Makerspace Instruction Support

Instruction Services

We’re here to assist you in bringing the tools and technologies of the emerging maker movement to your classroom. No matter the discipline, level of expertise, technical or creative focus, we offer our knowledge and experience to help you integrate hands-on learning in your courses. These offerings include:

  • Consulting on developing syllabi, course projects, and assignments
  • Facilitating class sessions in the D.H. Hill Makerspace or other library venues
  • Visiting your classroom to talk about library resources
  • Providing individual project assistance to students by appointment
  • Hosting final project presentations and galleries

Contact us now to get started!

Practical Concerns

Courses in the Makerspace

We are excited to host courses from any discipline in the D.H. Hill Library Makerspace, with a few limitations:

  • We have 22 seats in the space, so we cannot host courses with enrollment above 22. For larger courses, we are happy to send a librarian to your classroom to discuss the Makerspace and its tools..
  • We can host a course for multiple sessions, schedule permitting. Our current limit is 3 sessions per course.

Material Costs

We do charge for consumable materials in both of our Makerspaces. We have seen a few ways of approaching this in the course context:

  • 3D printer plastic or other materials are treated as a course material (not unlike a textbook or lab supplies) which the students must purchase for the course, listed on the syllabus.
  • Faculty members have purchased materials for the whole class to use, usually charging it to their department. We can keep these in the Makerspace with a roster of who can use them.
  • In some cases, students are given the ability to charge items to a campus Project ID from their department. We see this a lot with Senior Design projects, as it allows for more flexible materials purchasing.

Example Syllabi


Communication and Technology - Dr. Nick Taylor

Exploring historical and current communications technologies to situate contemporary issues in communication, with a final project requirement of the ground-up building of a prototype.

Interpretive Machines - Dr. Paul Fyfe

Rethinking modes of cultural communication from historical, theoretical, and hands-on perspectives. The final project includes design documents and reflection journals along with material engagement.

Introduction to Humanities Physical Computing - Dr. David Rieder

A graduate-level seminar inviting students with little or no technical background to engage with software and code studies in digital humanities contexts through theoretical, textual, and hands-on sessions. 

Other Examples from Outside NCSU

Introduction to Digital Humanities - Dr. Jentery Sayers

Combining critical analysis, material engagement, and collaborative research with cultural and political issues in the Digital Humanities and overviews of tools and technologies.

Critical Making - Dr. Matt Ratto

Merging theory and practice in a seminar-and-lab setting with a scaffolded approach to learning new physical computing technologies in parallel with literature covering critical and emerging issues in information systems.

Example Projects

SmoothSketch - Eddie Lohmeyer

A MakeyMakey powered easel and graphite game controller created for a graduate game studies seminar.

Hyperrhiz 13 - Dr. Helen J. Burgess and Dr. David M. Rieder, eds.

Nine curated projects that combined DIY maker culture with humanities scholarship, including open-source documentation.

Final Project Gallery, COM250 - Communication and Technology - Dr. Nick Taylor (link forthcoming)

Projects promoting critical making and critical media practice through hands-on experience with physical computing and other maker tools.

Pedagogical Resources


Scholarly articles

Criticisms and Considerations

Other links