Make2Learn with IoT

Workshop on engaging children into joyful design and making of interactive connected objects

Make2Learn with IoT is organised in conjunction with the 16th International Conference on Interaction Design and Children (IDC).
The workshop will take place on June 27th, 2017 in Stanford, CA.


The Make2Learn with IoT workshop aims to explore the introduction in the learning processes of tools and methods for creative and joyful ideation, design and prototyping of Internet of Things (IoT) artifacts. Making IoT artefacts enables children to foster co-creativity and joy in learning processes and to construct knowledge; leading to STEM concepts. Making activities for IoT often have a broad perspective that includes not just digital fabrication, but also design thinking concepts such as problem elaboration, brainstorming, ideation and reflection; enabling learning activities that “alternate abstract thinking with concrete doing”.

Make2learn aims to bring together international researchers, educators, designers, and makers for exploring how the intersection between the design, making, learning and IoT fields can accelerate the acquisition of 21st Century learning competences. By employing state of the art aspects of learning technologies, Make2Learn aims to develop a critical discussion about the well-established practices and technologies and how different tool and methods can be put into practice under different spaces such as the classroom, makerspaces, fablabs, etc.

During the workshop a set of tools and methods to engage kids in ideation and prototyping activities of IoT artefacts will be demonstrated to the participants as a way to engage discussion. Participants are also invited to bring and present their own tools. This will allow us to better understand and improve the value of Maker philosophy and the role of design and making IoT technologies to support teaching and learning.


To explore how research at the intersection between the design, making, learning and IoT fields can foster engagement and creativity in learning, we aim to collect high quality scholarly contributions.
Papers must be formatted according to ACM Extended Abstract Template (link) and must not exceed 2-4 pages.
Authors are encouraged to present their work as videos, demos or hands-on session. Please specify this option during submission and provide information about the demo.

Suggested topics include, but are not limited to:

  • technologies and environments to introduce making principles
  • methods and tools to support creative and joyful ideation, design and making of IoT artifacts in the learning process
  • supportive environments in spaces like Hackerspaces, Makerspaces, TechShops, FabLabs
  • new media, gaming, robotics, toys to foster engagement and creativity in learning
  • maker philosophy and the role of IoT technologies to support teaching and learning
  • foster co-creativity and joy in learning processes and construct knowledge
  • methodologies, paradigms, tools, and software/hardware architectures for supporting creative learning
  • digital fabrication in education
Position papers should be submitted via email at
All accepted papers will be included in the workshop proceedings. The organizers work for initiating a special issue in IJCCI, where extended versions of thepapers can be considered for publication.
Make2Learn with IoT shares the goals of previous IDC workshops e.g. Designing Onboarding Experiences to Foster Engagement through Creative Learning (link), Design Tangibles for Children (link) and Roles and Values of Children in Design (link)

Registration and Venue

To attend the workshop contact us at 
At least one of the paper authors has to register to the workshop. Please register here.
The workshop will be co-located with IDC, further details about workshop location will be announced on IDC website.

Program (tentative schedule)

9.00 am - 10.00 am
Getting to know each other. Organizers and participants introduce themselves and overview their research interests
10.00 am - 11.00 am
Participants  present their own work with talks or hands-on sessions.
- Ideation tools
- Prototyping tools
- Reflection and collaboration tools
- Lessons learnt from putting their tools/methodology into practise
11.00 am - 11.30 am
Coffee Break
11.30 am - 12.30 am
Participants' presentation part 2
12.30 am - 14.00 am
14.00 am - 15.30 am
Tiles IoT Toolkit presentation. Tiles Ideation and Prototyping methodology and tools are presented. Participants ideate and prototype an interactive connected objects in a 60minutes hands-on session.
Discussion about putting the methodology into practice in schools and expected learning outcomes.
15.30 am - 16.00 am
Coffee Break
16.00 am - 17.00 am
Participants and organizers discuss how to integrate and find synergies among the different works presents
17.00 am - 17.30 am
Discussion of future plans, including journal special issue and closing remarks


Monica Divitini

Norwegian University of Science and Technology

Monica is professor of cooperation technologies at NTNU. She has more than 20 years active experience in research with focus on technology enhanced learning, cooperation technology, mobile and ubiquitous computing, user-centred design approaches. She  investigates innovative learning methods enhanced by technology, with focus on training outside the classroom and in the workplace through e.g. game-based and reflective learning. 

Michail N. Giannakos

Norwegian University of Science and Technology

Michail N.  is an Associate Professor at NTNU. His research focuses on the design and study of emerging technologies and pedagogies in online and hybrid education settings, and their relationship to student and instructor experiences and practices. His research interests center on making sense of users experiences and practices in order to redesign and optimize the education settings and systems. His goal is to understand why and how learners and scholars use technologies in the ways that they do.

Simone Mora

Norwegian University of Science and Technology

Simone holds a postdoctoral fellowship at NTNU. His research investigates the development of methods and tools for ideation and rapid prototyping of Internet of Things ecologies. He applies object augmentation as a design strategy and embraces participatory and user-centric design. He is the principal investigator of Tiles Toolkit and Anyboard research projects.

Sofia Papavlasopoulou

Norwegian University of Science and Technology

Sofia is a Ph.D. student at NTNU.  Sofia has worked as a private K-12 tutor in the subject area of Mathematics, as well as teaching assistant at the Ionian University and currently at NTNU. Her research interests focus on the areas of computer science education, creative programming experiences for children, the use of the emerging technologies and making activities to enable entertaining, engaging and efficient learning. 

Ole Sejer Iversen

Aarhus University

Ole is a Professor in Child Computer Interaction at the Research Centre for Participatory Information Technology (PIT) and Center of Advanced Visualization and Interaction (CAVI), Aarhus University. His research focuses on the development of digital technology with and for children. Iversen's research interest lies at the intersection of computer science and cultural-historical psychology with a particular interest in ubiquitous computing for supporting learning practices of children and teenagers. Iversen directs the Child Computer Interaction group and the Danish FabLab@School research project at Aarhus University.

Related Projects

Tiles IoT Cards

Tiles Cards is a card game to inspire ideas for new IoT products by fostering collaborative and creative thinking. It can be used as a brainstorming tool during design exercises, school courses and participatory design workshops.

Tiles Cards will be demonstrated to workshop participants during an hands-on session.

Kodeloypa (in norwegian)

KODELØYPA is a creative development program for young students. KODELØYPA is based on the philosophy of creative reuse of recycled materials and the open-source software Scratch and Arduino.


Exploiting Ubiquitous Computing, Mobile Computing and the Internet of Things to promote Science Education

Anyboard Games

Anyboard is an innovative platform to learn to design, make and play interactive board games. Anyboard games blend the social impact of traditional board games with the interactivity of video games.