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    Invent to learn : making, tinkering, and engineering in the classroom / Sylvia Libow Martinez & Gary Stager.

    • Title:Invent to learn : making, tinkering, and engineering in the classroom / Sylvia Libow Martinez & Gary Stager.
    •    
    • Variant Title:Making, tinkering, and engineering in the classroom
    • Author/Creator:Martinez, Sylvia Libow, author.
    • Other Contributors/Collections:Stager, Gary, author.
    • Published/Created:Torrance, CA : Constructing Modern Knowledge Press, ©2013.
    • Holdings

       
    • Library of Congress Subjects:Creative teaching.
      Effective teaching.
      Classroom environment.
    • Medical Subjects: Educational Technology
    • Description:xiii, 237 pages : illustrations ; 25 cm
    • Summary:"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.
    • Notes:Includes bibliographical references and index.
    • ISBN:0989151107
      9780989151108
    • Contents:Machine generated contents note: ch. 1 Insanely Brief and Incomplete History of Making
      Kinda Sorta History Lesson
      Piaget
      Seymour Papert: Father of the Maker Movement
      Progressive Education Stages a Comeback
      Making Makes a Comeback
      Today
      ch. 2 Learning
      Constructivism and Constructionism
      Making, Tinkering, and Engineering
      ch. 3 Thinking About Thinking
      School Thinking
      Design Models From the Real World
      Design Models for Learning
      What the World Really Needs Is Another Design Model
      TMI
      Integrating the Arts
      Role of Powerful Ideas in Changing Education
      ch. 4 What Makes a Good Project?
      Eight Elements of a Good Project
      Questions Worth Asking
      What's a Good Prompt?
      Planning Projects
      Making Memories
      ch. 5 Teaching
      Teaching Mantra: Less Us, More Them
      Doing Constructionism
      Teaching Using Iterative Design Cycles
      Assessment
      ch. 6 Making Today
      You Are Better Prepared Than You Think
      Using Familiar Materials to Learn in Unfamiliar Ways
      Decisions, Decisions
      ch. 7 Game Changers
      Fabrication
      Physical Computing
      Programming
      ch. 8 Stuff
      Basic Stocks
      Purchasing/Acquiring Stuff
      ch. 9 Shaping the Learning Environment
      Help or Get out of the Way!
      Riding Up the Down Escalator
      Gender Friendly Spaces and Styles
      Documentation
      Technology Ecology
      Collaboration and Group Work
      Taking the Lab out of the Fab Lab
      Creative Space Design and Making Do
      Setting Expectations
      ch. 10 Student Leadership
      ch. 11 Make Your Own Maker Day
      Planning
      Activities
      Wrap It Up
      ch. 12 Making the Case
      Say This, Not That
      Advocacy
      Say This, Not That
      Rebuttal
      Inspiration
      Making the Case With Research
      ch. 13 Do Unto Ourselves
      Learning Environment
      Practice
      Projects
      ch. 14 Resources to Explore
      Project Collections, Tutorials, and Inspiration
      Organizations
      Constructionism Resources
      Reggio Emilia Approach
      Advocacy, Reports, and Articles
      Research Groups
      Inventors and Inventing
      Play Resources
      Places To Purchase Parts and Supplies
      3D Printing and Fabrication
      Copyright and Intellectual Property
      Electronics
      Physical Computing
      Programming
      Kits
      Creative Materials Old and New
      Professional Development, Curriculum, and Standards
      School Design.
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