Beyond the Norm: The Maker Space as a Sanctuary of Neurodivergence

Monday, June 29, 2026 1:00 PM to 2:00 PM · 1 hr. (America/New_York)
Interactive Session
Cognitive Development and the Science of LearningDifferentiated Instruction

Information

Transforming Challenges into Superpowers through Inclusive STEAM! This talk demonstrates how the Maker Space is inherently inclusive. I'll present practical strategies to transform neurodivergent challenges into cognitive strengths. Attendees will learn to utilize design and multisensory STEAM learning for sensory regulation and educational equity, nurturing future innovators.
Role Based Tracks
All LeadersLeaders - InstructionalLeaders - TechnologyTeachersInstructional Coaches
Grade Level
PK-12
Transformational Learning Principles
Cultivate BelongingPrioritize Authentic Experiences
ISTE Standards
Educators: Designer: Design authentic learning activities that align with educational standards and use digital tools and resources to maximize learning.Educators: Facilitator: Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.Educators: Facilitator: Foster a culture where students take ownership of their learning goals and outcomes in both independent and group settings.
Delivery/Output
In Person
Subject
Interdisciplinary (STEM/STEAM)
Skill Level
Intermediate
Outline
This 60-minute Innovator Talk, titled Beyond the Norm: The Maker Space as a Sanctuary of Neurodivergence, is an exceptional proposal focused on leveraging technology for educational equity. The session will challenge the traditional classroom model, which often fails neurodivergent students, by arguing that the Maker Space is an inherently inclusive environment. The content will be structured around four pedagogical pillars that guide educators on how to adapt learning environments and design equitable experiences by transforming challenges like hyperfocus into powerful learning assets. The session's time allocation is organized as follows: 5 minutes for the Hook and Problem Statement, 15 minutes for analyzing the shift to student autonomy and ownership, 15 minutes for exploring multisensory design and sensory regulation, 10 minutes for the discussion on task-oriented collaboration, and a final 15 minutes dedicated to the action plan, audit checklist, and Q&A. Aligned strongly with the ISTE Designer and Facilitator standards, the talk inspires attendees to embrace neurodiversity as a source of cognitive strength while fulfilling the Transformational Learning Principles of Cultivating Belonging and Prioritizing Authentic Experiences.
Supporting research
1. Rose, D. H., & Meyer, A. (2002). Teaching Every Student in the Digital Age: Universal Design for Learning. Alexandria, VA: ASCD. 2.Martinez, Sylvia Libow, & Stager, Gary. (2013). Invent To Learn: Making, Tinkering, and Education in the Digital Age. Constructing Modern Knowledge Press. 3. López-Garrido, E., et al. (2020). Maker culture as a catalyst for social-emotional and executive function development in students with autism spectrum disorder. Frontiers in Education. 4. Abreu, R. D. et al. (2016). Computational Thinking in the Maker Movement. Publicado en IEEE Global Engineering Education Conference (EDUCON). 5.Jensen, Eric P. (2005). Teaching with the Brain in Mind. ASCD. 6. Pashler, H., et al. (2008). Learning Styles: Concepts and Evidence. Psychological Science in the Public Interest. 7. Greenspan, Stanley I., & Wieder, Serena. (2006). Engaging Autism: Helping Children Relate, Communicate and Think with the DIR Floortime Approach. Da Capo Press. 8. Harkema, S., et al. (2019). Maker Education as a Tool to Support Executive Function Development in Elementary School. Journal of Pre-College Engineering Education Research. 9. Papert, Seymour. (1993). The Children's Machine: Rethinking School in the Age of the Computer. 10. Gee, James P. (2007). Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy. Peter Lang.
Attendee Accounts
Standard Web Browser Access: Attendees will need a functional internet browser (Chrome, Safari, Firefox, etc.) on their device (smartphone, tablet, or laptop). Live Polling/Feedback Platform: Attendees should be prepared to access a simple, web-based polling or feedback tool (such as Mentimeter, Slido, or a basic Google Form) via a QR code or direct URL provided on the screen. No prior account creation or software download will be required.
Audience
Curriculum Designer/DirectorTeacherTechnology Coach/Trainer
Attendee Devices
Devices useful
Attendee Device Specification
Smartphone: AndroidSmartphone: iOSSmartphone: Windows
Presenter Type
Featured Voices

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