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John Evans

Why Pre K Computer Programming Should Be More Hands and Less Screen | EdSurge News - 0 views

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    "It's sounds like a paradox. How can you teach computer programming without a screen? Computer programming is a term synonymous with coding, after all. Text, letters, syntax, arranged in meaningful sequences that give machines instructions. We code with our keyboards and we see code on our screens. But there is a clear distinction between coding and computer programming, and an even greater distinction between coding and computational thinking, the logical foundations of computer programming. It is basics of computational thinking that children in Pre-K should learn first, in fact, and they can be taught these skills through hands on play, with no screen time at all."
John Evans

Every Classroom Should be a Makerspace - UnBoxed: Issue 14 - 2 views

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    "Ten years ago, I walked past a newsstand and out of the myriad of multicolored covers, one jumped out at me: MAKE magazine. As someone who grew up making stuff, this magazine spoke directly to me. I bought copies and immediately brought them to the director of my school. I remember triumphantly exclaiming "We should show this to all of the teachers-think of the projects we can do!" A decade later, well-intentioned schools that create dedicated "maker spaces" worry me. For the uninitiated, a maker space often houses ultramodern tools like a laser cutter or 3D printers, mixed with drill presses, table saws, and soldering irons, or perhaps screen printing equipment or sewing machines. My fear is that stand-alone maker spaces will cause the powerful act of creation to be confined to only certain parts of the school building. I worry that yesterday's centralized computer lab-which we rightly democratized and decentralized by putting computers in every classroom-is today's maker space. When I walk past a new room being outfitted with a laser cutter or a drill press and hear, "This is our maker space!" I am tempted to ask: "What happens in all of the other spaces? What do people do there?" The act of creation is transformative. An individual's self-image is forever changed when he or she can hold up a real object-a real contribution to the world-and say, "I made this." In a time when students' lives are increasingly virtual, abstract and vicarious experiences, it is every teacher's job to make learning, and life, "hands-on." "
John Evans

5 Ways To Supercharge Your 3D Printing Program | TeachThought - 2 views

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    "If a school were to spend thousands of dollars on a class set of laptops, yet only use them for printing documents of random words or clipart designed by someone else, no one in their right mind would conclude that this technology was being used to its fullest extent. Yet, many schools are not prepared to hold their 3D printing programs to the same educational standards. At Brookwood School in Manchester-By-The-Sea, MA, when our first 3D printing project in 2013 resulted in a functional prosthetic for my son, it quickly became clear that these machines held the potential for some pretty transformative educational experiences, and set us on a path to getting the most out of this new technology. Below are some recommendations regarding how to "supercharge your 3D printing program":"
John Evans

How Can We Maximize the Potential of Learning Apps? | MindShift - 1 views

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    "The following is an excerpt from the book The App Generation: How Today's Youth Navigate Identity, Intimacy, and Imagination in a Digital World by Howard Gardner and Katie Davis. Let's dive directly into the world of educational apps. Our survey suggests that the majority - one might even say, the vast majority - of educational apps encourage pursuit of the goals and means of traditional education by digital means. They constitute convenient, neat, sometimes even seductive pathways to accomplish what were already goals in an earlier era: mastering concepts, learning arithmetical operations, identifying geographical locations or historical figures or key biological or chemical or physical processes. We could dub them "digital textbooks" or "lectures" or "pre-programmed educational conversations." Decades ago, major behaviorist B. F. Skinner called for teaching machines that would automate the traditional classroom, allow students to proceed at their own rate, provide positive feedback on correct answers, and either repeat a missed item or present that item via another pathway. Those sympathetic to Skinner's brand of psychology and to its associated educational regimen would easily recognize many apps today and would likely nod in approval at their slick, seductive interfaces."
John Evans

6 Immediate Strategies For Improving Teacher Morale - 5 views

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    "It should be abundantly clear to anyone with experience around classrooms, teachers or students (which is to say almost all of us), that teaching is a highly emotional craft, loaded with possibility and expectation, importance and scale. It's troubling when the National Commission on Teaching and America's Future says that 46 percent of new teachers leave the profession within five years. And even worse, this turnover is also impacting the whole public education machine - learning, teacher education, teacher training, funding, public perception, and so on - in a dizzying cause-effect pattern stuck on repeat. Fixing this issue is an illusion, as it's not a single issue but rather a product of countless factors. However, there are six ways we can address it here and now."
John Evans

(Rethinking) Makerspaces - @joycevalenza NeverEndingSearch - 1 views

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    "Kids have always made in my library. We encouraged digital and visual and dramatic and rhetorical creativity before, during, and after school.  But for a while, I've questioned the value of using already heavily used real estate to randomly carve out space for a 3D printer, electronics stations and sewing machines. I had my doubts about the makerspace movement in school libraries. A couple of weeks ago I had the opportunity to chat with Amos Blanton, project manager of the Scratch online community, and a member of the Lifelong Kindergarten Group at MIT Media Lab.  On his profile Amos notes:  I design and sustain creative learning environments for people with agency. Amos makes the case for makerspaces as powerful, authentic, relevant learning experiences, and for when and why library may be the very right space to create a makerspace."
John Evans

5 Ways Teachers Can Use their iPads Professionally | iPad Apps for School - 0 views

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    "iPads are powerful tools for teachers in the classroom. In addition to being robust, mobile creation devices for students, they help you to stay organized, be on top of your classes, create content and lessons, focus on continued learning, and build your PLN. Here are five ways to turn your iPad into a robust, education machine! "
John Evans

The Role Of Student Choice In Connected Classrooms - Edudemic - Edudemic - 3 views

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    "How many schools and how many classrooms allow student choice? And, in adult-centered spaces, how often do young people have the opportunity to make important decisions? Our mainstream educational machine is fueled by the idea that adults know best-that adults must impart their knowledge to prepare students for a demanding world. Our responsibility as teachers is to teach students for their own good…a "good" that more and more of us are having difficulty understanding. We teach students addition and multiplication facts because some day they will need to calculate very quickly…a tip at a restaurant or a bill at the grocery store in case their smartphone runs out of batteries. We teach them to write a five paragraph essay on the theme of a book because they will need those writing skills when…writing an argument to dispute a lawsuit. We teach them how to conjugate "to be" in Spanish because it might save their life…at a fruit stand in South America. While we are preparing them for possible situations, should these situations define the entirety of the direction of their education? I propose that we introduce some choice and some unknown into the situation of school. What if we allow students to make choices about what they learn, how they learn, and when they learn? In a way, 1:1 iPad programs are sparking choice whether we're OK with it or not."
John Evans

Enabling Makers To Create "The Next Big Thing" | TechCrunch - 1 views

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    "Makers have long been known as hobbyists or tinkers. However, with increased access to professional-grade tools, the maker movement is transforming business as usual. Through collaboration and connectivity, makers are inspiring innovation on a daily basis with the creation of smart gadgets, machines, robots and wearables. This new way of doing business is a shift from the historic model where innovation was monopolized by multi-million-dollar companies. Makers and their peers have the opportunity to build cutting-edge products, test them in collaborative workspaces and share their inventions online in order to bring "the next big thing" to market for mass consumption. It is through this connectivity that makers are able to contribute to the Internet of Things - a world of interconnected devices that use sensors to interact with the people, the environment and other devices around them. This smarter, connected way of life is the future of technology worldwide."
John Evans

Designing a School Makerspace | Edutopia - 4 views

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    A makerspace is not solely a science lab, woodshop, computer lab or art room, but it may contain elements found in all of these familiar spaces. Therefore, it must be designed to accommodate a wide range of activities, tools and materials. Diversity and cross-pollination of activities are critical to the design, making and exploration process, and they are what set makerspaces and STEAM labs apart from single-use spaces. A possible range of activities might include: Cardboard construction Prototyping Woodworking Electronics Robotics Digital fabrication Building bicycles and kinetic machines Textiles and sewing
John Evans

3D Printing to Raspberry Pi's: How a Quiet Florida School Library Got Transformed by a ... - 1 views

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    "On any given day at Holy Trinity Episcopal Academy, visitors to the Lower School library might be surprised to find it bears little resemblance to the school libraries of years past. Several 5th graders sit at computers, developing 3D luggage tags using Tinkercad to be printed on the nearby Makerbot 3D printer. On the central library tables, students are creating Rube Goldberg machines using physical manipulatives or the RubeWorks iPad app. The library is a buzz of activity and student engagement, punctuated with squeals of excitement. And overseeing the makerspace is librarian Judy Houser, a veteran educator who took the visionary step of transforming this once quiet library into a space where students not only learn to love reading, but learn to explore, create and innovate using a variety of tools"
John Evans

What I Learned from the Cincinnati MakerSpace, part 2: Maker Mondays - @TLT16 Teen Libr... - 0 views

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    "As you can see, our Maker Mondays is loosely based on the concepts inspired by the Cincinnati Public Library's MakerSpace. We had already purchased the Little Bits and Legos. The Ellison and Accucut dies were also something we had on hand (and taking them from the top floor to the basement for our Maker Mondays only took 3 trips). Inpsired by CPL, we did purchase a couple of American Button Machines, which I blogged about here. Our goal is to eventually add in a few additional items so that we can rotates some of the various features. So here's some of what we learned in researching and setting up our first Maker Monday:"
John Evans

MinecraftEdu Takes Hold in Schools | School Library Journal - 1 views

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    "I'm in Minecraft, of course-the phenomenally popular, open-ended game that places players in a world in which they can live and build things infinitely. Marcus "Notch" Persson, the Swedish creator of Minecraft, started out by creating a simple game, allowing players to construct whatever they wanted, using a few different colored blocks, each equivalent to one cubic meter. Released in 2009, it has evolved into a massive, world-building video game in which players uses those blocks to create anything they can think of, from houses, caves, and machines to a scale version of the Death Star. Microsoft purchased Minecraft from Notch and his team for $2.5 billion in November 2014. There aren't any express objectives or any real way to win in Minecraft. It's a "sandbox," in gaming speak-offering free play without a specific goal and currently used by more than 18.5 million players, with some 20,000 more signing up every day. Users may choose between Creative Mode, in which they can build using unlimited resources by themselves or with friends, with no real danger or enemies, and Survival Mode, where they fend off enemies and other players and fight for resources and space. They can trade items and communicate using a chat bar. Modifications (or mods) can add complexity by creating things like economic systems that let players buy and sell resources from in-game characters using an in-game currency system. These downloadable mods can also add computer science concepts and thousands of additional features."
John Evans

6 Things to Consider Before Starting Your Makerspace | EdSurge News - 0 views

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    "Makerspaces have made headlines recently. Several weeks ago New York City hosted the World Maker Faire. The White House had its first Maker Faire this summer, and schools and libraries across the country are installing these spaces. It is certainly tempting to start thinking about all the amazing tools you could put into your makerspace. If you know anything about Makers, you are probably thinking that you need a CNC machine, a 3-D printer, Dremels for everyone and a laser cutter since they are the gateway tool for making things. But buying a bunch of tools without first stopping to think about how they will be integrated into the culture and curriculum of your school is a recipe for a dusty and underused workshop. Don't be tempted by the sexy CNC and laser cutters if you don't need them. Just taking apart a blender offers a wealth of learning opportunities. From my experience installing makerspaces in several dozen schools, I've developed a process that helps you think through your makerspace and how it fits into the culture and curriculum of your school. Skipping this process, or one like it, will almost certainly result in tension, missed teaching opportunities, and overspending."
John Evans

6 Things to Consider Before Starting Your Makerspace | EdSurge News - 2 views

  • 1. List the hopes, dreams and ideas you and others have for the space.
  • 2. Define the skills, knowledge and habits that kids will learn or develop in your space.
  • 3. Define the culture for the space.
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  • 4. Based on the culture and the desired skills, knowledge and abilities, determine appropriate integration points in the rest of your curriculum and the life of the school.
  • 5. Based on your integration points, define the arc of the year and the projects you are going to include.
  • 6. Design your space and pick the tools based on the decisions above.
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    "Makerspaces have made headlines recently. Several weeks ago New York City hosted the World Maker Faire. The White House had its first Maker Faire this summer, and schools and libraries across the country are installing these spaces. It is certainly tempting to start thinking about all the amazing tools you could put into your makerspace. If you know anything about Makers, you are probably thinking that you need a CNC machine, a 3-D printer, Dremels for everyone and a laser cutter since they are the gateway tool for making things. But buying a bunch of tools without first stopping to think about how they will be integrated into the culture and curriculum of your school is a recipe for a dusty and underused workshop. From my experience installing makerspaces in several dozen schools, I've developed a process that helps you think through your makerspace and how it fits into the culture and curriculum of your school. Skipping this process, or one like it, will almost certainly result in tension, missed teaching opportunities, and overspending."
Pam Cannon

Simple Machines - 2 views

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    Students use favorite story book characters to discover information about simple machines.
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