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Invent to Learn
  • Language: en
  • Pages: 324

Invent to Learn

  • Type: Book
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  • Published: 2019-01-05
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  • Publisher: Unknown

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.

Invent To Learn
  • Language: en
  • Pages: 254

Invent To Learn

  • Type: Book
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  • Published: 2016-09-17
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  • Publisher: Unknown

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.

Invent to Learn
  • Language: en
  • Pages: 237

Invent to Learn

  • Type: Book
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  • Published: 2013
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  • Publisher: Unknown

"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.

Meaningful Making
  • Language: en
  • Pages: 158

Meaningful Making

  • Type: Book
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  • Published: 2016-05-12
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  • Publisher: Unknown

The FabLearn Fellows share inspirational ideas from their learning spaces, assessment strategies and recommended projects across a broad range of age levels. Illustrated with color photos of real student work, the Fellows take you on a tour of the future of learning, where children make sense of the world by making things that matter.

The Art of Digital Fabrication
  • Language: en
  • Pages: 180

The Art of Digital Fabrication

  • Type: Book
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  • Published: 2019-05-06
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  • Publisher: Unknown

The Art of Digital Fabrication makes the case for designing and making art with digital fabrication technology and provides the resources for bringing that work to life. Contains over twenty-five beautiful makerspace tested STEAM projects, a material and process inventory for digital fabrication, and hardware and software guides.

Design, Make, Play
  • Language: en
  • Pages: 258

Design, Make, Play

  • Type: Book
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  • Published: 2013-03-12
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  • Publisher: Routledge

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.

Making and Makerspaces in Education
  • Language: en
  • Pages: 6

Making and Makerspaces in Education

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 ...

Making Science
  • Language: en
  • Pages: 194

Making Science

  • Type: Book
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  • Published: 2016-11-11
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  • Publisher: Unknown

Making Science: Reimagining STEM Education in Middle School and Beyond is a guide to help educators use new technology and a designer mindset to create personalized learning experiences that engage students in the wonder of science. This is an inclusive STEM curriculum that empowers students to become informed citizens and global problem-solvers.

The Invent to Learn Guide to Fun
  • Language: en

The Invent to Learn Guide to Fun

  • Type: Book
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  • Published: 2015-05-07
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  • Publisher: Unknown

Features an assortment of insanely clever classroom-tested "maker" projects for learners of all ages.

Twenty Things to Do with a Computer Forward 50
  • Language: en
  • Pages: 418

Twenty Things to Do with a Computer Forward 50

  • Type: Book
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  • Published: 2021-11-22
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  • Publisher: Unknown

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 plac...