The Invent to Learn Guide to More Fun

The Invent to Learn Guide to More Fun

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  • Author: Josh Burker
  • Publisher:
  • ISBN: 9780999477601
  • Category : Education
  • Languages : en
  • Pages : 182

The Invent To Learn Guide to More Fun features an all new assortment of insanely clever classroom-tested "maker" projects for learners of all ages. The projects feature step-by-step instructions, full-color photos, open-ended challenges, and code.


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 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.


Boost Your STEAM Program with Great Literature and Activities

Boost Your STEAM Program with Great Literature and Activities

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  • Author: Liz Knowles
  • Publisher: Bloomsbury Publishing USA
  • ISBN: 1440862516
  • Category : Language Arts & Disciplines
  • Languages : en
  • Pages : 185

You've created a STEAM program in your library, but how do you work literacy into the curriculum? With this collection of resource recommendations, direction for program development, and activities, you'll have students reading proficiently in no time. Many schools and libraries are implementing STEAM programs in the school library makerspace to promote problem solving by allowing students to create their own solutions to a problem through trial and error. In order to enhance literacy development in the STEAM program, however, they need resources for integrating literature into the curriculum. In this collection of resources for doing just that, veteran education professionals and practiced coauthors Liz Knowles and Martha Smith bring readers over eight hundred recommended and annotated books and web resources, selected based on research on successfully integrating STEAM and literacy programs and organized by the five STEAM areas. Titles are complemented by discussion questions and problem-solving activities that will aid educators in both adding and using the best literature to their STEAM programs for encouraging learning. In addition to promoting literacy, these resources will help to develop creativity, lateral thinking skills, and confidence in students.


Careers in Manufacturing

Careers in Manufacturing

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  • Author: Jessica Shaw
  • Publisher: The Rosen Publishing Group, Inc
  • ISBN: 1508188114
  • Category : Young Adult Nonfiction
  • Languages : en
  • Pages : 80

In the past, the thought of working in manufacturing might have conjured up images of standing in front of a conveyer belt. Today, manufacturing jobs are far more challenging and more rewarding. Technology has brought about progress in virtually every industry, and the manufacturing industry is no exception. Participation in collaborative, STEM-based work spaces known as makerspaces offers a great advantage to those interested in manufacturing. This comprehensive guide offers readers essential information about the manufacturing industry, including areas of specialization, job growth, and outlook, as well as information about the groundbreaking makerspace movement and how to get involved.


Makerspaces in School

Makerspaces in School

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  • Author: Lacy Brejcha
  • Publisher: Routledge
  • ISBN: 1000494365
  • Category : Education
  • Languages : en
  • Pages : 137

Organized into an easy-to-follow, month-by-month plan for implementation, this book provides field-tested and research-based knowledge that will serve educators as they create and maintain a meaningful Makerspace. Although science, technology, engineering, arts, and math have made huge gains in the past decade, STEAM jobs are not being filled at the rate they are being created or needed. Makerspaces in School promotes innovative thinking in students that fills this need. Through Makerspaces, project-based learning provides opportunities for credible, legitimate, and authentic growth and development. This book will allow any educator to walk away with a plan to create a Makerspace in his or her classroom or a school- or districtwide model that works for many. Makerspaces are very fluid places—each is unique in its own way! 2020 Teachers' Choice Award for Professional Development Winner


Creating with Vinyl Cutters

Creating with Vinyl Cutters

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  • Author: Cathleen Small
  • Publisher: The Rosen Publishing Group, Inc
  • ISBN: 1508173508
  • Category : Juvenile Nonfiction
  • Languages : en
  • Pages : 66

Readers will learn where vinyl cutters fit into a Fab Lab and how vinyl cutters can bring precision to intricate designs. Beginner, intermediate, and advanced projects will explain what materials each project requires and what processes are involved in completing a project. An overview of making industries will offer the reader an understanding of how operating a vinyl cutter can translate into a career. This title fits well into grades five through eight Common Core standards with its wealth of engaging information that asks the reader to think about creativity and problem solving in the context of making.


The Invent to Learn Guide to Making in the K-3 Classroom

The Invent to Learn Guide to Making in the K-3 Classroom

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  • Author: Alice Baggett
  • Publisher:
  • ISBN: 9780989151177
  • Category : Education
  • Languages : en
  • Pages : 140

The Invent to Learn Guide to Making in the K-3 Classroom: Why, How, and Wow! is a practical guide for primary school educators who want to inspire their students to embrace a tinkering mindset so they can invent fantastic contraptions. Veteran teacher Alice Baggett shares her expertise in how to create hands-on learning experiences for young inventors so students experience the thrilling process of making-complete with epic fails and spectacular discoveries. In this full color book loaded with photos, Alice provides ideas, resources, and practical advice about learning space design, plus gathering materials and doing more with less. STEM curriculum objectives and connections combine with inventive open-ended challenges for grades K-3 with programming, electronics, and 3D design. The rapid changes in technology coupled with Alice's desire to help her young students create and not just consume led her to incorporate as many building challenges within the curriculum as possible. Before long, she had a closet full of motors, LEDs, pom-poms, and googly eyes. Her students consistently wow with their wacky inventions and technological fluency. This book is aimed at educators of primary school students who want to teach STEM and other subjects in a hands-on, minds-on way that engages and delights. The maker movement is sweeping through schools and the nation, and this book is an essential guidebook for joining in the fun!


School Library Makerspaces in Action

School Library Makerspaces in Action

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  • Author: Heather Moorefield-Lang
  • Publisher: Bloomsbury Publishing USA
  • ISBN: 1440856974
  • Category : Language Arts & Disciplines
  • Languages : en
  • Pages : 161

Maker learning spaces in schools and public libraries are made real through the narratives of professional librarians around the world, comprising the collaborative activities, experiences, and perspectives of librarians as they have implemented makerspaces for students of all ages. School Library Makerspaces in Action is for any librarian looking for inspiration for their own makerspaces, hackerspaces, fablabs, or DIY locations and how to use these spaces in libraries and educational settings. Contributions from authors around the world address the needs of most all readers, including how to provide the staff training necessary for a successful makerspace. Each chapter is written from an author's personal experience, and with only a little fine-tuning and imagination, many of these ideas can be used throughout all levels, disciplines, and subjects in K–12 education and carry over into higher education. The successes and optimism shared in this collection will inspire librarians and educators to think positively about how to implement maker learning locations, train staff, and use makerspaces in their libraries and classrooms to promote and share new ideas.


Making and Makerspaces in Education

Making and Makerspaces in Education

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  • Author: Sylvia Martinez
  • Publisher: National Professional Resources Inc
  • ISBN: 1938539214
  • Category : Education
  • Languages : en
  • Pages : 6

This 6-page (tri-fold) laminated guide is a concise yet comprehensive quick-reference tool that draws on lessons from the Maker Movement to help educators create classrooms and schools that offer engaging hands-on, minds-on learning experiences for students in grades K-12. Making is more than something students do; it’s a stance towards learning that puts the learner in charge, giving students time to brainstorm, invent, design, and build. This is an iterative cycle that includes time to fix mistakes, improve, test, and improve again. Developing a “maker mindset” means students build resilience and determination by working through challenges without being told what to do every step of the way. This guide helps educators get started with making, offering a framework for planning the logistics, student experience, and space design, with an eye toward building inclusive makerspaces. It provides practical guidance on planning a makerspace and makerspace program, with detailed recommendations for • Projects and logistics; • Tools and materials; • Space design. Other features of the guide include: • General considerations for materials to collect and technology to buy for makerspaces. • Specific recommendations for free, low-cost, and “worth spending money on” tools and technology for grades pre-K-4, upper elementary and middle school, and high schools. • Three game-changing technologies. Making offers a path to implementation of STEM and STEAM that does more than prepare students for the next academic challenge or a future career, it enables them to be inventors, engineers, scientists, and mathematicians today. The DIY culture of making helps students develop crucial 21st century skills, such as critical thinking, creativity and problem solving, all while having fun and finding their personal passions and means of self expression. This guide will help you get started with making today!