https://doi.org/10.1207/S15327884MCA0902_02
  5. Bellamy, R. K. E. (1996). Designing educational technology: Computer mediated change. In B. Nardi (Ed.). Context and Consciousness: Activity Theory and Human-Computer Interaction Cambridge, MA: MIT Press.
  6. Birtchnell, T., & Urry, J. (2013). 3D, SF and the future, Futures(The journal of policy, planning and futures studies). Futures 50 (2013), 25-34.
  7. Bo, L., & Gang, W. (2014). Makerspace: practice and inspiration of library new format development. Information and Documentation Services, 1, 022.
  8. Boyd, D. (2007). Why youth (heart) social network sites: The role of networked publics in teenage social life. MacArthur foundation series on digital learning-Youth, identity, and digital media volume, 119-142.
  9. Byun, M. K., Jo, J. H., & Cho, M. H. (2015). The analysis of learner's motivation and satisfaction with 3D printing in science classroom. Journal of the Korean Association for in Science Education, 35(5), 877-884. https://doi.org/10.14697/jkase.2015.35.5.0877
  10. Byun, M. K., & Cho, M. H. (2016). Examining ways to support engineering students for choosing a project topic in interdisciplinary collaboration. Journal of Engineering Education Research, 19(1), 37-46. https://doi.org/10.18108/jeer.2016.19.1.37
  11. Chi, T. H. (2009). Active-Constructive-Interactive: A conceptual framework for differentiating learning activities. Topics in Cognitive Science 1, 73-105. https://doi.org/10.1111/j.1756-8765.2008.01005.x
  12. Choi, I. H., & Choe, I. S. (2001). How can the new ideas be produced : A learning - Process approach to creativity on expert domain. Korean Journal of Psychology, 20(2), 409-428.
  13. Choi, Y. S., & Kim, G. J. (2014). 2030 Movement of chance. Seoul: Kimyoungsa.
  14. Choi, Y, H., Mun, D. Y., Gang, K. G., Lee, J. W., & Lee, J. H. (2008). The development and the effect of educational program based on STEM for the inventively gifted. The Korean Journal of Technology Education, 8(2), 143-164.
  15. Choi, Y, H., Nho, J. A., Lee, M. H., Lee, B. W., Mun, D. Y., Gang, K. G., & Kim, D. H. (2012). The standard development of inventional contents for elementary, middle, and high school students. The Korean Journal of Technology Education, 12(1), 148-168.
  16. Colegrove, P. (2013). Editorial board thoughts: libraries as makerspace. Information Technology and Libraries, 32(1), 2-5. https://doi.org/10.6017/ital.v32i1.3793
  17. Reinertsen, D. (1997). Managing the design factory. Simon and Schuster.
  18. Edunet (2015, November 25). Imagine an infinite operating room school study for promoting creativity and imagination, Edunet. Retrieved from http://www.edunet.net/dsearch/search.jsp#none.
  19. Finney, & Joseph (2015, April 15). Microsoft Garage is a place where Microsoft employees can feel free to fail, Tools and space give talented people the right environment for invention. WinBeta.
  20. Foley, M. J. (2015, February 25). Microsoft opens Garage door, shows off experimental apps. Retrieved from CNet. http://www.cnet.com/news/microsoftopens- garage-door-shows-off-experimental-apps.
  21. Gardner, H. (2011). Creating minds: An anatomy of creativity seen through the lives of Freud, Einstein, Picasso, Stravinsky, Eliot, Graham, and Gandhi. Basic Books.
  22. Goldman, D. (2012, October 10). Where microsoft geeks go to 'Do epic $#!+'. CNN Money. Retrieved from http://money.cnn.com/2012/08/10/technology/microsoft-garage/index.html.
  23. Good, T., & Krull, J. (2013). Three makerspace models that work. American Libraries, 44(1), 45-47.
  24. Hong, S. G., & Park, H, Y. (2013). A study on the S&T infrastructure building for facilitating the people's participation in the creative economy. Policy Research, 1-110.
  25. Howland, J. L., Jonassen, D. H., & Marra, R. M. (2012). Meaningful learning with technology. Upper Saddle River, NJ: Pearson.
  26. Hwang, S. J. (2014). Discussion of 'The method of entrepreneurship development through the invention education'. Creative invention Educational Conference, 2, 135-137.
  27. Hwang, S. J. (2014). Discussion of 'The method of entrepreneurship development through the invention education'. Creative invention Educational Conference, 2, 135-137.
  28. Jonassen, D. H. (1999). Designing constructivist learning environments, Instructional design theories and models: A new paradigm of instructional theory. Lawrence Erlbaum Associates, Inc. 2, 215-239.
  29. Jonassen, D. H., & Rohrer-Murphy, L. (1999). Activity theory as a framework for designing constructivist learning environments. Educational Technology Research and Development, 47 (1), 61-79. https://doi.org/10.1007/BF02299477
  30. Jonassen, D. H. (2000). Revisiting activity theory as a framework for designing student-centered learning environments. In D. Jonassen & S. Land (Eds.), Theoretical foundations of learning environments, Mahwah, NJ: Lawrence Erlbaum.
  31. Karakus, T. (2014). Practices and Potential of Activity Theory for Educational Technology Research. In Handbook of Research on Educational Communications and Technology. Springer New York, 151-160.
  32. Kim, E. K. (2013). Creative Engineering Design. Seoul: Hanbit Academy.
  33. Kim, S, P., Byun, C. G., & Ha, H, H. (2014). Creativity and Entrepreneurship : What is The Relationship between Creativity and Entrepreneurship. Korean Management Consulting Review, 14(3), 67-78.
  34. Kim, S, W., Jung, Y, R., Woo, A, J., & Lee, H. J. (2012). Development of a theoretical model for STEAM education. Journal of the Korean Association for in Science Education, 32(2), 388-401. https://doi.org/10.14697/jkase.2012.32.2.388
  35. Kim, Y. J., & Nho, B. S. (2012). A study of entrepreneurship education effect on the self-leadership and entrepreneurship. Journal of Digital Convergence, 10(6), 23-31.
  36. Kim, Y. I., Choi, Y. H., Jeon, I, G., Lee, W. C., & Kwack, S. M. (2005). A study on the objective system and contents standards for an invention education through a school subject. The Journal of Vocational Education Research, 24(3), 123-146.
  37. Kim, Y. O. (1996). Qualitative Research Methods and Design for Education and Research. Seoul: Muneumsa.
  38. Lee, I. (2008). Convergence of knowledge. Seoul: Godswin.
  39. Lee, K., & Oh, E. (2012). A study on the perception of curriculum for cultivating students' creativity in secondary school. Journal of Curriculum Integration, 6(1), 45-68.
  40. Lee, J. H., Yang, H. I., & Sun, J. Y. (2012). Korean science and technology innovation ODA strategy. Policy Research, 1-346.
  41. McCue, T. J. (2011). First public library to create a maker space. Retrieved from http://www.forbes.com/sites/tjmccue/2011/11/15/first-public-libraryto-create-a-maker-space.
  42. Milne, L. (2013). Nurturing the designerly thinking and design capabilities of five-year-olds: Technology in the new entrant classroom. International Journal of Technology and Design Education, 23(2), 349-360. https://doi.org/10.1007/s10798-011-9182-4
  43. Ministry of education (2014). 2015 released general remarks' highlights of the integrated curriculum. Retrieved from http://www.moe.go.kr/web/106888/ko/board/view.do?bbsId=339&boardSeq=56875.
  44. Ministry of Science, ICT and Future Planning (2014). Endless imagining room operations manual. Retrieved from https://www.kofac.re.kr/?page_ id=1677&uid=4277&mod=document.
  45. Noh, Y. H. (2014). A study on Creating and managing "Makerspaces" in Libraries. Journal of the Korean Society for Information Management, 31(1), 53-76. https://doi.org/10.3743/KOSIM.2014.31.1.053
  46. Park, G. Y., & Choi, H. S. (2011). A Study of teaching-learning practices in education center for the talented in invention. The Journal of Vocational Education Research, 30(4), 281-300.
  47. Park. Y. S., Glenn. J., & Gorden, T. (2014). The UN Future Report 2045, Kyung-gi: Kyobo Book Centre.
  48. Pink, D. H. (2006). Whole new mind : why right-brainers will rule the future. Seoul: The Korea Economic Daily.
  49. Reinertsen, D. (1997). Managing the design factory. Simon and Schuster.
  50. Root-Bernstein, R., & Root-Bernstein, M. (2001). Sparks of Genius: The Thirteen Thinking Tools of the World's Most Creative People, United States: Mariner Books.
  51. Runco, M. A. (1994). Problem finding, problem solving, and creativity. Greenwood Publishing Group.
  52. Runco, M. A. (2014). Creativity: Theories and themes: Research, development, and practice. Elsevier.
  53. Seo, H, A., Cho, S. H., Kim, H. W., Jung, H. C., & Sohn, Y. A. (2002). Invention Education Content Standards Development. KIPO Research Reports.
  54. Sim, J. H., Lee, Y. L., & Kim, H. K. (2015). Understanding STEM, STEAM Education, and Addressing the Issues Facing STEAM in the Korean Context. Journal of the Korean Association for in Science Education, 35(4), 709-723. https://doi.org/10.14697/jkase.2015.35.4.0709
  55. Sohn, S. J. (2013). Creative economy perspective intellectual property professionals demand outlook. Science and Technology Policy, (193), 72-88.
  56. Son, J. (2014). The method of Invention educational approaches in science education curriculum dimension when developed integrated curriculum. Korea Association for Gifted Children Alliance Conference, 2014(1), 103-110.
  57. Sternberg, R. J. (1999). Handbook of creativity. Cambridge University Press.
  58. Winn, W. (2002). Research into practice: Current trends in educational technology research: The study of learning environments. Educational Psychology Review, 14(3), 331-351. https://doi.org/10.1023/A:1016068530070

Cited by

  1. 대학도서관의 메이커 스페이스 도입방안 연구 vol.48, pp.3, 2017, https://doi.org/10.16981/kliss.48.201709.259
  2. 학교내 무한상상실을 활용한 메이커교육 프로그램 적용이 초등학생의 창의적 문제해결력과 자기주도적 학습력에 미치는 효과 vol.40, pp.1, 2016, https://doi.org/10.15267/keses.2021.40.1.55