The Invent to Learn Guide to Fun

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Publisher :
ISBN 13 : 9780989151184
Total Pages : 0 pages
Book Rating : 4.82/5 ( download)

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Book Synopsis The Invent to Learn Guide to Fun by : Josh Burker

Download or read book The Invent to Learn Guide to Fun written by Josh Burker and published by . This book was released on 2015-05-07 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Features an assortment of insanely clever classroom-tested "maker" projects for learners of all ages.

Invent to Learn

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Publisher :
ISBN 13 : 9780997554380
Total Pages : 324 pages
Book Rating : 4.8X/5 ( download)

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Book Synopsis Invent to Learn by : Sylvia Libow Martinez

Download or read book Invent to Learn written by Sylvia Libow Martinez and published by . This book was released on 2019-01-05 with total page 324 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 More Fun

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Publisher :
ISBN 13 : 9780999477601
Total Pages : 182 pages
Book Rating : 4.09/5 ( download)

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Book Synopsis The Invent to Learn Guide to More Fun by : Josh Burker

Download or read book The Invent to Learn Guide to More Fun written by Josh Burker and published by . This book was released on 2018-01-29 with total page 182 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 3D Printing in the Classroom

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Publisher :
ISBN 13 : 9780989151146
Total Pages : 163 pages
Book Rating : 4.4X/5 ( download)

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Book Synopsis The Invent to Learn Guide to 3D Printing in the Classroom by : David D. Thornburg

Download or read book The Invent to Learn Guide to 3D Printing in the Classroom written by David D. Thornburg and published by . This book was released on 2014-06-01 with total page 163 pages. Available in PDF, EPUB and Kindle. Book excerpt: "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.

Unbored

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Publisher : A&C Black
ISBN 13 : 1408830256
Total Pages : 353 pages
Book Rating : 4.53/5 ( download)

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Book Synopsis Unbored by : Joshua Glenn

Download or read book Unbored written by Joshua Glenn and published by A&C Black. This book was released on 2013-07-18 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: Unbored is the book every modern child needs. Brilliantly walking the line between cool and constructive, it's crammed with activities that are not only fun and doable but that also get kids standing on their own two feet. If you're a kid, you can: -- Build a tipi or an igloo -- Learn to knit -- Take stuff apart and fix it -- Find out how to be constructively critical -- Film a stop-action movie or edit your own music -- Do parkour like James Bond -- Make a little house for a mouse from lollipop sticks -- Be independent! Catch a bus solo or cook yourself lunch -- Make a fake exhaust for your bike so it sounds like you're revving up a motorcycle -- Design a board game -- Go camping (or glamping) -- Plan a road trip -- Get proactive and support the causes you care about -- Develop your taste and decorate your own room -- Make a rocket from a coke bottle -- Play farting games There are gross facts and fascinating stories, reports on what stuff is like (home schooling, working in an office...), Q&As with inspiring grown-ups, extracts from classic novels, lists of useful resources and best ever lists like the top clean rap songs, stop-motion movies or books about rebellion. Just as kids begin to disappear into their screens, here is a book that encourages them to use those tech skills to be creative, try new things and change the world. And it gets parents to join in. Unbored is fully illustrated, easy to use and appealing to young and old, girl and boy. Parents will be comforted by its anti-perfectionist spirit and humour. Kids will just think it's brilliant.

The Big Book of Makerspace Projects: Inspiring Makers to Experiment, Create, and Learn

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Publisher : McGraw Hill Professional
ISBN 13 : 125964426X
Total Pages : 256 pages
Book Rating : 4.69/5 ( download)

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Book Synopsis The Big Book of Makerspace Projects: Inspiring Makers to Experiment, Create, and Learn by : Colleen Graves

Download or read book The Big Book of Makerspace Projects: Inspiring Makers to Experiment, Create, and Learn written by Colleen Graves and published by McGraw Hill Professional. This book was released on 2016-11-11 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: Start-to-finish, fun projects for makers of all types, ages, and skill levels! This easy-to-follow guide features dozens of DIY, low-cost projects that will arm you with the skills necessary to dream up and build your own creations. The Big Book of Makerspace Projects: Inspiring Makers to Experiment, Create, and Learn offers practical tips for beginners and open-ended challenges for advanced makers. Each project features non-technical, step-by-step instructions with photos and illustrations to ensure success and expand your imagination. You will learn recyclables hacks, smartphone tweaks, paper circuits, e-textiles, musical instruments, coding and programming, 3-D printing, and much, much more! Discover how to create: • Brushbot warriors, scribble machines, and balloon hovercrafts • Smartphone illusions, holograms, and projections • Paper circuits, origami, greeting cards, and pop-ups • Dodgeball, mazes, and other interesting Scratch games • Organs, guitars, and percussion instruments • Sewed LED bracelets, art cuffs, and Arduino stuffie • Makey Makey and littleBits gadgets • Programs for plug-and-play and Bluetooth-enabled robots • 3D design and printing projects and enhancements

Explore Makerspace!

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Publisher : Nomad Press
ISBN 13 : 161930564X
Total Pages : 172 pages
Book Rating : 4.49/5 ( download)

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Book Synopsis Explore Makerspace! by : Alicia Z. Klepeis

Download or read book Explore Makerspace! written by Alicia Z. Klepeis and published by Nomad Press. This book was released on 2017-09-15 with total page 172 pages. Available in PDF, EPUB and Kindle. Book excerpt: Bridges, furniture, musical instruments, games, vehicles—all of these things were invented and improved upon by people who love to put stuff together, take stuff apart, and figure out how things work! In Explore Makerspace! With 25 Great Projects, readers ages 7 through 10 explore what it means to be an engineer. They discover how inventors use science, art, and math to create new and exciting structures, games, and more. Readers also learn how to set up their own makerspaces at home, using inexpensive and easy-to-find supplies for their tinkering projects. Humans have been inventors throughout history. From the wheel to the rocket, scientists and other engineers have designed new technologies that have made daily life easier and stretched our horizons far beyond our own atmosphere. But inventions don’t have to be full of computer chips or other sophisticated parts. Designing the fastest toy car made from recycled materials can be just as thrilling! Makerspaces can be found in schools, libraries, community centers, and homes all around the country. These are places where both children and adults can work with materials and use the engineer design process to come up with new ideas. Here, imagination, art, and logic combine to produce lasting lessons in science, math, and physics. In Explore Makerspace! With 25 Great Projects, readers learn how to think proactively when faced with a challenge and discover the trial-and-error processes that lead to new discoveries. They find out about the motivation behind some of the world’s most amazing inventions. Through STEAM projects ranging from designing a bridge to creating board games and musical instruments, children discover how to be an engineer.

Kids Can Code!

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Publisher : Simon and Schuster
ISBN 13 : 1510740031
Total Pages : 128 pages
Book Rating : 4.37/5 ( download)

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Book Synopsis Kids Can Code! by : Ian Garland

Download or read book Kids Can Code! written by Ian Garland and published by Simon and Schuster. This book was released on 2019-06-11 with total page 128 pages. Available in PDF, EPUB and Kindle. Book excerpt: Coding Activities and Adventures for Kids! Unleash the master coder in your child with this activity-filled guide! Fun coding adventures show kids just how far their imagination can take them. (Did you know coding took us to the moon?!) Complete with simple steps, colorful illustrations, and easy-to-follow screenshots, kids will find the encouragement they need to dive right in and discover the amazing power of coding. You’ll both love how Kids Can Code: Gives kids the confidence to master coding through simple projects that feel like play. Helps young learners get to know some of the most common coding languages—and the many ways they’re used to invent and create—in kid-friendly ways. Makes concepts like plot coordinates and binary code simple (even fun!) to grasp. Boosts computational thinking—tackling large problems by breaking them down into a sequence of smaller, more manageable problems. Gives kids a taste of the many ways coding be used—from music and design to animation and gaming. The activity-based learning in this guide sets kids up for immediate coding success, so they feel like a real programmer. It’s the best way to keep them learning and excited about technology!

Worlds of Making

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Publisher : Corwin Press
ISBN 13 : 1483382842
Total Pages : 63 pages
Book Rating : 4.45/5 ( download)

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Book Synopsis Worlds of Making by : Laura Fleming

Download or read book Worlds of Making written by Laura Fleming and published by Corwin Press. This book was released on 2015-01-30 with total page 63 pages. Available in PDF, EPUB and Kindle. Book excerpt: Makerspaces: Your questions answered here! Get the nuts and bolts on imagining, planning, creating, and managing a cutting-edge Makerspace for your school community. Nationally recognized expert Laura Fleming provides all the answers in this breakthrough guide. From inception through implementation, you’ll find invaluable guidance for creating a vibrant Makerspace on any budget. Practical strategies and anecdotal examples help you: Create an action plan for your own personalized Makerspace Align activities to standards Showcase student creations Use this must-have guide to painlessly build a robust, unique learning environment that puts learning back in the hands of your students!

Twenty Things to Do with a Computer Forward 50

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Publisher :
ISBN 13 : 9781955604000
Total Pages : 418 pages
Book Rating : 4.02/5 ( download)

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Book Synopsis Twenty Things to Do with a Computer Forward 50 by : Gary S. Stager

Download or read book Twenty Things to Do with a Computer Forward 50 written by Gary S. Stager and published by . This book was released on 2021-11-22 with total page 418 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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