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

Author: Colleen Graves

Publisher: McGraw Hill Professional

ISBN:

Category: Technology & Engineering

Page: 256

View: 137

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

Makerspaces

A Practical Guide for Librarians

Author: John J. Burke

Publisher: Rowman & Littlefield

ISBN:

Category: Language Arts & Disciplines

Page: 208

View: 888

This A-Z guidebook on makerspaces is jam-packed with resources, advice, and information to help you develop and fund your own makerspace from the ground up. Readers are introduced to makerspace equipment, new technologies, models for planning and assessing projects, and useful case studies.

Makerspaces in School

A Month-by-Month Schoolwide Model for Building Meaningful Makerspaces

Author: Lacy Brejcha

Publisher: Sourcebooks, Inc.

ISBN:

Category: Education

Page: 175

View: 630

Organized into an easy-to-follow, month-by-month plan for implementation, this book provides field-tested and research-based knowledge that will serve educators as they create and maintain a meaningful Makerspace. Although science, technology, engineering, arts, and math have made huge gains in the past decade, STEAM jobs are not being filled at the rate they are being created or needed. Makerspaces in School promotes innovative thinking in students that fills this need. Through Makerspaces, project-based learning provides opportunities for credible, legitimate, and authentic growth and development. This book will allow any educator to walk away with a plan to create a Makerspace in his or her classroom or a school- or districtwide model that works for many. Makerspaces are very fluid places-each is unique in its own way!

10 Great Makerspace Projects Using Science

Author: Erin Staley

Publisher: The Rosen Publishing Group, Inc

ISBN:

Category: Juvenile Nonfiction

Page: 64

View: 929

Makerspaces are community-based, hands-on workshops in which people of all ages and skill levels come together to learn, work together, and create. Using creativity and collaboration, makerspace science projects are both fun and fulfilling. This guide brings science to life with ten easy-to-follow makerspace activities using sewing machines, laser cutters, 3D printers, electronics, woodworking tools, and metalworking equipment. Makers will develop new people and project skills, build confidence by overcoming challenges, and possibly discover innovative ways to address modern-day issues with science.

Full STEAM Ahead: Science, Technology, Engineering, Art, and Mathematics in Library Programs and Collections

Author: Cherie P. Pandora

Publisher: ABC-CLIO

ISBN:

Category: Language Arts & Disciplines

Page: 240

View: 249

Written by librarians who have experience with integrating technology into all subject areas and working with teens and young adults, this book is a toolkit for youth and young adult librarians—school and public—who wish to incorporate science, technology, engineering, art, and math (STEAM) into their programs and collections but aren't sure where to begin. • Provides school and public librarians with the resources and clear guidance they need to implement STEAM programs and collections at their libraries • Places librarians in a key position—based on knowledge and ability—with STEAM initiatives in their school and community • Connects STEAM programming to national standards • Explains how to secure funding and find partners to collaborate in STEAM