Invent To Learn: Making, Tinkering, and Engineering in the Classroom

Invent To Learn: Making, Tinkering, and Engineering in the Classroom

ISBN-10:
0989151107
ISBN-13:
9780989151108
Pub. Date:
05/07/2013
Publisher:
Constructing Modern Knowledge Press
ISBN-10:
0989151107
ISBN-13:
9780989151108
Pub. Date:
05/07/2013
Publisher:
Constructing Modern Knowledge Press
Invent To Learn: Making, Tinkering, and Engineering in the Classroom

Invent To Learn: Making, Tinkering, and Engineering in the Classroom

Paperback

$56.44 Current price is , Original price is $56.44. You
$56.44 
  • SHIP THIS ITEM
    Qualifies for Free Shipping
  • PICK UP IN STORE
    Check Availability at Nearby Stores
  • SHIP THIS ITEM

    Temporarily Out of Stock Online

    Please check back later for updated availability.


Overview

Join the maker movement!
There's a technological and creative revolution underway. Amazing new tools, materials and skills turn us all into makers. Using technology to make, repair or customize the things we need brings engineering, design and computer science to the masses. Fortunately for educators, this maker movement overlaps with the natural inclinations of children and the power of learning by doing. The active learner is at the center of the learning process, amplifying the best traditions of progressive education. This book helps educators bring the exciting opportunities of the maker movement to every classroom.

Children are natural tinkerers
Their seminal learning experiences come through direct experience with materials. Digital fabrication, such as 3D printing and physical computing, including Arduino, MaKey MaKey and Raspberry Pi, expands a child's toy and toolboxes with new ways to make things and new things to make. For the first time ever, childhood inventions may be printed, programmed or imbued with interactivity. Recycled materials can be brought back to life.

While school traditionally separates art and science, theory and practice, such divisions are artificial. The real world just doesn't work that way! Architects are artists. Craftsmen deal in aesthetics, tradition and mathematical precision. Video game developers rely on computer science. Engineering and industrial design are inseparable. The finest scientists are often accomplished musicians. The maker community brings children, hobbyists and professionals together in a glorious celebration of personal expression with a modern flare.

When 3-D printing, precision cutting, microcomputer control, robotics and computer programming become integral to the art studio, auto shop or physics lab, every student needs access to tools, knowledge and problem solving skills. The maker movement not only blurs the artificial boundaries between subject areas, it erases distinctions between art and science while most importantly obliterating the crippling practice of tracking students in academic pursuits or vocational training. There are now multiple pathways to learning what we have always taught and things to do that were unimaginable just a few years ago.

Making for every classroom budget
Even if you don't have access to expensive (but increasingly affordable) hardware, every classroom can become a makerspace where kids and teachers learn together through direct experience with an assortment of high and low-tech materials. The potential range, breadth, power, complexity and beauty of projects has never been greater thanks to the amazing new tools, materials, ingenuity and playfulness you will encounter in this book.

In this practical guide, Sylvia Martinez and Gary Stager provide K-12 educators with the how, why, and cool stuff that supports classroom making.


Product Details

ISBN-13: 9780989151108
Publisher: Constructing Modern Knowledge Press
Publication date: 05/07/2013
Edition description: Older Edition
Pages: 254
Sales rank: 1,126,128
Product dimensions: 6.90(w) x 9.90(h) x 0.30(d)

About the Author

Sylvia Martinez is President of Generation YES, a non-profit with a mission of empowering young people to improve their schools and communities with modern technology. Sylvia works in schools around the world to bring the power of authentic learning into classrooms, particularly in Science, Technology, Engineering, and Math (STEM) subjects. Sylvia speaks, writes, and advocates for student-centered, project-based learning, gender equity in technology, computer programming, and life-long learning. Previous to Generation YES, Sylvia was in charge of product development at several software publishers, designing and creating video games and educational software. Sylvia also had a career in aerospace engineering as a senior scientist on the GPS navigational satellite system research and development. She holds a masters in educational technology and a bachelors in electrical engineering.

Gary S. Stager, Ph.D. is one of the world's leading experts and advocates for computer programming, robotics and learning-by-doing in classrooms. In 1990, Dr. Stager led professional development in the world's first laptop schools and played a major role in the early days of online education. In addition to being a popular keynote speaker at some of the world's most prestigious education conferences, Gary is a journalist, teacher educator, consultant, professor, software developer, and school STEM. Director. An elementary teacher by training, he has taught students from preschool through doctoral studies. Gary is the founder of the Constructing Modern Knowledge summer institute for educators.

Table of Contents

Introduction 1

Chapter 1 - An Insanely Brief and Incomplete History of Making 11
A Kinda Sorta History Lesson 12
Piaget 13
Seymour Papert: Father of the Maker Movement 17
Progressive Education Stages a Comeback 22
Making Makes a Comeback 23
Today 27

Chapter 2 - Learning 31
Constructivism and Constructionism 31
Making, Tinkering, and Engineering 32

Chapter 3 - Thinking About Thinking 43
School Thinking 44
Design Models From the Real World 46
Design Models for Learning 50
What the World Really Needs Is Another Design Model 51
TMI 52
Integrating the Arts 54
The Role of Powerful Ideas in Changing Education 55

Chapter 4 - What Makes a Good Project? 57
The Eight Elements of a Good Project 58
Questions Worth Asking 59
What's a Good Prompt? 61
Planning Projects 63
Making Memories 67

Chapter 5 - Teaching 69
A Teaching Mantra: Less Us, More Them 70
Doing Constructionism 71
Teaching Using Iterative Design Cycles 76
Assessment 81

Chapter 6 - Making Today 83
You Are Better Prepared Than You Think 84
Using Familiar Materials to Learn in Unfamiliar Ways 86
Decisions, Decisions 88

Chapter 7 - The Game Changers 91
Fabrication 92
Physical Computing 109
Programming 130

Chapter 8 - Stuff 147
Basic Stocks 147
Purchasing/Acquiring Stuff 153

Chapter 9 - Shaping the Learning Environment 157
Help or Get out of the Way! 158
Riding Up the Down Escalator 160
Gender Friendly Spaces and Styles 161
Documentation 162
The Technology Ecology 162
Collaboration and Group Work 163
Taking the Lab out of the Fab Lab 166
Creative Space Design and Making Do 169
Setting Expectations 172

Chapter 10 - Student Leadership 175

Chapter 11 - Make Your Own Maker Day 179
Planning 179
Activities 181
Wrap It Up 184

Chapter 12 - Making the Case 187
Say This, Not That - Advocacy 191
Say This, Not That - Rebuttal 193
Inspiration 195
Making the Case With Research 196

Chapter 13 - Do Unto Ourselves 199
The Learning Environment 201
The Practice 202
The Projects 205

Chapter 14 - Resources to Explore 209
Project Collections, Tutorials, and Inspiration 209
Organizations 214
Constructionism Resources 214
Reggio Emilia Approach 215
Advocacy, Reports, and Articles 215
Research Groups 216
Inventors and Inventing 216
Play Resources 216
Places To Purchase Parts and Supplies 217
3D Printing and Fabrication 217
Copyright and Intellectual Property 219
Electronics 219
Physical Computing 219
Programming 222
Kits 223
Creative Materials Old and New 224
Professional Development, Curriculum, and Standards 225
School Design 226
Bibliography 227
Index 233
From the B&N Reads Blog

Customer Reviews