SCAFFOLDing all abilities into makerspaces: a design framework for universal, accessible and intersectionally inclusive making and learning

IF 1.6 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE
Jooyoung Seo, Gabriela T. Richard
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引用次数: 3

Abstract

Purpose In response to the underexplored need for holistically inclusive makerspaces for learning, we put propose the “SCAFFOLD” framework, which considers equity, inclusion and accessibility in the design of spaces and activities for socioculturally diverse learners. Design/methodology/approach This paper proposes a universal design (UD) framework that is intersectionally inclusive for learners with diverse needs in makerspaces and maker activities. This paper provides conjecture mapping to put forth theoretical and empirical arguments for the design of holistically inclusive makerspaces that consider gender equity and cultural inclusivity, as well as accessibility for diverse learners with divergent and unique abilities and dis/abilities. Findings Combining related literature and three existing UD frameworks (i.e. UD, web accessibility and UD for learning) and prior research on equity and inclusivity in making, this paper proposes the integration of eight principles, which leverage individuals’ diverse abilities to become agentic makers: simplicity, collaboration, accessibility, flexibility, fail-safe, object-oriented, linkability and diversity. Research limitations/implications Researchers who have implemented conjecture maps (Lee et al., 2018) have found them to be useful for developing theory and learning designs grounded in research and practice. However, it should be noted that design research is iterative and contextual, and conjecture maps are effective in providing visibility and rigor, but are meant to be flexible and responsive to changes in context (Lee et al., 2018; Sandoval, 2014). Originality/value This paper provides practical guidelines and principles for researchers, educators, instructional designers and product developers to assess and redesign makerspaces and activities that are intersectionally and universally inclusive, equitable and accessible.
搭建所有能力到创客空间:一个通用的、可访问的、交叉包容的制造和学习的设计框架
为了回应对整体包容性的学习创客空间的需求,我们提出了“脚手架”框架,该框架在为社会文化多样性的学习者设计空间和活动时考虑了公平性、包容性和可达性。设计/方法/方法本文提出了一个通用设计(UD)框架,该框架交叉包容了在创客空间和创客活动中有不同需求的学习者。本文提供了猜想映射,为设计整体包容性的创客空间提供理论和实证论证,这些创客空间考虑了性别平等和文化包容性,以及具有不同和独特能力和残疾的不同学习者的可达性。结合相关文献和现有的三个自主决策框架(即自主决策框架、网络可达性框架和学习自主决策框架),以及先前关于决策公平性和包容性的研究,本文提出了整合八项原则,即简单性、协作性、可达性、灵活性、故障安全、面向对象、可链接性和多样性,以利用个体的多样化能力成为自主决策。研究限制/影响实施猜想图的研究人员(Lee et al., 2018)发现它们对于发展基于研究和实践的理论和学习设计很有用。然而,应该注意的是,设计研究是迭代的和上下文的,猜想图在提供可见性和严谨性方面是有效的,但意味着灵活和响应上下文的变化(Lee等人,2018;桑多瓦尔,2014)。原创性/价值本文为研究人员、教育工作者、教学设计师和产品开发人员提供了实用的指导方针和原则,以评估和重新设计交叉和普遍包容、公平和可访问的创客空间和活动。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Information and Learning Sciences
Information and Learning Sciences INFORMATION SCIENCE & LIBRARY SCIENCE-
CiteScore
9.50
自引率
2.90%
发文量
30
期刊介绍: Information and Learning Sciences advances inter-disciplinary research that explores scholarly intersections shared within 2 key fields: information science and the learning sciences / education sciences. The journal provides a publication venue for work that strengthens our scholarly understanding of human inquiry and learning phenomena, especially as they relate to design and uses of information and e-learning systems innovations.
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