The central argument of this report is that makerspaces can help people to master technology for a more human end. In practice, this means enabling people to use and understand tools for three purposes: self-fulfilment, learning and enterprise. Making may indeed be a natural human impulse, we argue, but it is also instrumental in achieving wider life goals – a means as well as an end.
We’ve talked about gamification quite a bit, which is different than game-based learning, if you’ll recall. (The definition of gamification is the application of game-like mechanics to non-game entities to encourage a specific behavior. You can read more if you’d like.)
Making your classroom work like a game may not be feasible. Terry Heick talked some about the idea in the past, but was talking specifically about video games, whereas many of the items below are inclined more to “games” in general. So we’ve decided to re-approach from another angle with more specific strategies instead of general suggestions.
I continue learning with my students by applying designing thinking strategies and the thinking process of the 6 Cs . We keep on evolving with the process where the students become the specialists as they apply and reflect on their thinking progressions. As we unfold the process through designing and making, the students embrace the development of skills and perseverance along their daily explorations.
Students are experiencing multiple steps during their learning from digital tools to collaboration with each other and the community while exploring design elements and habits of learning.
"By age 13 girls determine a positive or negative attitude towards subjects like computer science. At Mozfest 2015, our Raspberry Pi workshop was inundated with girls proving that our inclusive and creative approach is resonating. Join me in inspiring the next generation of women in tech.
Thanks to the girls and boy who took part, their parents, guardians and teachers who consented to their being in this video. Thanks to the Raspberry Pi and Mozilla Communities for supporting the workshops at Mozilla Festival 2015."
"The real impact of makerspaces is long term and hard to grade. These spaces enable experiences that over time can significantly strengthen self-efficacy, eliminate learned helplessness, and build an internal locus of control.
In makerspaces I’ve seen students teach their teachers about new technologies. I’ve seen 1st graders intuit the existence of cartesian coordinate systems just by observing 3D printers move. I’ve seen kids shout “YOU JUST DISCOVERED SOMETHING!” at classmates wearing ear-to-ear smiles. Teams of runny nosed kindergarteners are crafting Mars rovers out of chopsticks and 5th graders have built freaking 3D printed prosthetic hands before my eyes."
As the way we learn and work has evolved, teaching styles, curriculum and classroom spaces must change as well. Our students need to think “like innovators” in order to solve increasingly complex, global and multi-disciplinary problems. These problems require skills like flexible thinking, resilience and curiosity — skills that are not nurtured in today’s traditional educational models. As architects, we know that design can profoundly affect and enhance teaching and learning. School design must not only accommodate 21st century learning methods, but also reinforce the skills students will need for an evolving society. Thoughtful, creative and flexible design of these spaces is critical in realizing the learning goals.
I’ve been a #MakerMom since my daughter learned to walk. I didn’t label it that way, though, until she was in first grade and received a copy of Fashioning Technology from one of the editors of O’Reilly media. This book changed the course of her life in many ways, and how she thought of herself. For the first time she had a way of thinking about what she did so naturally – make things – and a community of support, encouragement and learning where she could develop her passion fearlessly.
The Maker Movement is more than electronics, robots, 3-d printing and drones. It is a way of thinking and a stance towards learning and community that is collaborative, participative, critical without being judgmental, and inclusive. One way that Making supports education is the natural evolution from any of the myriad entry points towards facility with electronics, design, coding, engineering, and iterative approaches.
In this 4-week online workshop, you’ll learn from library and industry experts how to build a maker program that fits your budget and fuels community engagement and lifelong learning. Guest speakers appear each week, live via web video, in interactive sessions where you can ask questions. You’ll work in small groups with facilitators experienced in the maker movement to complete assignments and field research in your library that will have your maker program up and running by the end of the course.
The Serious Games Directory is published by the Serious Games Association, an international trade organization open to all professionals engaged in the serious games industry. Membership in the SGA is open to developers, artists, programmers, publishers, project leads, administrators, faculty, human resource personnel, middleware and tool companies, service providers, vendors, researchers, analysts, marketing, advertising and public relations personnel, consultants and students.|
Given the prevalence of Chromebooks in schools, and the momentum with 3D Printing as a school science activity, it seems logical that people would ask "How can we do 3D Printing with just Chromebooks?". Here's some ideas for tools that will all work on the web - on your Chromebook (or in your other computer's browser with no downloaded software).
instaGrok is an innovative educational search engine that combines sophisticated semantic technology with an interactive user interface to make learning more engaging, personalized and fun for everyone. instaGrok is used by hundreds of thousands of students, teachers and everyday people every month.
As students work on a teacher-made Classkick assignment on their iPads, teachers see every students' work progressing all at once. Students can privately raise hands, teachers give individualized, real-time student feedback, and so much more.
While the introduction of FabLabs and makerspaces into schools tends to focus on the importance of hands-on projects in the STEM or STEAM fields, it's just as important that students engage in maker projects in their humanities and social science classes. History teachers should bring making into the classroom, even at schools that don't have formal makerspaces.
Bitsbox is donating completely free coding kits to teachers for Computer Science Education Week (December 7th-13th). Each kit is enough for thirty students, and they come with a teacher's guide to help run an Hour of Code.
Early on in my 3D Printing experience, I immediately became interested in designing connecting parts. After some fails, some lessons and minor success, I took a break. I came back to this project and now created some simple connecting parts I call "Building Sticks".
The goal for the Building Sticks was two-fold. First, I wanted something that would be fun for kids (and me) to build stuff - like a construction toy. Second, I wanted something I could use to build or prototype simple functional things - like phone stands or business card holders or even just ideas for larger custom objects.
"I have a recent interest in both Growth Mindsets and Maker Education; and have blogged and presented on both of these topics. As such and because of my passion for both of these area, I have been thinking about the intersection between the two. This intersection, I found, is strong and powerful."
Innovation in education can look like lots of things, like incorporating new technology or teaching methods, going on field trips, rejecting social norms, partnering with the local community. It can be a floating school in an impoverished region, like the one in Lagos, Nigeria. Or it can be a school that's blind to gender, like Egalia, in Stockholm, Sweden.
Yesterday we published the article, “Coding for the Common Core – Apps for Integrating Coding With Math and ELA“, in which we shared numerous programmable robots and insights and lesson plans that offer ideas for how they can be used on classrooms teaching various subjects.
Today, we share 15 different iPad apps (many of them are free!) that can help teach coding skills while reinforcing related skills like mathematics, logic, reading, and more! These apps are geared toward students of elementary through middle schools ages.
The design of any learning space must be guided by sound principles of learning and the spaces need to be matched to the pedagogy of those who will use them. The most amazing space will fail to enhance learning if it does not suit the needs of its users. There is a danger in hoping that new learning spaces will transform tired pedagogy; a belief that is not reflected by experience.
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