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Bridges, furniture, musical instruments, games, vehicles—all of these things were invented and improved upon by people who love to put stuff together, take stuff apart, and figure out how things work! In Explore Makerspace! With 25 Great Projects, readers ages 7 through 10 explore what it means to be an engineer. They discover how inventors use science, art, and math to create new and exciting structures, games, and more. Readers also learn how to set up their own makerspaces at home, using inexpensive and easy-to-find supplies for their tinkering projects. Humans have been inventors throughout history. From the wheel to the rocket, scientists and other engineers have designed new technologies that have made daily life easier and stretched our horizons far beyond our own atmosphere. But inventions don’t have to be full of computer chips or other sophisticated parts. Designing the fastest toy car made from recycled materials can be just as thrilling! Makerspaces can be found in schools, libraries, community centers, and homes all around the country. These are places where both children and adults can work with materials and use the engineer design process to come up with new ideas. Here, imagination, art, and logic combine to produce lasting lessons in science, math, and physics. In Explore Makerspace! With 25 Great Projects, readers learn how to think proactively when faced with a challenge and discover the trial-and-error processes that lead to new discoveries. They find out about the motivation behind some of the world’s most amazing inventions. Through STEAM projects ranging from designing a bridge to creating board games and musical instruments, children discover how to be an engineer.
If makerspaces allow young people to collaborate on building projects, then Arduino allows them to go to the next level. Arduino is a do-it-yourself kit that includes a microcontroller that makes using electronics more accessible. Basically, this means that even those who are not experts in electronics can do amazing things, such as build and program robots. This book opens young people up to the possibilities of this exciting world by explaining exactly what makerspaces and Arduino are and how virtually anyone can use these tools to build programmable devices, a skill that is essential in any STEM field.
Makerspaces is a first-to-market resource for early childhood professionals that focuses on how to cultivate the maker mind-set in the youngest learners, how to engage young children in maker-centered learning, design and introduce makerspaces, and how to select/use open-ended tools and materials. Field tested in real classrooms, home settings, libraries, and museums, the authors have practical suggestions, student samples, implementers’ suggestions, photographs, anchor charts, and many other forms of documentation. Each chapter focuses on a different type of makerspace, details ways to successfully set up that makerspaces, offers provocation ideas for how to extend learning, and shows how educators can document evidence of how a child can develop a stronger growth mind-set by interacting with the makerspace. Full-color demonstrative photos give readers additional visual guidance.
This book is about makers and makerspaces in education. It furnishes and analyzes case studies from sixty teachers working in twenty different school districts in Ontario, Canada. Each author provides research and analyzes data about the process of establishing makerspaces and implementing maker pedagogies with students in grades K-8. The first chapter sets the stage for the book, describing the theoretical framework and methodology used and offering information on the schools in which the research occurred. Subsequent chapters focus on specific topics and individual case studies, including assessment, pedagogic techniques, equity, inclusivity, and methods of making. The book will prove valuable to both researchers and practitioners, any educator interested in this developing topic, including school leaders, school district leaders, educational researchers, and teacher educators. It will also be useful for initial teacher education programs.
Makerspaces: A Practical Guide for Librarians, Second Edition is an A–Z guidebook jam-packed with resources, advice, and information to help you develop and fund your own makerspace from the ground up. Learn what other libraries are making, building, and doing in their makerspaces and how you can, too. Readers are introduced to makerspace equipment, new technologies, models for planning and assessing projects, and useful case studies that will equip them with the knowledge to implement their own library makerspaces. This expanded second edition features eighteen brand new library makerspace profiles providing advice and inspiration for how to create your own library makerspace, over twenty new images and figures illustrating maker tools and trends as well as library makerspaces in action and new lists of actual grant and funding sources for library makerspaces.
Moving beyond simplistic equipment lists, this book provides contextual and practical information to help academic library personnel learn how to plan, collaborate, and sustain relevant makerspaces positioned within the broader ecology of campus innovation. The makerspace movement within academic libraries has largely focused on providing space and equipment for making. Academic libraries, however, have a unique opportunity to push beyond the 3D printer to create makerspaces that complement the broader ecology of innovation happening on campus. Intended for academic library personnel, this book is for those seeking guidance on how to establish a makerspace that is more than an equipment room. Katy Mathuews and Daniel Harper provide important context for the maker movement, a review of the process of making, and an overview of the various types of makerspaces, including the hub-and-spoke model, the centralized model, and the mobile makerspace. Additionally, the book provides practical steps to consider, including situating the academic library makerspace within the campus environment, creating valuable collaborations on campus, finding innovative ways to support the entire making process, programming, curriculum planning, and sustaining daily operations such as staffing, funding, and public service.
Library Makerspaces: The Complete Guide is a comprehensive road map for libraries of any size, with any budget, seeking to redesign or repurpose space or to develop creative, hands-on maker-style programming. It features guidance on: Holding stakeholder discovery sessions for community-driven space and program development Evaluating existing library spaces for the most cost-effective and user-friendly facilities design and programming Asset mapping for developing community partnerships Best practices from different types of library makerspaces in the United States and internationally Sample budgets, inventories, and space plans Risk management considerations Programming recommendations and resources for a range of patrons from youth to seniors and business to hobby groups Funding and in-kind support This book will help librarians develop and implement makerspaces, write grant proposals to fund such spaces, and help frontline staff and administrators learn about the technologies and processes involved.
Creating powerful learning environments Anyone can create a makerspace. This is the guide to creating a GREAT makerspace. Written by makerspace pioneer Laura Fleming, The Kickstart Guide to Making GREAT Makerspaces is filled with step-by-step, practical ideas that demystify the process of planning and creating a makerspace. Its workbook style ensures that by the time educators are done reading, they have a ready-to-implement plan, personalized for their classroom, school, or district. Readers will find A wealth of examples of great makerspaces in action Activities and strategies for inspiring making across the curriculum Plenty of room and guidance for brainstorming and developing a personalized plan
So, what are library patrons doing with makerspaces and other innovative technology? This book explores how patrons are using innovative technologies utilizing real-life case studies from a variety of academic institutions. Authors were selected based on the technology provided and their expertise in establishing and marketing this technology. Readers will discover: which pieces of technology get the most use if patrons tend to use the tech for class assignments or leisure activities the importance of working with faculty to increase use unusual collaboration opportunities examples of libraries nimbly expanding their spaces to include tech students need unique ways patrons employ the technology best practices for designing collaborative creative spaces Technologies discussed include: Microsoft Hololens virtual reality and augmented reality systems and support tools 3D modeling and printing makerspace additions beyond the usual instructional technologies used by patrons video production and editing equipment tool library technology lending programs (what students want!) Dive in to explore the uncharted seas of which technologies patrons are using, how they are using them, and the purposes of use. As added bonuses, authors include best practices on designing space, marketing the technology, and collaborating to enhance the use. While authors do not go into any depth on the workings of the technology, there are other supplementary books which will cover this area. Makerspace and Collaborative Technologies specifically looks at how and why patrons are using library-provided creative technologies. Library staff who work with creative technologies in any way, shape, or form will find this book useful. With the valuable information contained in this guide, libraries can reach their users and create spaces and interactions that keep them coming back.
A must-read for elementary school librarians interested in starting a makerspace at their school, but who are concerned about the cost and are looking for curriculum links for getting started. Makerspaces are a powerful way to expand a school library's influence as an educational partner in the school community. However, many elementary school librarians and educators are hesitant to consider adding a makerspace to their programming due to concerns about costs. This book focuses on effective ways to start a makerspace in your school on a shoestring budget while simultaneously supporting curriculum standards and inviting the collaboration of other members of your school community. Today's school librarians have many responsibilities and often face a shrinking budget. The Elementary School Library Makerspace: A Start-Up Guide is a one-stop shop for learning the specific steps to successfully starting an elementary school library makerspace, without getting behind on managing your current school library tasks and responsibilities or blowing your budget. You'll learn how and where the makerspace movement started, and why; understand why today's young students crave hands-on experiences; and receive dozens of makerspace examples for each grade level by content area, including ones for language arts, math, science, engineering, arts, social studies, and technology. The book also covers how and why to track particular numbers regarding program performance, explains how to use creativity to start your makerspace with minimal dollars, and outlines how to make your PR efforts in letting others know about your school library makerspace effective in engaging many possible audiences.