Caine's Arcade | A cardboard arcade made by a 9-year-old boy. Projects | GeekDad This is the kid version of an experimental “passive dynamic” robot from Cornell University. The original was built of Tinkertoys. Image: Kathy Ceceri The popular image of robotics research involves big budgets, state-of-the-art technology and the latest materials. Having spent the last year working on a kids’ book of simple robotics projects, I’ve been fascinated to discover how many robotics innovators are using everyday crafts materials and basic components in their work. Here are a few I found particularly inspiring: 1. Most robot grippers look like hands. 2. At the University of California at Berkeley in 2008, researchers designed a tiny six-legged robot called DASH (Dynamic Autonomous Sprawled Hexapod) that could scamper across the floor as quick as a cockroach. 3. At Cornell University in New York in 1998, engineer Andy Ruina built a set of walking robot legs out of wooden Tinkertoys. 4. 5.
20-Time In Education Inspire. Create. Innovate. STEM - Lower School Technology Educate to Innovate and the National Video Game Challenge are all White House STEM initiatives The acronym STEM stands for Science, Technology, Engineering, and Mathematics. This program was started by Judith A. Ramaley, the former director of the National Science Foundation’s education and human-resources division. This approach to education is designed to revolutionize the teaching of subject areas such as mathematics and science by incorporating technology and engineering into regular curriculum by creating a “meta-discipline.” There is more; STEM Education attempts to transform the typical teacher-centered classroom by encouraging a curriculum that is driven by problem-solving, discovery, exploratory learning, and require students to actively engage a situation in order to find its solution. Dr. Take a look at The Marshmallow Challenge by clicking the image below Click the image on the for more design challenges
For Schools « Digital Explorer Digital Explorer’s online Academy for Exploration is where schools and expeditions connect. We encourage experiential learning, both inside and outside the classroom, and create multi-faceted education programmes to encourage young people to discover new perspectives on their world. Translating expedition content into educational programmes that link to National Curriculum topics or work schemes, we create exciting and inspiring resources which are also relevant and usable within the UK curriculum, and are an asset to the topic taught – ‘living learning’ wherever possible! Explore the links on the left for: Curriculum-linked classroom resources based on expeditionsEvents and speakersLively and practical teacher trainingLive links with expeditions All resources are free and are downloadable from the Resource Bank.
The Ultimate STEM Guide for Kids: 239 Cool Sites Mobile Learning Playground 2015 - ISTE Mobile Learning Network Join us for interactive fun in Philly! Engage-Learn-Play! Interactive Presentations and Table Topics Presentation Station 1 Making Your Smart Devices Smarter: Gadgets Robbie K. This presentation will highlight the latest innovations in emerging mobile smart accessories and gadgets for enhancing teaching and learning including the updated Appapedia Mobile App Resource Center PreK-Careers Mobile Sensor Apps for Learning: Turn Your Mobile Device into a Science Lab Space Rebecca E. Have STEM students collect meaningful data inside or outside of class, on field trips, or at home. Mobile Apps for 3D Modeling and Printing Dr. This session will demonstrate a variety of apps that can support designing for 3D modeling, especially for the purpose of 3D printing. Hackathon: Hack Your Class Chris Luchs, Associate Dean, Career Technical Education, CCCOnline and Kae Novak, Instructional Designer, Front Range Community College What is a Hackathon? Mobile Games That Are Not "Chocolate-Covered Broccoli" Dr. Dr.
Las catedrales como laboratorios de física experimental | Física | Experientia docet La estructura de los edificios dedicados al culto cristiano supuso una oportunidad para los primeros científicos modernos para realizar toda clase de experimentos astronómicos y físicos. Algunos de los cuales afianzaron ideas contrarias a las enseñanzas de los propios dueños de los edificios. Veamos algunos ejemplos, sin ánimo de ser exhaustivos. El espacio que existe entre la linterna de la cúpula de una iglesia y el pavimento, protegido del viento, constituyó una de los mejores escenarios imaginables a principios de la Edad Moderna para realizar experimentos de caída libre bajo los efectos de la gravedad. Y, si no llega a ser porque el cardenal Ignazio Bomcompagni, que amparaba y financiaba los experimentos, murió, la rotación de la Tierra hubiese sido confirmada por Giovanni Guglielmini en la mismísima basílica de San Pedro de Roma [*], arrojando pesos desde la cúpula hasta la cripta de San Pedro (por debajo del altar donde oficia el papa) en 1790. Referencias:
Steps to Help Low-Income Students Direct Their Own Learning When Susan Wolfe, an elementary school teacher in Boise, Idaho, asks her class the qualities of a good student, kids often list things like: taking responsibility for themselves, doing homework, being good communicators. By focusing on the what the students believe — instead of what she could dictate to them — Wolfe applies techniques of student-centered learning, which she has embraced throughout her 18-year teaching career working almost exclusively in Title I schools. “The kids need to believe that they’re not here to have learning crammed down their throats,” she said. To build that type of environment, Wolfe first asks students to list the qualities they think make a good student. “If you get them to reflect back on previous learning experiences, then they get what you’re trying to get from them,” Wolfe said. Even if the lists get long, Wolfe has students group the qualities until there are four basic “critical factors” for good students, teachers and learning environments.
Sphero on Vimeo :: Design for Change :: CONTACT US DESIGN FOR CHANGE is the largest global movement designed to give children an opportunity to express their own ideas for a better world and put them into action. Children and adults learn through the Design for Change Challenge that “I Can” are the two most powerful words a person can believe. Children who have discovered this are changing their world. This year, Design for Change reaches 34 countries and over 300,000 schools inspiring hundreds of thousands of children, their teachers and parents, to celebrate the fact change is possible and that they can lead that change! The challenge asks students to do four very simple things: Feel, Imagine, Do and Share.