Invent to Learn

Invent to Learn

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  • Author: Sylvia Libow Martinez
  • Publisher:
  • ISBN: 9780997554373
  • Category : Maker movement in 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.


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.


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 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.


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.


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: 9781955604017
  • 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


Creativity, Inc. (The Expanded Edition)

Creativity, Inc. (The Expanded Edition)

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  • Author: Ed Catmull
  • Publisher: Random House
  • ISBN: 0679644504
  • Category : Business & Economics
  • Languages : en
  • Pages : 367

The co-founder and longtime president of Pixar updates and expands his 2014 New York Times bestseller on creative leadership, reflecting on the management principles that built Pixar’s singularly successful culture, and on all he learned during the past nine years that allowed Pixar to retain its creative culture while continuing to evolve. “Might be the most thoughtful management book ever.”—Fast Company For nearly thirty years, Pixar has dominated the world of animation, producing such beloved films as the Toy Story trilogy, Finding Nemo, The Incredibles, Up, and WALL-E, which have gone on to set box-office records and garner eighteen Academy Awards. The joyous storytelling, the inventive plots, the emotional authenticity: In some ways, Pixar movies are an object lesson in what creativity really is. Here, Catmull reveals the ideals and techniques that have made Pixar so widely admired—and so profitable. As a young man, Ed Catmull had a dream: to make the first computer-animated movie. He nurtured that dream as a Ph.D. student, and then forged a partnership with George Lucas that led, indirectly, to his founding Pixar with Steve Jobs and John Lasseter in 1986. Nine years later, Toy Story was released, changing animation forever. The essential ingredient in that movie’s success—and in the twenty-five movies that followed—was the unique environment that Catmull and his colleagues built at Pixar, based on philosophies that protect the creative process and defy convention, such as: • Give a good idea to a mediocre team and they will screw it up. But give a mediocre idea to a great team and they will either fix it or come up with something better. • It’s not the manager’s job to prevent risks. It’s the manager’s job to make it safe for others to take them. • The cost of preventing errors is often far greater than the cost of fixing them. • A company’s communication structure should not mirror its organizational structure. Everybody should be able to talk to anybody. Creativity, Inc. has been significantly expanded to illuminate the continuing development of the unique culture at Pixar. It features a new introduction, two entirely new chapters, four new chapter postscripts, and changes and updates throughout. Pursuing excellence isn’t a one-off assignment but an ongoing, day-in, day-out, full-time job. And Creativity, Inc. explores how it is done.


The Big Book of Maker Skills

The Big Book of Maker Skills

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  • Author: Chris Hackett
  • Publisher: Weldon Owen International
  • ISBN: 1681881616
  • Category : Technology & Engineering
  • Languages : en
  • Pages : 562

This ultimate guide for tech makers covers everything from hand tools to robots plus essential techniques for completing almost any DIY project. Makers, get ready: This is your must-have guide to taking your DIY projects to the next level. Legendary fabricator and alternative engineer Chris Hackett teams up with the editors of Popular Science to offer detailed instruction on everything from basic wood- and metalworking skills to 3D printing and laser-cutting wizardry. Hackett also explains the entrepreneurial and crowd-sourcing tactics needed to transform your back-of-the-envelope idea into a gleaming finished product. In The Big Book of Maker Skills, readers learn tried-and-true techniques from the shop classes of yore—how to use a metal lathe, or pick the perfect drill bit or saw—and get introduced to a whole new world of modern manufacturing technologies, like using CAD software, printing circuits, and more. Step-by-step illustrations, helpful diagrams, and exceptional photography make this book an easy-to-follow guide to getting your project done.


Zero to Maker

Zero to Maker

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  • Author: David Lang
  • Publisher: Make Community, LLC
  • ISBN: 9781449356439
  • Category : Business & Economics
  • Languages : en
  • Pages : 0

Are you possessed by the urge to invent, design, and make something that others enjoy, but don’t know how to plug into the Maker movement? In this book, you’ll follow author David Lang’s headfirst dive into the Maker world and how he grew to be a successful entrepreneur. You’ll discover how to navigate this new community, and find the best resources for learning the tools and skills you need to be a dynamic maker in your own right. Lang reveals how he became a pro maker after losing his job, and how the experience helped him start OpenROV—a DIY community and product line focused on open source undersea exploration. It all happened once he became an active member of the Maker culture. Ready to take the plunge into the next Industrial Revolution? This guide provides a clear and inspiring roadmap. Take an eye-opening journey from unskilled observer to engaged maker-entrepreneur Enter the Maker community to connect with experts and pick up new skills Use a template for building a maker-based entrepreneurial lifestyle Learn from the organizer of the first-ever Maker Startup Weekend Be prepared for exciting careers of the future


The Art of Doing Science and Engineering

The Art of Doing Science and Engineering

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  • Author: Richard W. Hamming
  • Publisher: Stripe Press
  • ISBN: 195395331X
  • Category : Computers
  • Languages : en
  • Pages : 327

A groundbreaking treatise by one of the great mathematicians of our time, who argues that highly effective thinking can be learned. What spurs on and inspires a great idea? Can we train ourselves to think in a way that will enable world-changing understandings and insights to emerge? Richard Hamming said we can, and first inspired a generation of engineers, scientists, and researchers in 1986 with "You and Your Research," an electrifying sermon on why some scientists do great work, why most don't, why he did, and why you should, too. The Art of Doing Science and Engineering is the full expression of what "You and Your Research" outlined. It's a book about thinking; more specifically, a style of thinking by which great ideas are conceived. The book is filled with stories of great people performing mighty deeds––but they are not meant to simply be admired. Instead, they are to be aspired to, learned from, and surpassed. Hamming consistently returns to Shannon’s information theory, Einstein’s relativity, Grace Hopper’s work on high-level programming, Kaiser’s work on digital fillers, and his own error-correcting codes. He also recounts a number of his spectacular failures as clear examples of what to avoid. Originally published in 1996 and adapted from a course that Hamming taught at the U.S. Naval Postgraduate School, this edition includes an all-new foreword by designer, engineer, and founder of Dynamicland Bret Victor, and more than 70 redrawn graphs and charts. The Art of Doing Science and Engineering is a reminder that a childlike capacity for learning and creativity are accessible to everyone. Hamming was as much a teacher as a scientist, and having spent a lifetime forming and confirming a theory of great people, he prepares the next generation for even greater greatness.