DreamSpace Academy

Co-Creating The Dreams

A non-profit social enterprise in Batticaloa, Sri Lanka. Since 2018 it has helped young people and communities learn, make, and turn ideas into work that solves local problems.

What we do

From curiosity to change

Learn a skill by making something. Use it on a real problem close to home. Then get the support to grow what works.

What we do

From curiosity to change

Learn a skill by making something. Use it on a real problem close to home. Then get the support to grow what works.

01

Education

Teaching and learning. Teaching in schools, at partner sites, online and at the academy: making, robotics and electronics, software and AI, media, business and entrepreneurship, and courses for teachers.

Programmes and domains
02

Innovation

Solving local problems. Labs where young people take on real problems in their own communities, build prototypes and test them with the people who will use them, alongside the academy’s own applied research.

Labs and research
03

Entrepreneurship

Turning ideas into work. Support for people who want to turn a tested idea into a venture: bootcamps, the DreamShot Startup Challenge, mentors, introductions and incubation.

Ventures and incubation

How we do it

The Changemaker Journey

From exploring to changing a community: how learners in our STEAM programmes grow. Each stage names what the work is for. How deep someone goes in one subject is measured separately, by levels that belong to a course, never to a person.

  1. Explorer

    “What can I do?”

    Get hands-on with tools and ideas in a welcoming, guided space.

  2. Maker

    “Can I make something?”

    Build reliable capability through sustained, assessed projects in a chosen subject.

  3. Innovator

    “Can I make it better?”

    Apply that capability to an open problem that exists outside the room.

  4. Changemaker

    “Can I make a difference?”

    Turn tested work into sustained contribution to a community.

The STEAM programmes are one part of what DreamSpace Academy teaches. The academy also runs business and entrepreneurship trainings, digital security and media literacy training, and training for teachers and people already at work. What the academy teaches.

The Changemaker Journey in full

The education standard

The education standard: evidence, not attendance

Completion needs evidence against a published standard, not attendance. Placement is by what someone can demonstrate, so prior learning counts however it was gained. In the STEAM programmes, a stage describes purpose, and is named rather than numbered; a level describes depth inside one subject, and belongs to a course rather than to a person. The teaching approach sets out each one.

What the research says

Constructionism makes the case for learning by building things other people can see and use[1, 4]. Systematic reviews find that makerspaces support creativity, across a large body of studies[24, 25]. And assessing maker work is well precedented rather than experimental[21]. The reference library lists every source this site draws on.

Innovation & enterprise

Research, entrepreneurship and business skills taught from the first stage rather than added at the end.

Learn, Make, Solve, Earn: how well each is evidenced

Learn, Make, Solve, Earn. There is good evidence for the first three in learning by making. There is not for Earn, so the academy treats it as a hypothesis to measure rather than a claim.

The MakerSpace

MakerSpace by DreamSpace Academy

MakerSpace by DreamSpace Academy is a community makerspace built to be replicated as a social franchise. A local partner provides the space. DreamSpace Academy provides the design of the unit, the brand, the operating standard and a licence to run its programmes there. The programmes do not need a MakerSpace, and run in schools, at partner sites and online as well.

The purpose

To put the capability to solve local challenges into local hands, and the conditions that keep it there.

Mission

Co-creating with underserved communities the capability to keep solving their own challenges, through education, innovation and entrepreneurship.

Vision

Communities solving their own challenges.

The goal: one hundred local challenges solved by local people, by 2050. Progress toward the goal will be counted against a published definition of a solved local challenge, not against the number of workshops delivered.

Taking part

How to join, visit or work with the academy

What is running right now changes often: places, dates, the language of delivery, fees or funded places, and access arrangements. Ask DreamSpace Academy directly for those.

Learners and parents

Ask what is open now and what the placement check involves. No prior qualification is needed to start. The FAQ answers other common questions.

Schools and community organisations

The academy delivers in partnership with schools and community groups. A partner that wants a space of its own can set up a MakerSpace; what that involves on both sides is set out under replication.

Start here

Every page on this site

About the organisation

Origin, belief, purpose, definition, mission, vision, values and standards of practice.

Why this work exists

The seven conditions the model is built to change, and what is not claimed about them.

Theory of change

Four streams, the medium-term layer, and a grade for how well each claim is evidenced.

The DreamSpace Lifecycle

Ways in, the test that converts a candidate into a changemaker, the four support modes, and the exits that are not failures.

Labs & research

What a lab is, its three uses, the four conditions before anything is called a lab, and the academy's own research plans.

Ventures & incubation

The founder funnel, what the incubation record contains, and how all three kinds of outcome are reported.

Venture pathway

Two ways in, the gate, venture building, the four support modes, and what is still open.

Impact & the global goals

Nine goals with what carries each one, and the two that came off the list.

How the work is funded

Where the money comes from, what the model is trying to become, and the rules for describing the academy's own role.

Measurement

The results hierarchy, the innovation ladder, the eight instruments, and the reporting rules.

Learning by making

The core definitions, what is fixed, what is left open, and the published work it is built on.

The Changemaker Journey

The stages used in the STEAM programmes, how depth in a subject is tracked, movement and placement, and the maker profile.

Facilitation

How teaching is sequenced, the two delivery modes, and what a trainer and facilitator do.

Assessment

The completion standard, its evidence states, and what a certificate needs.

Programmes and domains

What the academy teaches beyond the STEAM programmes, the subjects they offer now, how depth inside a course is structured, and what every course has to publish.

Innovation & enterprise

Research, entrepreneurship and business literacy as a strand through every domain, and what “Earn” claims.

The MakerSpace

The replicable makerspace, and who provides what in a social franchise.

Replication

The Starter Unit, who provides what, unit economics as a planning case, and the expected risks.

Common questions

Questions from parents, schools, donors and partners, including the ones with no settled answer yet.

Articles

Cited explanations of the choices behind the practice.

Glossary

Every term used in a specific sense, what each one excludes, and the words this site does not use.

References

The published works this site draws on, grouped by topic.