Invent to Learn

Invent to Learn
Author: Sylvia Libow Martinez,Gary S. Stager
Publsiher: Unknown
Total Pages: 324
Release: 2019-01-05
Genre: Education
ISBN: 099755438X

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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

Invent To Learn
Author: Sylvia Libow Martinez,Gary S. Stager
Publsiher: Unknown
Total Pages: 254
Release: 2016-09-17
Genre: Computers
ISBN: 0997554320

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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

Invent to Learn
Author: Sylvia Libow Martinez,Gary Stager
Publsiher: Unknown
Total Pages: 237
Release: 2013
Genre: Classroom environment
ISBN: 0989151115

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"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.

The Invent to Learn Guide to Fun

The Invent to Learn Guide to Fun
Author: Josh Burker
Publsiher: Unknown
Total Pages: 0
Release: 2015-05-07
Genre: Technology
ISBN: 0989151182

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

Twenty Things to Do with a Computer Forward 50

Twenty Things to Do with a Computer Forward 50
Author: Gary S. Stager
Publsiher: Unknown
Total Pages: 418
Release: 2021-11-22
Genre: Electronic Book
ISBN: 1955604002

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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

Invent Your Own Computer Games with Python 4th Edition

Invent Your Own Computer Games with Python  4th Edition
Author: Al Sweigart
Publsiher: No Starch Press
Total Pages: 377
Release: 2016-12-16
Genre: Computers
ISBN: 9781593277956

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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.

Design Make Play

Design  Make  Play
Author: Margaret Honey
Publsiher: Routledge
Total Pages: 258
Release: 2013-03-12
Genre: Education
ISBN: 9781136265686

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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
Author: David D. Thornburg,David Thornburg Ph D,Norma Thornburg MA,Sara Armstrong,Sara Armstrong Ph D
Publsiher: Unknown
Total Pages: 163
Release: 2014-06-01
Genre: Educational technology
ISBN: 098915114X

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"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.