Programming – Just Do It

“I like programming because I like being able to sit down and just do it, I like how it makes you think and I like working on projects with my dad. I also like reading, writing, drawing, math, TV and word games.

My motivation is to be a great person, to help the world, to make discoveries and to prove that girls and women can do anything.”

Alexandra Jordan, a fourth grader from Sunnyvale, programmed a playdate app called Super Fun Kid Time, which she is planning to launch in November. In honor of the International Day of the Girl — formally recognized by the United Nations on October 11th, 2012 — TechCrunch asked Jordan to write a guest post on her experiences as a young coder.

Alexandra’s simple explanation of why she likes programming is clear enough. Programming is thoughtful, social, and helps her feel like she can make the world a better place.

To me, age-appropriate concepts like these, not future job prospects or global competition, are the real reasons we should be teaching programming to all children.

Read her entire post>>>

10 reasons for Genius Hour; 10 signs it will fail

Top ten reasons for Genius Hour (other names are 20% time, FedEx time, etc.):

  1. I want to add space and time for interesting and engaging activities to my classroom, especially cross-curricular projects that don’t fit into the curriculum.
  2. I hope to create models of student-driven, project-based learning that will show parents, administrators, and others that this kind of learning really works, offers opportunities for deeper learning that meets standards, and therefore should be done more than an hour a week.
  3. My students, especially my non-traditional learners, need to see that their interests, ideas and problem-solving styles are valued and valuable.
  4. I plan to use the projects students create for Genius Hour as starting points that I can extend and incorporate into other class lessons and activities.
  5. I can’t wait to create opportunities for all students to shine, and then celebrate a wider variety of student contribution and work.
  6. My classroom needs to become a more collaborative  community where ideas are shared and peer expertise is valued.
  7. I have talented student leaders who can mentor others.
  8. I want to balance a highly competitive school atmosphere where extrinsic factors such as scores and grades dominate.
  9. I believe that students need more agency over their own learning.
  10. Encouraging imagination and creativity will help my kids love school.

Top ten reasons for doing a Genius Hour doomed to failure

  1. It will be an hour for me to relax while the kids have a good time.
  2. I was told to do it.
  3. It’s one less hour of lesson planning for me.
  4. The kids will figure out what to do. It will be magical!
  5. I have a full set of lesson plans and worksheets that someone else wrote for their Genius Hour that I can follow to the letter.
  6. It will get the kids energized so we can buckle down to real work after Genius Hour is over.
  7. I heard Google does it and they are tech savvy and creative, so this will make my kids tech savvy and creative.
  8. I  can pull some kids out of Genius Hour to do extra test prep while the other kids are busy.
  9. Doing a Genius Hour means I don’t have to change anything else.
  10. All the parents think their child is a genius, so this will make parents happy.

See also – Design Thinking, computational thinking, genius hour, and making in the classroom – good, bad, worse

Webinar archive: Top Ten Classroom Tools from the Maker Movement

Top Ten Tools of Maker Classroom.015
Not to worry, there are like 100 more slides!

Join Sylvia Martinez, author of Invent To Learn: Making, Tinkering, and Engineering in the Classroom for a fast, fun tour through the top tools and resources of the Maker Movement that are perfect for STEM classrooms and projects.

Part of the online STEMxCon – a free global conference for educators talking about STEM and more! (That’s the “x”)

Click here for archived webinar – you will see everything in your browser, start to finish!

Top Ten Classroom Tools from the Maker Movement

The Maker Movement has exploded world-wide with amazing new (and cheap!) technology to invent and create. Learn about the top tools and resources that can be used to transform STEM and STEAM K-12. This session will provide an introduction to the concepts and technology you can bring to your classroom today, including 3D printing, robots, programming options, wearable computing, conductive paint, and more.

Participants will learn about the Maker Movement and the potential to bring new tools and technology to K-12 classrooms to support hands-on learning across all grades and curriculum – but particularly STEM and STEAM. This introductory session will provide information and resources across a wide range of tools and technology that can revolutionize learning. It will also cover the pedagogy of how to create engaging projects that meet the new expectations of the Common Core and Next Generation Science Standards for more authentic, hands-on learning, critical thinking, and problem-solving. The top tools and technology will be presented, each with a quick overview and classroom project ideas, plus links and resources for additional exploration after the session.

The tools and technology covered will include:

  • 3D printing
  • Fablabs and makerspaces
  • Programming
  • MaKey MaKey
  • E-textiles
  • Wearable computers
  • Arduino
  • Raspberry Pi
  • Conductive paint
  • Electronics
  • Sensors
  • Robotics
  • Things not even invented yet!

Click here for archived webinar – you will see everything in your browser, start to finish!

8 Big Ideas of the Constructionist Learning Lab

In 1999, Seymour Papert, the father of educational technology, embarked on his last ambitious institutional research project when he created the constructionist, technology-rich, project-based,  multi-aged Constructionist Learning Laboratory inside of Maine’s troubled prison for teens, The Maine Youth Center.

The story of the Constructivist Learning Laboratory is documented in Gary Stager’s doctoral dissertation, “An Investigation of Constructionism in the Maine Youth Center.” The University of Melbourne. 2006.

Gary shares in our book, Invent To Learn: Making, Tinkering, and Engineering in the Classroom, “Shortly after the start of  the three-year project, Papert outlined the Eight Big Ideas Behind the Constructionist Learning Laboratory (PDF). Although non-exhaustive, this list does a good job of explaining constructionism to the general population.”

Eight Big Ideas Behind the Constructionist Learning Lab
By Dr. Seymour Papert

The first big idea is learning by doing. We all learn better when learning is part of doing something we find really interesting. We learn best of all when we use what we learn to make something we really want.

The second big idea is technology as building material. If you can use technology to make things you can make a lot more interesting things. And you can learn a lot more by making them. This is especially true of digital technology: computers of all sorts including the computer-controlled Lego in our Lab.

The third big idea is hard fun. We learn best and we work best if we enjoy what we are doing. But fun and enjoying doesn’t mean “easy.” The best fun is hard fun. Our sports heroes work very hard at getting better at their sports. The most successful carpenter enjoys doing carpentry. The successful businessman enjoys working hard at making deals.

The fourth big idea is learning to learn. Many students get the idea that “the only way to learn is by being taught.” This is what makes them fail in school and in life. Nobody can teach you everything you need to know. You have to take charge of your own learning.

The fifth big idea is taking time – the proper time for the job. Many students at school get used to being told every five minutes or every hour: do this, then do that, now do the next thing. If someone isn’t telling them what to do they get bored. Life is not like that. To do anything important you have to learn to manage time for yourself. This is the hardest lesson for many of our students.

The sixth big idea is the biggest of all: you can’t get it right without getting it wrong. Nothing important works the first time. The only way to get it right is to look carefully at what happened when it went wrong. To succeed you need the freedom to goof on the way.

The seventh big idea is do unto ourselves what we do unto our students. We are learning all the time. We have a lot of experience of other similar projects but each one is different. We do not have a pre-conceived idea of exactly how this will work out. We enjoy what we are doing but we expect it to be hard. We expect to take the time we need to get this right. Every difficulty we run into is an opportunity to learn. The best lesson we can give our students is to let them see us struggle to learn.

The eighth big idea is we are entering a digital world where knowing about digital technology is as important as reading and writing. So learning about computers is essential for our students’ futures BUT the most important purpose is using them NOW to learn about everything else.

Download the PDF of these 8 big ideas and share widely! (Also in Spanish)

Making the future: Why we need to help kids make stuff

In Making the future: Why we need to help kids make stuff, blogger extraordinaire Anne Collier lays out the case to parents about making, playing, and why it matters. Anne runs NetFamilyNews.org, which provides parents information about technology without the usual fear-mongering so often aimed at parents.

Parents and teachers, do you see how central “play” is in all this? This is not rocket science. It’s better and more advanced. It’s childlike. It’s tinkering, messing around with physical and digital tools and media, creative problem-solving that’s both individual and collaborative, trial and error. It comes naturally to children (all of us, really), and I think it’s one reason why they’re so attracted to things like phones and tablets. Of course it needs to be channeled, as authorities are often heard to say, but a better word is facilitated, and the social messing around is part of a progression that researchers call “hanging out, messing around and geeking out” (from the Fab Foundation’s description you can tell that what goes on at the Fab Labs is certainly not all geeking out!).

She also graciously mentions our book as a resource for parents and young people. We wrote the book with educators in mind, but have had some wonderful conversations with parents and young people who have found it helpful. One father said to me he actually read one of the examples verbatim from our chapter on “Making the Case: Say This Not That” at a recent school meeting!

A new book, Invent to Learn: Making, Tinkering, and Engineering in the Classroom, by Sylvia Martinez and Gary Stager helps educators, students and parents make learning by making infinitely more accessible – whether the case for it needs to be made or you get it and now just need the resources – including if your school wants to organize its own Maker Day, which could be so much more inclusive and whole-school than a science fair, as great as those are.

Martinez and Stager quote Seymour Papert, the great constructivist and constructionist, as saying, “I think it’s an exaggeration, but there’s a lot of truth in saying that when you go to school, the trauma is that you must stop learning and you must now accept being taught.” So with digital media making and printing, we can join our kids in a playful revolution in learning that depends on hands as well as heads.

Read more of the article here >>

VIDEO: Making the Case for Making in Schools: Maker Faire New York

Watch Gary and Sylvia take the Innovation Stage at MakerFaire New York 2013!

 

Making the Case for Making in Schools from Maker Faire on FORA.tv

Making the Case for Making in Schools  (30 minute video)

Why can’t school be more like a Maker Faire? The answer is: it can. Learn how to advocate for making in your school based on the latest research in learning and best practices found in innovative schools. The authors of the new book, “Invent To Learn: Making, Tinkering, and Engineering in the Classroom” will share:

  • Why making and tinkering is the way real science is done
  • How to start a maker program
  • How to find allies and advocates
  • What teachers and parents can say and do

Libraries as makerspaces

Many aspects of the best makerspaces already exist in school libraries:

* Librarians and LMS’s are experts in finding resources and connecting them with kids and teachers who need them.
* Libraries are community spaces that offer learning outside classroom structures and time limitations
* Libraries model cross-grade, cross-curricular experiences
* Libraries often incorporate student-led and mentoring experiences

Libraries are about sense-making, which is the most important aspect of making in an educational context.

All these are perfect for schools who are looking to incorporate making and tinkering into their curriculum.

 

Top Ten Tools of the Maker Movement for Classrooms at Global 2013 STEMx this week!

The Global 2013 STEMx Education Conference is the world’s first massively open online conference for educators which focuses on Science, Technology, Engineering, Math, and more. The conference will be held online, around the clock, over the course of three days, September 19 – 21, 2013, and will be free to attend! Recordings will be available if you miss the live event.

STEMxCon will be a highly inclusive and engaging event that will encourage primary, secondary, and tertiary (K-16) students and educators around the world to share and learn about innovative approaches to STEMx learning and teaching.

Register as a member of this conference network to be kept informed!

I’ll be presenting on Friday, September 20 on the Top Ten Classroom Tools from the Maker Movement

Click here for a webpage that gives you the direct links to all the sessions in your local time zone.

Full Session Description:

The Maker Movement has exploded world-wide with amazing new (and cheap!) technology to invent and create. Learn about the top tools and resources that can be used to transform STEM and STEAM K-12. This session will provide an introduction to the concepts and technology you can bring to your classroom today, including 3D printing, robots, programming options, wearable computing, conductive paint, and more.

Participants will learn about the Maker Movement and the potential to bring new tools and technology to K-12 classrooms to support hands-on learning across all grades and curriculum – but particularly STEM and STEAM. This introductory session will provide information and resources across a wide range of tools and technology that can revolutionize learning. It will also cover the pedagogy of how to create engaging projects that meet the new expectations of the Common Core and Next Generation Science Standards for more authentic, hands-on learning, critical thinking, and problem-solving. The top tools and technology will be presented, each with a quick overview and classroom project ideas, plus links and resources for additional exploration after the session.

The tools and technology covered will include:

  • 3D printing
  • Fablabs and makerspaces
  • Programming
  • MaKey MaKey
  • E-textiles
  • Wearable computers
  • Arduino
  • Raspberry Pi
  • Conductive paint
  • Electronics
  • Sensors
  • Robotics
  • Things not even invented yet!