Invent To Learn

Invent To Learn

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  • Author: Sylvia Libow Martinez
  • Publisher:
  • ISBN: 9780997554328
  • Category : Computers
  • Languages : en
  • Pages : 254

Now in hardcover, this practical guide has become known worldwide as the "bible of the classroom maker movement." It provides K-12 educators with the how, why, and cool stuff that supports every classroom becoming a makerspace where kids and teachers learn together through direct experience with an assortment of high and low-tech materials.


Invent to Learn

Invent to Learn

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  • Author: Sylvia Libow Martinez
  • Publisher:
  • ISBN: 9780997554380
  • Category : Education
  • Languages : en
  • Pages : 324

A new and expanded edition of one of the decade's most influential education books. In this practical guide, Sylvia Martinez and Gary Stager provide K-12 educators with the how, why, and cool stuff that supports making in the classroom, library, makerspace, or anywhere learners learn.


Invent to Learn

Invent to Learn

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  • Author: Sylvia Libow Martinez
  • Publisher:
  • ISBN: 9780989151115
  • Category : Classroom environment
  • Languages : en
  • Pages : 237

"Join the learning revolution sweeping the globe! 3D printers, robotics, programming, wearable computing, and Arduino capture the imaginations of today's student. When exciting new technologies combine with hands-on traditions, your classroom becomes a makerspace where learning soars. The time is now to place invention and creativity ahead of worksheets and testing. Using technology to make, repair, or customize the things we need democratizes engineering, design, and computer science. Fortunately for educators, this maker movement overlaps with the natural inclinations of children and the power of learning by doing. Making, tinkering, and engineering are how people learn and work in the 21st Century. This book explores how you can join the exciting maker movement and turn any K-12 classroom into a center of innovation." -- Back cover.


Design, Make, Play

Design, Make, Play

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  • Author: Margaret Honey
  • Publisher: Routledge
  • ISBN: 1136265686
  • Category : Education
  • Languages : en
  • Pages : 258

Design, Make, Play: Growing the Next Generation of STEM Innovators is a resource for practitioners, policymakers, researchers and program developers that illuminates creative, cutting edge ways to inspire and motivate young people about science and technology learning. The book is aligned with the National Research Council’s new Framework for Science Education, which includes an explicit focus on engineering and design content, as well as integration across disciplines. Extensive case studies explore real world examples of innovative programs that take place in a variety of settings, including schools, museums, community centers, and virtual spaces. Design, Make, and Play are presented as learning methodologies that have the power to rekindle children’s intrinsic motivation and innate curiosity about STEM (science, technology, engineering, and mathematics) fields. A digital companion app showcases rich multimedia that brings the stories and successes of each program—and the students who learn there—to life.


The Invent to Learn Guide to Fun

The Invent to Learn Guide to Fun

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  • Author: Josh Burker
  • Publisher:
  • ISBN: 9780989151184
  • Category : Technology
  • Languages : en
  • Pages : 0

Features an assortment of insanely clever classroom-tested "maker" projects for learners of all ages.


Invent Your Own Computer Games with Python, 4th Edition

Invent Your Own Computer Games with Python, 4th Edition

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  • Author: Al Sweigart
  • Publisher: No Starch Press
  • ISBN: 1593277954
  • Category : Computers
  • Languages : en
  • Pages : 377

Invent Your Own Computer Games with Python will teach you how to make computer games using the popular Python programming language—even if you’ve never programmed before! Begin by building classic games like Hangman, Guess the Number, and Tic-Tac-Toe, and then work your way up to more advanced games, like a text-based treasure hunting game and an animated collision-dodging game with sound effects. Along the way, you’ll learn key programming and math concepts that will help you take your game programming to the next level. Learn how to: –Combine loops, variables, and flow control statements into real working programs –Choose the right data structures for the job, such as lists, dictionaries, and tuples –Add graphics and animation to your games with the pygame module –Handle keyboard and mouse input –Program simple artificial intelligence so you can play against the computer –Use cryptography to convert text messages into secret code –Debug your programs and find common errors As you work through each game, you’ll build a solid foundation in Python and an understanding of computer science fundamentals. What new game will you create with the power of Python? The projects in this book are compatible with Python 3.


Make: Electronics

Make: Electronics

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  • Author: Charles Platt
  • Publisher: "O'Reilly Media, Inc."
  • ISBN: 1449389236
  • Category : Technology & Engineering
  • Languages : en
  • Pages : 353

"This is teaching at its best!" --Hans Camenzind, inventor of the 555 timer (the world's most successful integrated circuit), and author of Much Ado About Almost Nothing: Man's Encounter with the Electron (Booklocker.com) "A fabulous book: well written, well paced, fun, and informative. I also love the sense of humor. It's very good at disarming the fear. And it's gorgeous. I'll be recommending this book highly." --Tom Igoe, author of Physical Computing and Making Things Talk Want to learn the fundamentals of electronics in a fun, hands-on way? With Make: Electronics, you'll start working on real projects as soon as you crack open the book. Explore all of the key components and essential principles through a series of fascinating experiments. You'll build the circuits first, then learn the theory behind them! Build working devices, from simple to complex You'll start with the basics and then move on to more complicated projects. Go from switching circuits to integrated circuits, and from simple alarms to programmable microcontrollers. Step-by-step instructions and more than 500 full-color photographs and illustrations will help you use -- and understand -- electronics concepts and techniques. Discover by breaking things: experiment with components and learn from failure Set up a tricked-out project space: make a work area at home, equipped with the tools and parts you'll need Learn about key electronic components and their functions within a circuit Create an intrusion alarm, holiday lights, wearable electronic jewelry, audio processors, a reflex tester, and a combination lock Build an autonomous robot cart that can sense its environment and avoid obstacles Get clear, easy-to-understand explanations of what you're doing and why


Twenty Things to Do with a Computer Forward 50

Twenty Things to Do with a Computer Forward 50

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  • Author: Gary S. Stager
  • Publisher:
  • ISBN: 9781955604000
  • Category :
  • Languages : en
  • Pages : 418

In 1971, Cynthia Solomon and Seymour Papert published Twenty Things to Do with a Computer, a revolutionary document that would set the course of education for the next fifty years and beyond. This book, Twenty Things to Do with a Computer Forward 50, is a celebration of the vision set forth by Papert and Solomon a half-century ago. Four dozen experts from around the world invite us to consider the original provocations, reflect on their implementation, and chart a course for the future through personal recollections, learning stories, and imaginative scenarios. Twenty Things to Do with a Computer Forward 50 can inspire parents, educators, and aspiring teachers to make the world a better place for learning. The impact of Twenty Things is all around us. In 1971, Solomon and Papert predicted 1:1 personal computing, the maker movement, the rise of computational thinking, children programming computers, robotic construction kits, computer science for all, and integrating computing across the curriculum. All of this, years, or even decades, before such notions became more commonplace. In fewer than thirty pages, Twenty Things to Do with a Computer introduced readers to an exciting world in which children use computers they own to create, solve problems, control their world, and bring powerful ideas to life across subject areas. More importantly, Twenty Things situates the ideals of progressive education in a modern context. Papert and Solomon demonstrated how computing could be creative, humane, whimsical, childlike, and a way to learn "everything else," even ideas at the frontiers of mathematics and science. Contributors to this book include scholars and tech pioneers who worked with Papert and Solomon in the 1970s, phenomenal classroom teachers, inventors, researchers, school administrators, university professors, and educational technology leaders. Essays in this collection offer multiple pathways for school reform. Authors include Cynthia Solomon, Sugata Mitra, Conrad Wolfram, Audrey Watters, David Thornburg, Yasmin Kafai, Dale Dougherty, Nettrice Gaskins, Dan Lynn Watt, Molly Lynn Watt, Gary Stager, Artemis Papert, Stephen Heppell, along with forty other brilliant thinkers and legendary educators. Twenty Things to Do with a Computer Forward 50 is an effort to preserve a historical document and share it with future of generations seeking a more creative, personal, empowering, and meaningful educational experience for young people. This book is a must-read for: Educators School leaders Preservice teachers Policymakers Technology developers Parents


The Invent to Learn Guide to 3D Printing in the Classroom

The Invent to Learn Guide to 3D Printing in the Classroom

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  • Author: David D. Thornburg
  • Publisher:
  • ISBN: 9780989151146
  • Category : Educational technology
  • Languages : en
  • Pages : 163

"3D printing will be bigger than the Web." Chris Anderson, former editor-in-chief of Wired magazine This book is an essential guide for educators interested in bringing the amazing world of 3D printing to their classrooms. Learn about the technology, exciting powerful new design software, and even advice for purchasing your first 3D printer. The real power of the book comes from a variety of teacher-tested step-by-step classroom projects. Eighteen fun and challenging projects explore science, technology, engineering, and mathematics, along with forays into the visual arts and design. The Invent To Learn Guide to 3D Printing in the Classroom is written in an engaging style by authors with decades of educational technology experience.


Share and Take Turns/Comparte y turna

Share and Take Turns/Comparte y turna

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  • Author: Cheri J. Meiners
  • Publisher: Free Spirit Publishing
  • ISBN: 1575425866
  • Category : Juvenile Nonfiction
  • Languages : en
  • Pages : 48

Sharing is a social skill all children need to learn. This book presents sharing as a positive choice and offers concrete examples to help children practice taking turns and realize the benefits of sharing. The English-Spanish editions from the popular Learning to Get Along series help children learn, understand, and practice basic social and emotional skills. Real-life situations and lots of diversity make these read-aloud books appropriate for homes, childcare settings, and primary and special education classrooms. Presented in a social story format, each bilingual book includes a special section for adults, with discussion questions, games, activities, and tips that reinforce improving social skills.