Event Information
This interactive poster invites educators to explore how virtual makerspaces foster equity and inclusion in STEAM. Attendees can engage at any point by scanning QR codes to view sample student projects, lesson templates, and classroom success stories from platforms such as Makers Empire, Tinkercad, Qweebi, and MakeCode.
Participants will have opportunities to try short design challenges, explore adaptable lesson plans, and discuss ways to connect virtual and physical making. Conversations will center on Universal Design for Learning (UDL), equitable access, and strategies that empower students to take ownership of their learning.
Engagement will include live demonstrations, interactive resources, peer conversations, and reflective prompts designed to spark curiosity, share best practices, and inspire participants to bring accessible STEAM experiences to all learners.
After visiting this poster, participants will understand how virtual makerspaces can make STEAM learning more equitable, inclusive, and engaging. They will learn how to use platforms such as Makers Empire, Tinkercad, Qweebi, and MakeCode to design and adapt authentic learning experiences that spark creativity and confidence for every student. Attendees will leave with adaptable lesson ideas, design challenges, and strategies to connect virtual and physical making in ways that build student agency and access.
Kohnke, S., & Zaugg, T. (2025). Artificial Intelligence: An Untapped Opportunity for Equity and Access in STEM Education. Education Sciences, MDPI. Explores AI and UDL as pathways to equitable STEM learning.
Eisenbacher, G. (2025). Incorporating Design Thinking into Classrooms. eSchool News. Examines design thinking as a framework for creativity and problem-solving.
ISTE (2024). The New Era of Accessible Tech. Highlights technology’s role in advancing equity and inclusion in digital learning.
CAST (2022). Universal Design for Learning Guidelines, Version 3.0. Framework for flexible learning environments that meet diverse learner needs. https://udlguidelines.cast.org
Makers Empire & University of South Australia (2022). Research on spatial reasoning and STEM engagement. Found measurable gains in spatial reasoning and STEM confidence, especially among female learners. https://www.makersempire.com/research-maker-education-active-learning/
UniSA & Makers Empire (2022). New Research Shows Makers Empire Improves Spatial Reasoning Skills & Attitudes. https://www.makersempire.com/new-research-shows-makers-empire-improves-spatial-reasoning-skills-attitudes-towards-stem-in-children/
Dimitriadis, M. (2023). Design Thinking in K–8 STEAM Education: Fostering Empathy and Innovation. Edutopia. Connects empathy-driven design with inclusion and student voice. https://www.edutopia.org/article/design-thinking-k-8-steam-education/
Thomas, J. W. (2020). Project-Based Learning: A Handbook for Teachers. Demonstrates how authentic, challenge-based learning drives engagement.
Resnick, M. (2017). Lifelong Kindergarten: Cultivating Creativity through Projects, Passion, Peers, and Play. MIT Press.
Papert, S. (1993). Mindstorms: Children, Computers, and Powerful Ideas. Classic foundation of constructionist, maker-centered learning.
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