MOTIVATION IN MAKING: SELF-EFFICACY, MOTIVATION, ENGAGEMENT, FLOW, AND TENACITY IN GUERRILLA MAKER SPACES Saskia Leggett T545: Motivation and Learning: Technologies that Invite and Immerse Professor Chris Dede Spring 2014 Introduction Last Fall, as a final project in Karen Brennan’s T550 course Designing for Learning by Creating, I (in conjunction with a project partner, Christan Balch) co- created an endeavor aimed at exploring the idea of bringing the maker movement to unexpected places to target unexpected learners. Guerrilla Maker Space (GMS), a "pop up" meets maker movement experience, examines what happens when everyday spaces are disrupted to offer unexpectedly enriching, creative, technologyinfused experiences. Armed with our maker weapons of choice — a variety of conductive items, MaKey MaKeys (circuit boards that permit manipulating computer interfaces with external conductive items), and laptops pre-loaded Scratch (an intuitive programming interface) — we set up and openly invite participants in various locations to engage with a makeshift maker space. GMS addresses the specific problem of students learning as consumers – and not producers – of technology. The GMS experience utilizes creative computing as a maker experience, and may be divided into two main components – physical making (aided by MaKey MaKey) and digital making (aided by programming with Scratch). The experience helps train learners to determine goals, examine problems, pick them apart (quite literally), experiment, and tinker to find solutions and create personally meaningful products. In this way, in the words of Stanford professor Paulo Blikstein, GMS utilizes technology “as an emancipatory tool that puts the most powerful construction materials in the hands of the children” (5). Though aimed to target student learners, GMS is open to all. 1 Guerrilla Maker Space is an experience rich in the 21st century skills of critical thinking, collaboration, creativity, and problem solving. According to the National Research Council’s 2012 Report to Congress, such “deeper learning” skills are essential to navigating a rapidly changing world; as such, business, political, and educational leaders are increasingly advocating for schools to incorporate 21st century skills into their curricula (p. 15). While the experience does not directly impact traditional subject matter, it has the capacity to aid students in applying the skills gained in their maker experience to broader disciplines. As MIT Media Lab Lifelong Kindergarten head Mitch Resnick writes, “In a society characterized by uncertainty and rapid change, the ability to think creatively is becoming the key to success and satisfaction, both professionally and personally” (2007, p. 1). Creative computing, in particular, is gaining recognition as both a method to teach 21st century skills and to enrich student capacity. As Karen Brennan writes in “Learning through Computing and Connecting,” “Given computing’s importance in nearly every aspect of life, it seems self-evident that computing should be included in the learning experiences of all young people” (52). Brennan does not intend for all children to learn how to become programmers or developers; rather, children should use the principles of computing and programming as tools that they may utilize in any future professional or academic setting (especially as industries become increasingly digital). GMS spaces offer chances to not only expose participants to creative computing skills through Scratch, but also the chance to apply these skills to physical products. Using Scratch and MaKey MaKey, our hope is to bridge the 2 programmer/creative technologist divide by creating enriching experiences in which participants engage in short creative, technology-fused experiences. We hope to show all users that they have the capacity to make, create, and, ultimately, invent the futures they hope to inhabit. GMS uses the learning objectives of sparking curiosity and enabling enrichment as entry points to achieving these greater goals. This paper aims to analyze Guerrilla Maker Space in terms of self-efficacy, motivation, engagement, flow, and tenacity in order to improve learning potential in future iterations of GMS. To inform my analysis of Guerrilla Maker Space as an educational experience, I will first break down the GMS experience into three components – the experience of learning with Scratch, the experience of learning with MaKey MaKey, and the experience of combining technologies in a pop-up maker space environment – analyzing the SMEFT capacities of each on an individual level. Then, I use my initial analyses as context to describe my personal experiences with GMS. Lastly, I will explain the SMEFT and learning strengths and limitations of the combined three experiences in Guerrilla Maker Space and make informed suggestions for how to improve future iterations. It is my hope that the analysis conducted in this paper will ultimately inform the second iteration of GMS, including an accompanying curriculum for educators to recreate the experience for students on their own turf. 3 Theoretical and Empirical Framework Understanding SMEFT In order to proceed with an analysis of Scratch, MaKey MaKey, maker spaces, and the distinct combination of all three in Guerrilla Maker Space, I will first outline how the theoretical frameworks of self-efficacy, motivation, engagement, flow, and tenacity might come into play in GMS. Self-efficacy, as defined by psychologist Albert Bandura, regards an individual’s belief in his or her capabilities to organize, learn, and execute a task or behavior (1997, p. 3). According to self-efficacy research by Dale H. Schunk and Frank Pajares, people are more likely to engage in tasks when they value the expected outcome, especially when expected outcomes are linked to feelings of success (2005, p. 90). Lastly, self-efficacy is linked with control: Schunk and Pajares write, "People who believe they can control what they learn and perform are more apt to initiate and sustain behaviors directed toward those ends than are those with a low sense of control over their capabilities” (2005, p. 91). The issues of personal ability belief, success value, and control are especially important in the early stages of engaging with GMS spaces as users evaluate their personal capacities. As a highly personalized, autonomist experience, Guerrilla Maker Space involves a deep level of intrinsic motivation in most participants who opt to engage with the experience. Intrinsic motivation, as Mark R. Lepper and Jennifer Henderlong write in their 2000 work, may be broken down into what they refer to as the “4C’s” – “challenge, curiosity, control, and context” (p. 258). The authors note that intrinsic motivation may additionally be enhanced by choice, autonomy, self- 4 determination, and by capitalizing on prior interests (Lepper & Henderlong, 2000, p. 288-291). Richard M. Ryan and Edward L. Deci’s Self-Determination Theory (SDT) provides a comprehensive framework to address and evaluate intrinsic motivation as well (2000, p. 68-69). Ryan and Deci write, “Perhaps no single phenomenon reflects the positive potential of human nature as much as intrinsic motivation, the inherent tendency to seek out novelty and challenges, to extend and exercise one's capacities, to explore, and to learn” (2000, p. 70). Guerrilla Maker Space participants are less likely to be extrinsically motivated; there are no built-in rewards, badges, or stamps of approval at our maker spaces. Extrinsic motivation, as defined by Ryan and Deci, involves “the performance of an activity in order to attain some separable outcome” (as opposed to their definition of intrinsic motivation, “doing an activity for the inherent satisfaction of the activity itself”) (2000, p. 71). Our participants, however, may link their creations in GMS to external motivators, such as personal/social motivators, that lie out of our scope of control. Whereas motivation involves rationale, engagement involves degrees of action: motivation encompasses a set of reasons that lead one to regularly seek out a behavior; engagement refers to the degree to which an individual feels immersed in an activity as an enjoyable, useful experience. In experiences where technology is incorporated, the definition of engagement may be extended to include how and why people develop relationships with technology and incorporate it into their lives (Attfield, Kazai, Lalmas, & Piwowarski, 2011, p. 2). In each Guerrilla Maker Space, levels of engagement varied greatly. To examine variations in engagement, I will 5 examine user engagement theory defined by the emotional, cognitive, and behavioral dimensions of focused attention, the experience of positive emotions, high aesthetic appeal, a desire to return to the experience, novelty, trust, and user motivation (Attfield, Kazai, Lalmas, & Piwowarski, 2011, p. 2-3). Flow, as defined by Mihaly Csikszentmihalyi, is the “psychology of optimal experience” – that is, the mental state in which a fully-immersed person feels involved, focused, and successful in an activity (1991). Csikszentmihalyi writes that the varied flow-inducing activities he encountered in his studies “provided a sense of discovery, a creative feeling of transporting the person in to a new reality. It pushed the person to higher levels of performance, and led to previously undreamed of states of consciousness. In short, it transformed the self by making it more complex” (1991, p. 74). Though GMS participants are limited in their experience deep flow by the short amount of time spent at the pop-up space, they may carry the happiness found through their autonomy-rich experience into other life venues in which flow may be experienced at its fullest level. Tenacity, perhaps, is the most difficult SMEFT element to examine in Guerrilla Maker Spaces and their involved technologies. GMS participants rarely stay beyond a half hour (maximum) in the pop-up space before moving on to their next scheduled activity. Tenacity, as defined by the U.S. Department of Education’s report “Promoting Grit, Tenacity, and Perseverance: Critical Factors for Success in the 21st Century” includes the “mindsets and skills that allow students to set short- term concerns aside to withstand challenges and setbacks en route to longer-term or higher-order goals” and “a tendency to keep going in the face of failure, adversity, 6 obstacles, and setbacks” (2013, p. 12). When participants do demonstrate endurance in GMS experiences, measuring their tenacity becomes difficult without pre-established goals. Yet the latter definition is more obvious and measurable in GMS: the technology utilized is not always straight forward, and working through obstacles is a frequent necessity. Scratch Developed by at the Lifelong Kindergarten (LLK) group at the MIT Media Lab, Scratch claims to “make it easy for everyone, of all ages, backgrounds, and interests, to program their own interactive stories, games, animations, and simulations, and share their creations with one another,” as Mitch Resnick and the LLK research team note in a 2009 article detailing the design choices behind the program (Resnick et al., p. 60). Scratch aims to include all levels of learners in an introduction to programming; thus, the design choices made in creating the Scratch interface are deliberate, precise, and backed by copious research. Above all else, Scratch is designed to be an approachable interface capable of sustaining the attention of users with no previous introduction to programming. Informed by the work of constructionist theorist Seymour Papert, who argued for the case of building accessible programming languages with “low floors” and “high ceilings” (that is, languages should be easy to get started with but include the potential to harbor more advanced applications). The low floor approach of Scratch, according to LLK’s conducted research, provides an ideal environment to encourage learning capacity in all users (Resnick, et al., 2009, p. 63). Scratch developers also claim its methodical design directly connects to its goals: “The Scratch programming environment and 7 language work together to create a system that is exceptionally quick to learn— users can be programming within fifteen minutes—yet with enough depth and variety to keep users engaged for years” (Maloney, et al., 2010, p. 14). Resnick, et al. note that Scratch was additionally designed for “wide walls” – the ability to engage a wide variety of learners and interests through supporting an array of projects (2009, p. 63). Built upon the notion that children learn best when producing personally meaningful products, Resnick et al. write that Scratch not only supports a diversity of project types (stories, games, simulations, animations), but also a range of ways to personalize projects through options to record sounds, import photos, draw graphics, and create their own “sprites” (interactive characters) (2009, p. 64). Choices, as Lepper and Henderlong note, enhance children’s feelings of self-determination (2000, p. 288). Scratch, the developers claim, was deliberately designed to ease novice programmers into computational thinking. User research conducted by the development team led to the design choices that emphasize ease of interaction and understanding, such as a single-window interface, minimal command set, visual language blocks, no error messages, and simple syntax (Maloney, et al., 2010). Due to its ease of use, Scratch developers note that the program promotes autonomy in creation, contributing both to its ability to promote self-efficacy and tap into intrinsic motivation (Lepper & Henderlong, 2000, p. 289; Schunk & Pajares, 2005, p. 91). Users may also be extrinsically motivated through built-in features that allow them to follow one another, gather favorite projects, see a tally of individual project views, and trace remixes, for achieving social status within online communities is a 8 strong motivator for participation (Kollock, 1999). The Scratch homepage also features individual projects that are particularly well-designed. Scratch’s interface - playful, bright, and easy to navigate – is designed to be inherently engaging through its visual appeal and high level of interactivity. Inspired by the simplicity of creation encouraged with Legos, the program’s main elements – code commands shaped like blocks – are “shaped to fit together in ways that make syntactic sense” and immediately execute visible actions after a single click (Resnick et al., 2009, p. 63). Additionally, as a creative computational language, Scratch’s connections to relevant applications are apparent to school-aged users. Such connections to mathematical and computational concepts encourage engagement, not only in Scratch projects, but in learning more about the concepts themselves as well (Resnick, et al. 2009). Like the creative interface, Scratch developers designed the online community based on user research, finding that creative collaboration is best fostered through interfaces that allow users to create their own rules and structures, which, in turn, fosters a sense of duty to the community (Aragon, Poon, Monroy-Hernández, & Aragon, 2009). Programming, like any problem-solving exercise, involves piecing together elements like a puzzle, constantly toying with different parts to see how they might fit together. In the article “Designing for Tinkerability,” Mitch Resnick and Eric Rosenbaum write “As young people create Scratch projects, they typically engage in an extended tinkering process – creating programming scripts and costumes for each sprite, testing them out to see if they behave as expected, then revising and adapting them, over and over again” (2013, p. 169). Users may interact with the 9 interface with increasing levels of difficulty, moving from familiar, low-difficulty blocks to more challenging blocks that evoke higher level mathematical concepts (1987). As Resnick et al. note, future iterations of Scratch will continues to focus on “lowering the floor and widening the walls, not raising the ceiling” to engage and motivate all learners at all levels of programming familiarity (2009, p. 66). From personal experience working in the Scratch community, I’m aware of a need to develop frameworks to increase interest in interacting with the Scratch site. Although Scratch is clearly designed to engage all levels of users, the initial draw to Scratch remains weak. Additionally, though Scratch certainly provides an accessible way for users to be introduced to programming concepts, very little is known about how much engaging with Scratch informs a user’s capacity for computational thinking in outside contexts (programming or otherwise). Self-efficacy Motivation Engagement Flow Review of Scratch features in terms of SMEFT - Designed for ease of use - High capacity for autonomy and control - Open-ended interface allows all users to engage any interest through multimedia applications, producing an ideal environment to incite intrinsic motivation. - Participating in the online community, gathering followers, and the capacity to trace others’ remixes of one’s projects promote extrinsic motivation - Playful user interface that optimizes bright colors, clear design, and exciting language - Elements are specifically designed to make sense - Interface designed to be immediately interactive (one click = immediate action) - Open interface is designed to promote tinkering and experimentation - Multiple levels of difficulty promote an interface that lies along the 10 Tenacity optimal flow path between anxiety and boredom - The robust Scratch community encourages users to collaborate, assist each other with specific issues, and teach difficult concepts - Finding necessary assistance is simple if users get stuck MaKey MaKey Designed as a physical accompaniment to creative computation, MaKey MaKey (“an invention kit for everyone,” according to its packaging) was designed in a spirit similar to Scratch. In a conversation with MaKey MaKey co-creator Eric Rosenbaum, I learned that MaKey MaKey is made to create a shift in attitude in children who are not interested in science at school. MaKey MaKey serves as a path to creative empowerment, designed with Seymour Papert’s low floors/high ceilings model in mind. As a digital manipulative, MaKey MaKey claims to provide an “opportunity for learners to develop fragments of knowledge that they can later integrate into a more complete understanding” (Resnick & Rosenbaum, 2013, p. 167). MaKey MaKey also exists within a canon of research that proves the capacity of digital manipulatives to enhance engagement through tactile, manual exploration (Hartman, Miller & Nelson, 1999). As a device aimed to increase self-efficacy, MaKey MaKey hopes to help students, in the words of Rosenbaum, “remake their world” (personal communication, April 18, 2014). Open to a wide range of leaners, MaKey MaKey is challenging enough to promote ideation in experts more familiar with the technology as well (Rosenbaum & Silver, 2012). Like Scratch, the deliberate, intelligible design of the device was informed through user testing: a simple circuit board that utilizes nothing more than a USB cable and alligator clips. MaKey MaKey 11 has the capacity to turn anything conductive into a designated keyboard key; users may interact with familiar objects (such as food, clay, aluminum foil, or their own bodies) to engineer a new way to manipulate their computers. Exposure to such digital manipulatives, developers claim, may enable children to learn advanced concepts in science and math at an early age (Resnick, 1998). Rosenbaum also spoke of the “magic” quality of MaKey MaKey: users of all levels are at first intrigued by the sight of every day objects hooked up to wires, then most often amazed by their capacity to use those objects to produce sounds, manipulate on-screen objects, or draw images (personal communication, April 18, 2014). MaKey MaKey is designed to motivate by curiosity and exploration alone, as users are drawn to the novelty and challenge the device presents. The MaKey MaKey packaging invites users to “plug it in hook it up make stuff happen on your computer,” both promoting its accessibility through simple language and inviting users to use any prior interests or motivations (any kind of “stuff” they’re interested in) to engage with the device. As Lepper and Henderlong note, tapping capitalizing on prior interests provides a way for users to personalize their interactions, resulting in an experience enriched by intrinsic motivators (2000). In spite of the initial captivation, however, little research has been conducted about the capacity for MaKey MaKey to motivate users to continue to engineer after interacting with the device. Rosenbaum and his partner, Jay Silver, designed the device itself is to be optimized for engagement: MaKey MaKey employs bright colors, positive messages (“Be stoked!” is written on the back), and is easy to understand and manipulate with 12 knowledge of simple circuitry. Like Scratch, MaKey MaKeys are designed for “tinkerability” which is “characterized by a playful, experimental, iterative style of engagement, in which makers are continually reassessing their goals, exploring new paths, and imagining new possibilities” (Resnick & Rosembaum, 2013, p. 164). Tinkerers, MaKey MaKey’s developers claim, easily achieve tenacity, for they “understand how to improvise, adapt, and iterate, so they are never stuck on old plans as new situations arise” (Resnick & Rosembaum, 2013, p. 166). Yet, as in the case with Scratch, tenacity with MaKey MaKey is difficult to measure without stated learning goals. As an open-ended device, MaKey MaKey may be used in a variety of settings to produce a myriad of projects. Achieving grit and tenacity are by no means out of the question, but the context in which the device is utilized in matters. As a device on its own, however, MaKey MaKey has no built-in features to explicitly promote endurance in creation. Self-efficacy Motivation Engagement Review of MaKey MaKey features in terms of SMEFT - Designed with autonomy and control in mind; part of the mission of MaKey MaKey is to change how users interact with their computers. - Users interact with objects they are already familiar with, which act as gateways to feelings of ownership for new creations - The “magic” quality of MaKey MaKey is key – because anything conductive can be used with MaKey MaKey, opportunities to explore, find novel uses for old things, and challenge ideas are high. - MaKey MaKey’s design is playful, colorful, and imaginative (messages like “be stoked” and subtle playful graphics, like pacman drawings, are present the circuit board itself). - The hardware is designed to be immediately interactive, selfexplanatory, flexible, and easy to use. - MaKey MaKeys are highly personizable; users can even use their own bodies to interact with the device. - MaKey MaKey provides links to existing projects to spark curiosity (which also links to self-efficacy, showing users that they too can 13 create these projects) - In general, users are totally stoked to play with the device Flow Tenacity - MaKey MaKeys provide opportunities for endless tinkering, but do not provide enough of a challenge on their own (they are most powerful when paired with a customizable interface like Scratch). - Tenacity levels are easier to maintain when MaKey MaKey designs are more challenging. Maker Spaces Little research exists on the effectiveness of maker spaces as learning spaces; the maker space movement is still gaining traction as a worthwhile educational experience. There are, however, a number of guides to aid maker space facilitators and creators in physical and digital fabrication lab best practices. Maker spaces, according to the Makerspace Playbook, are physical workspaces where individuals are supported in gaining hands-on experiences with new technologies and innovative processes to design and build new projects (2012, p. 4). Also termed “hacker spaces” or “fab [fabrication] labs,” these spaces exist solely for the purposes of tinkering, creation, and exploration, inspired by the principles of experiential education, constructionism, and promoting digital fluency (Blikstein, 2013, p. 4). Maker spaces are concerned with providing venues in which participants may become empowered to understand the modern technologies that dictate daily lives through building/programming physical and digital creations. Maker space advocates claim that the empowering experiences of creating and tinkering in maker labs will lead participants to develop the technological fluency and problem- 14 solving skills necessary to participate effectively in a modern society (Blikstein, 2013). Though maker spaces may take on many forms, common threads link together each experience. Maker spaces are most often concerned with promoting some sort of open STE(A)M technology (like MaKey MaKey), are rich in hands-on applications, and usually offer a variety of different tools and resources to address variability of interest in users. Most maker spaces emphasize autonomy as an essential aspect of promoting self-efficacy and intrinsic motivation alike. The Makerspace Playbook specifically emphasizes self-directed learning as one of their core principles, noting that people who engage in building their own projects are more likely to be motivated to pursue similar engineering experiences (2012, p. 4). The YALSA Making in the Library Toolkit adds to this point by emphasizing the importance of bringing in a variety of items to engage a wide range of participants, and to arrange the physical space with as much modular, re-arrangeable furniture as possible (2014, p. 9). In maker spaces, facilitators play an important role in engaging new makers and guiding participants as they fashion their creations. Facilitators, notes the Makerspace Playbook, should be careful to guide (rather than instruct) and should opt for encouragement without empty praise (2012, p. 25). Consistent with Carol Dweck’s theories of malleable intelligence, the Makerspace Playbook encourages facilitators to compliment the way makers try and do different things, rather than purely praising the results. Process-oriented feedback, in opposition to trait- oriented feedback, notes Dweck, motivates students to uphold a belief that their 15 intelligence is malleable, resulting in greater effort and increased performance (2002). Good facilitation in maker spaces is also perhaps the key to unlocking tenacity: in the face of challenges, effort-oriented praise may help makers persevere. Self-efficacy Motivation Engagement Flow Tenacity Review of maker space features in terms of SMEFT - Maker spaces, by design, empower makers to utilize different technologies to create self-directed artifacts. - Maker spaces are often voluntary; makers opt to participate out of a desire to create - Maker spaces often promote choice and autonomy to appeal to a variety of participants - The physical space is most often optimized for engagement through modular furniture and neatly-arranged items - Like MaKey MaKey and Scratch, tinkering in Maker Spaces opens makers to the experience of flow - Targeted facilitation techniques may aid endurance and tenacity in users through effort Personal Experience with Guerrilla Maker Space As a Guerrilla Maker Space creator and facilitator, I’ve witnessed how the combination of Scratch and MaKey MaKey may enable engaging experiences for all learners. Both technologies are optimized for play, and when used in concert, they have the capacity to motivate multiple learners. The main goals of Guerrilla Maker Space are not as lofty as those of Scratch or MaKey MaKey, which hope to increase their users’ views of themselves as programmers and/or engineers. With Guerrilla Maker Space, we hope to spark curiosity and provide some level of educational enrichment. 16 To date, my GMS partner in crime – Christan Balch – and I have set up and facilitated six Guerrilla Maker Spaces that employ Scratch and MaKey MaKey in a maker space environment. While our chosen materials and facilitation/engagement methods remain constant, our locations have changed: we have produced Guerrilla Maker Spaces in Gutman Library (on two occasions), Harvard’s outdoor science plaza, the Queenshead pub, South Station, and at the Williams College Museum of Art. In each space, Christan and I arrive with two laptops and a single box of materials filled with two MaKey MaKeys, molding clay, graphite pencils, construction paper, small metal office supplies, crayons, aluminum foil, and bananas. Christan and I typically arrive at a space completely unannounced and survey the most centrally located table. We have a small, colorful sign that reads “Make with us!” that we set upright on our surface, then we spread out and organize our materials. We set up one laptop hooked up to a pre-created Scratch Mario game (complete with the Mario Brothers theme song), create a quick game controller made of clay, and hook up the second MaKey MaKey to a laptop with a blank Scratch page. We find that the familiarity of the game and its associated sounds aid us in generating interest in our space. Next, one of us starts tinkering; the other politely asks onlookers “would you like to make with us?” Then the fun begins. Soliciting participants is usually fairly easy; people are drawn to the space by the curious items displayed (the bananas do much of the curiosity legwork) and intrigued by the colorful mess of wires and sounds. A typical GMS will involve 10-20 participants over the course of two hours. Our “makers” (as we call them) are range from ages five and up, come from all types of occupational backgrounds, and stay for 17 anywhere between five and 45 minutes. As levels of engagement are more difficult to analyze for makers who stay for a short amount of time, I will focus my analysis on those who engaged with the space for 15 minutes or longer. When people do approach the space, they most often opt to play with the pre-set up MaKey MaKey Mario or piano game. After a quick talk about circuitry, they then move on to trying out additional conductive items (including their own bodies) with MaKey MaKey. Makers will draw pictures with conductive graphite, create drum circles with their friends’ hands, attempt to compose songs with the banana piano, or try out additional conductive items. Engagement, for the most part, is quite shallow. Though MaKey MaKey and Scratch are designed for users to tinker, experiment, and probe until they are, in the words of Csikszentmihalyi, transported into “a new reality,” our makers rarely experience such states (1991, p. 74). MaKey MaKey, in addition, is a much more popular item than Scratch: though Scratch is designed to connect to the interests and experiences of all users, and thus naturally suited to tap into the intrinsic motivations of all participants, maker are much less likely to manipulate the Scratch interface, even with facilitator guidance. When asked why a particularly intrigued maker was not as interested in engaging with Scratch beyond the pre-loaded game, he replied that he preferred to tinker with computer-based programs at home where he might have more time to work through potential challenges. Though guidance is kept at a minimum, we both try to stay as aware as possible of user engagement, introducing participants to new possibilities if we see their interests fading. Though we offer quick explanations of technologies and 18 suggest additional applications, we prefer our users to explore on their own (we do explicitly tell them to explore and offer quick praise). We find ourselves drawing participants in by asking if they have ever “played” with the two technologies; we find that “make” is not yet a word that resonates with all potentially interested parties. Makers often come in pairs; people are much more likely to engage with our space when they are socially engaged as well. The most common reactions to GMS are sheer wonder and playful glee; makers are instantly drawn in to the magic of the technologies, intrigued by the capacities for a small circuit board to transform every day items. In our most recent maker space, we overheard a passerby state “I don’t understand what’s going on, but I love it”; we quickly pulled her into our space, and she was immediately overjoyed. We have yet to have a maker walk away unsatisfied with their experience, whether they played with a pre-set up game or attempted to make their own creation. Ricarose Roque, a PhD student in the Lifelong Kindergarten group, creates similar maker spaces in intergenerational contexts as part of her research. These workshops, called Family Creative Learning, employ Scratch and MaKey MaKey as well. Ricarose notes that people have a tendency to gravitate more towards MaKey MaKey because physical materials feel more familiar. Digital manipulatives are more often less well known, and a brief encounter with a pop-up space does not always have the capacity to sway makers to dive deep into something unfamiliar. She opted for the Scratch/MaKey MaKey combination in her workshops because of the “multiple entry points” the combination of digital and physical manipulatives 19 offer, noting that choice is an important motivator. Creation in itself, she added, is often enough of a motivator. When designing her workshops, Ricarose creates an engaging environment by designing specifically for “joy,” from including food to laughter-inducing ice breakers to asking participants to express their interests by making items that are distinctly theirs. Ricarose also notes that makers are more inclined to make projects based on prior interests, which she capitalizes on as a facilitator when she notices participants getting stuck. She noted, "That way, it becomes their project, not an activity they’re supposed to do.” Ricarose added that her workshops are not intended to develop deep interest in making; rather, she hopes to shift her participants from the point of invitation to a point of ownership as their individual interests in making emerge. “When introducing someone to our worship series, the best we can do is spark interest,” which is still a powerful experience to have, Ricarose noted (personal communication, April 7, 2014). Overall assessment of SMEFT in Guerrilla Maker Spaces 1 Based on research and findings in the field, I have concluded that the experience of utilizing Scratch and MaKey MaKeys in a maker space context is rich in the principles of self-efficacy, engagement, and motivation, and weaker in the principles of tenacity and flow as means to achieve our goals of sparking curiosity and promoting enrichment. 1 An overview of the strengths and weaknesses of SMEFT in Guerrilla Maker Space may be found in Table 1 of the Appendix. 20 For the purposes of my analysis, I will narrow my focus to outline two specific types of makers we encountered during each GMS: the curious creator and the wary participant. The curious creator has an initial sense of self-efficacy, is motivated to create and learn, and is motivated to move forward in the face of a challenge. They are more eager to endure in the exercise of making and more likely to continue to make uninterrupted. The goal of a curious creator is to enrich what they already know – that is, to expand their knowledge of programming and creating with technology and discover new ways to tinker with pre-existing interests. In sum, the curious creator hopes to dive deep. Wary participants, on the other hand, are most often lured in by familiarity and playfulness, and motivated to continue participating in the experience once they find a hook – something that resonates and sticks – whether that be in the form of finding a way to further pre-existing interests with the technology, finding an intriguing yet accessible problem to solve, or discovering a brand new interest. After the wary participant finds initial motivation and becomes engaged in their experience, they are more likely to gain confidence, tenacity, and flow. The wary participant hopes to have their interest piqued; the ultimate goal is not yet enrichment, but rather, engagement and discovery. As an experience aimed at sparking curiosity with an added bonus of enrichment, Guerrilla Maker Space is rich in opportunities to tap into the intrinsic motivations of all kinds of makers. Like the technologies involved in the space, GMS takes a “low floors, high ceilings, wide walls” approach to ease wary participants into the space while challenging curious creators to push their creative capacities. 21 While both types of makers are initially drawn to the space through the curious collection of items (and gentle facilitator probing), familiarity and variety are key to tapping into the intrinsic motivations of wary participants. Familiar physical items (bananas, clay, etc.) initially draw users in (“I know those items!”), the novel applications pique their curiosity (“How are they being used differently?”), then the realized potential to manipulate such applications to suit personal interests sparks intrinsic motivation (“How can I use these items to create something personally meaningful?”). As an open maker space, GMS has the capacity to motivate learners of all learning styles, interests, and levels of familiarity with the materials at hand; finding a pathway to intrinsic motivation is quite easy. Tapping into the prior interests of wary participants, however, is more difficult to do with the unpredictable time frames that exist by way of being a pop up space. Additionally, as noted by Lepper and Henderlong’s article, autonomy and choice play an important part in sustaining intrinsic motivation for all learners; both types of makers are motivated to self-direct their projects, their timelines, and the degree in which they interact with others (2000). Yet in both cases, the level of challenge is generally low; even curious creators do not often aim to build complex systems during their time at GMS, though they certainly have the capacity to do so. I believe this is linked to a lack of learning goals and our emphasis on a low-floors approach; people who may be motivated to higher levels of engagement do not have the necessary models or structures in place to challenges themselves. As Jere Brophy notes, supporting learning goals and providing optimally challenging content and activities are not 22 only key to motivationally optimal learning situations, but also part of the motivational zone of proximal development (1999, p. 77). GMS, however, provides little built-in methods to tap into extrinsic motivation; there are no concrete learning objectives and no official opportunities to showcase skills or projects. Though some participants are moved by the social rewards of engaging in a playful, creative space with friends, GMS does little to support external social motivators. Although we (as facilitators) do attempt to encourage participants with praise, we make little attempt to praise effort, which may aid in developing intrinsic motivation. Once participants find a reason to engage with GMS, tapping into self-efficacy helps sustain their participation. The logical interfaces of both Scratch and MaKey MaKey aid self-efficacy in both curious creators and wary participants; while curious creators are moved by the sense of immediate control and the value of potential outcomes, wary participants slowly engage more as they realize how easy it is to interact with the technology (Schunk and Pajares, 2005). The Mario game comes into play here: though wary participants might not yet believe in their creative technology abilities, most are interested in playing games, which acts as a catalyst to developing enough self-efficacy to be moved to make. Wary participants, however, are less likely to value the act of making itself, which Schunk and Parajes note is a key to developing self-efficacy (2005). Guerrilla Maker Spaces are most often successful in engaging both types of makers as well. The vibrant colors provided by MaKey MaKey’s wires, the playful sounds of our Scratch projects, and array of intriguing materials draw all users in 23 through a sense of joy, glee, and delight. The high aesthetic appeal and the immediate sense of novelty in GMS cannot be emphasized enough as the main keys to our success. With wary participants in particular, the combination of physical and digital is key to sustaining engagement in the space, providing multiple access points for creation. Both technologies, designed to yield immediate results (and rewards) also aid in increased engagement; participants are able to instantly see the effects of engaging with the space. The allure of the physical items, however, distinctly overshadows the allure to engage with Scratch. In our six maker spaces, only a handful of participants have opted to engage directly with Scratch, but all are willing to engage with Scratch through MaKey MaKeys. When engaging wary participants, we are quick to place a wire, piece of clay, or any handy device into their hands to showcase the immediate rewards of the combined technologies. Because of this, we find that trust, an element identified by Attfield, Kazai, Lalmas, and Piwowarski as essential to engagement, is must be established in the space (2011). Christan and I do our best to be respectful and friendly while attempting to cross into the physical space barriers of our participants to immediately establishing trust. We find that the sense of personal camaraderie aids both wary participants and curious creators in engaging at high levels. Supportive social contexts, notes Brophy, also aid in the facilitation of motivation (1999, p. 77). Environment, in addition, plays an important role in engagement. Though Christan and I do our best to invite people into our pop-up space, the nature of the environments we choose dictate engagement levels. Open spaces, such as parks and 24 museums, prime participants to be more open to creativity; in spaces with more strict regulations, such as metro stations and pubs, participants are less likely to engage in activities that deviate from the norm. As a pop-up space, Guerrilla Maker Space does not lend itself easily as an opportunity to experience sustained flow; however, many users who stay for longer periods of time at the space are able to tap into flow-like states. Optimal flow, according to Csikszentmihalyi, occurs when an activity strikes a balance between boredom (ease of use) and anxiety (challenge). An individual experiencing flow will circle between boredom, flow, and anxiety, seeking higher challenges as skills are increased, but returning to the safety of lower challenges if anxiety levels rise too high. On this thought, Csikszentmihalyi writes, “It is this dynamic feature that explains why flow activities lead to growth and discovery. One cannot enjoy doing the same thing at the same level for long” (1991, p. 75). Through the multiple challenge levels built into the technologies utilized of Guerrilla Maker Space and the variety of hands-on experiences, GMS participants have the capacity to experience the kinds of growth and discovery outlined by Csikszentmihalyi. GMS also has the capacity to “alter the consciousness” of every day life by offering unexpected experiences in familiar environments and spark flow through happiness achieved by autonomy and control (Csikszentmihalyi, 1991, p. 6 & 72). Due to time constraints, however, such experiences do not often happen within the scope of Guerrilla Maker Space, and are virtually impossible to tap into in wary participants. Similarly, time constraints, paired with a lack of concrete learning goals, limit opportunities to experience tenacity, perseverance, and grit. GMS participants most 25 often are not prepared to spend a portion of their day tinkering; even the most curious creators most often have somewhere to be. Thus, few makers stay with us for the amounts of time necessary to produce circumstances in which one must utilize tenacity to move beyond challenges. Though we do see small instances of problem solving, our participants problem solve within the shallow learning goal of sparking curiosity; that is, the obstacles they aim to tackle are too small to necessitate grit and tenacity. Creating challenging learning goals, according to the U.S. Department of Education Office of Educational Technology, are a necessary part of optimizing a learning situation that might require tenacity (2013). Recommendations to improve SMEFT in Guerrilla Maker Space My plan to improve Guerrilla Maker Spaces is threefold: strategic targeted facilitation, clearer learning goals, and carefully selected environments, I believe, will help optimize GMS as an experience rich in SMEFT in future endeavors. While establishing trust and building friendly connections is important, my research on SMEFT has shown me that facilitators have the potential to influence engagement and motivation through strategic approaches. As informed by the work of Dweck, effort-oriented praise will both intrinsically motivate participants in their time at GMS and encourage them to seek growth opportunities in digital and physical creation experiences in the future (2013). I would like to experiment with the kinds of mastery-oriented praise given while facilitating GMS as well as phrases that promote challenge and curiosity. 26 In addition, I believe GMS would also benefit from a standardization of facilitation principles by developing best practices to approach curious creators and wary participants alike. Achieving self-efficacy not only requires a sense of autonomy, but also a clear understanding of parameters of a task at hand. Similarly, as Ryan and Deci note, providing pathways to personalized experiences increase intrinsic motivation, but they do not necessarily have the capacity to push learning (2000, p. 70). A balance between allowing agency and providing structure is necessary to move participants into more challenging levels of engagement. Strategic facilitation may also involve the makers themselves: by pairing up participants, they may be more likely to explore and teach each other. Per the Protégé Effect, learners are more likely to make greater efforts to learn when responsible for a protégé or apprentice (Chase, Chin, Oppezzo, & Schwartz, 2009). Asking participants to teach each other (within appropriate social boundaries and after establishing necessary trust) may aid in establishing more opportunities for participants to deeply engage with the space. By somehow establishing immediate learning goals, we may be able to move curious creators to build more complex creations with Scratch as well. In our next iteration, I’d like to experiment with methods to establish learning goals in spite of our pop up nature by verbally suggesting or listing out potential achievements on a poster board. In this manner, participants may still feel in charge of their engagement while feeling motivated to move towards growth. This improvement will also aid in creating a more optimal environment for participants to experience tenacity and flow. 27 Lastly, after moving through this analysis, it is clear to me that we must seek out future spaces that are optimized for open creativity. Participants are less likely to be engaged in spaces with pre-established rules or regulations. Such restrictions impact affect, which in turn impacts motivation and likelihood of engagement. Users are more likely to engage when they are experiencing positive emotions; choosing a space that naturally promotes positivity makes sense (Attfield, Kazai, Lalmas, & Piwowarski, 2011). Additionally, participants may be more open to spending more time with GMS when they are in spaces of leisure without strict time limitations. Though time is a clear barrier to achieving flow and tenacity, it will forever remain outside of the GMS’s locus of control, for we are interested in maintaining our popup nature to continue to impact a wide range of participants. In conclusion, while the SMEFT potential of Guerrilla Maker Space is high, there are certainly aspects of the experience that may be further optimized to promote engagement and motivation. When we established the project, our goals were small; we hoped to spark curiosity and provide a bit of enrichment to an unsuspecting maker’s day in hopes that they might carry that curiosity to creatively make with technology with them in future endeavors. By further optimizing our future Guerrilla Maker Spaces and associated curricula to be rich in SMEFT opportunities, I believe we may be able to expand our goals and our network of GMS-minted learners and makers. 28 Works Cited Aragon, C. R., Poon, S. S., Monroy-Hernández, A., Aragon, D (2009). A tale of two online communities: fostering collaboration and creativity in scientists and children. In Proceeding of the seventh ACM conference on Creativity and cognition (C&C '09). ACM, New York, NY, USA, 9-18. Attfield, S, Kazai, G, Lamas, M, Piwowarski, B. (2011). Towards a Science of User Engagement. WSDM Workshop on User Modeling for Web Applications, Hong Kong, China. Bandura, A. (1997). Self-efficacy: The exercise of control (Chapter 1). New York: W.H. Freeman. Blikstein, P. (2013). Digital fabrication and ’making’ in education: The democratization of invention. In J. Walter- Herrmann & C. Büching (Eds.), FabLabs: Of machines, makers and inventors. Bielefeld: Transcript Publishers. Brennan, K. (2013). Learning computing through creating and connecting. IEEE Computer, Special Issue: Computing in Education. Brophy, J. (1999). Toward a model of the value aspects of motivation in education: Developing appreciation for particular learning domains and activities. Educational Psychologist, 34, 75-85. Chase, C., Chin, D. B., Oppezzo, M. & Schwartz, D. S. (2009). Teachable agents and the protege effect. Journal of Science Education and Technology 18(4), 334-352. Csikszentmihalyi, M. (1991). Chapter 4 in Flow: the psychology of optimal experience (1st ed.) New York: Harper Perennial. Dweck, C. S. (2002). Messages that motivate: How praise molds students' beliefs, motivation, and performance (in surprising ways). In J. Aronson (Ed.), Improving academic achievement (pp. 37-60). New York: Academic Press. Hartman, B A., Miller, B. K., & Nelson, D. L. (1999). The Effects of hands-on occupation versus demonstration on children’s recall memory. 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All I Really Need to Know (About Creative Thinking) I Learned (By Studying How Children Learn) in Kindergarten. Proceedings of the SIGCHI Conference on Creativity and Cognition, Washington, D.C. Resnick, M., Maloney, J., Monroy-Hernández, A., Rusk, N., Eastmond, E., Brennan, K., … Kafai, Y. (2009). Scratch: Programming for All. Communications of the ACM, November 2009. Resnick, M., & Rosenbaum, E. (2013). Designing for tinkerability. In M. Honey & D.E. Kanter, Design, Make, Play: Growing the next generation of STEM innovators (pp. 163- 181). New York, NY: Routledge. Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68-78 Schunk, D. H., & Pajares, F. (2005). Competence beliefs in academic functioning. In A. J. Elliot & C. Dweck (Eds.), Handbook of competence and motivation (pp. 85104). New York: Guilford Press. Silver, J. & Rosenbaum, E. (2012). "Makey Makey: Improvising Tangible and NatureBased User Interfaces." in proceedings of the International Conference on Tangible, Embedded and Embodied Interaction. U.S. Department of Education Office of Educational Technology. (2013). Promoting Grit, Tenacity, and Perseverance: Critical Factors for Success in the 21st Century. Young Adult Library Services Association. (2014). Making in the Library Toolkit: Makerspace Resources Taskforce. 30 Appendix Table 1: Overview of strengths and weaknesses of SMEFT in curious creators and wary participants in Guerrilla Maker Space SMEFT Curious Creators Wary Participants Self-efficacy Strengths: Participants who arrive at GMS with preconceived feelings of ability are more likely to engage with the creative technologies. Strengths: Initial perceived capacity to engage with technology is lower, but increased as familiarity with the physical materials and intrinsic influencers come into play. The logical interfaces of MaKey MaKey and Scratch are easy to use, resulting in immediate feelings of success and ability, and control. As a self-directed, open space, participants may enter from any learning level at any learning style. Weaknesses: Because of limited time frames, GMS has a limited capacity to push curious creators beyond their perceived personal capacities to challenge them to try out more complex applications. Motivation Strengths: GMS plays up the interests of people who are intrinsically motivated to create and explore. The “high ceilings” capacities of each technology present enough challenge to keep more familiar participants motivated. Flexibility in usage, complexity, and outcome Self-directed timelines for completion Weaknesses: The more challenging applications of GMS (through Scratch) are less obvious. Experienced tinkerers prefer to experiment on their own timelines in their own spaces. Once users get over the initial hump of participating in an unexpected event, tapping into preconceived abilities and motivations is much easier. The principles of autonomy and control are emphasized through facilitation and modeling. The “low floor” logical interfaces of MaKey MaKey and Scratch are easy to use, resulting in immediate feelings of success and ability. As a self-directed, open space, participants may enter from any learning level at any learning style. Weaknesses: Value-outcome is not as obvious; wary participants do not necessarily understand why participating in GMS might be important or enriching. Strengths: The visual set up of GMS sparks curiosity; the physical items used are common enough to tap into a feeling of familiarity; the items are varied enough to appeal to a wide range of users. The notion of autonomy is appealing to people with low preconceived abilities. Multiple levels of participation appeal to a wide variety of participants Weaknesses: Helping wary participants use prior interests as a way to break into using the technologies is more difficult to do with limited time frames. Wary participants who may be more likely to participate with the initial appeal of an extrinsic motivator are turned off by a lack of opportunity. Growth mindset-oriented feedback is minimal 31 Engagement Strengths: Use of visually colorful and audibly playful sensory experiences The experience of high positive emotions is common for all participants. The design of both technologies yield immediate reward/results Weaknesses: The nature of the environment GMS exists in dictates the level of engagement; people are more likely to engage in open, flexible spaces and less likely to engage in spaces with strict regulations. Flow Strengths: The spirit of discovery, variety of physical items, and endless potential of the technologies factor into the capacity for curious creators to achieve flow. By altering the notions of what a space “should” be used for, GMS creates an ideal environment for participants to enter the altered state of reality necessary for flow. Tenacity Weaknesses: Limited time capacity inhibits flow. Strengths: Problem-solving results in deep interaction with the materials at hand; tinkering often leads to hours of engagement Weaknesses: Lack of explicit learning goals limits opportunities to display grit and tenacity. Strengths: Use of visually colorful and audibly playful sensory experiences The experience of high positive emotions is common for all participants. The design of both technologies yield immediate reward/results. The combination of digital/physical manipulatives facilitates multiple entry points to engagement Capacity to interact with others increases likelihood of engagement Weaknesses: The mess of wires on the table is often an immediate turn-off for people who self-identify as technophobes. Weaknesses: Virtually no wary participants moved on to a flow-like stage beyond the initial curiosity pique. Limited time capacity inhibits flow. GMS is not designed to make “optimal experiences” easier to achieve; it is designed to spark curiosity. Weaknesses: If no learning goals are established beyond sparking curiosity and some level of enrichment, wary participants are unlikely to display tenacity beyond the initial first step. 32
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