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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.
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. She says it is fundamental for teachers to take the time to build a class culture for which students take ownership.
Howtoons
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
20-Time In Education Inspire. Create. Innovate.
makercamp.com
Sphero on Vimeo
Sphero is a completely new type of game system. It’s the world’s first robotic ball that you control with a tilt, touch, or swing from your smartphone or tablet. You can drive Sphero, play tabletop and multiplayer games, use Sphero as a handheld controller for on-screen gameplay, learn basic programming, and even play augmented reality games. Check us out online and order your own: gosphero.com
The Ultimate STEM Guide for Kids: 239 Cool Sites
Makerspaces in the Classroom
During my eight-plus years of teaching students in a makerspace-style environment, I have witnessed first-hand a surge of interest in problem-based curriculum from both our youth and their parents due to its ability to engage students and to help them retain the knowledge. This is why the marriage between the classroom and the makerspace is so potent. It fills the gap between classroom theory and the physical world. Historically, sparse classroom budgets have been the root cause for a lack of modern equipment in the classroom. This made sense, of course, when an entry-level 3D printer could cost more then $20,000. Now, a derivative of the technology can be purchased with the proceeds of a single bake sale, or even through parent donation.
A cardboard arcade made by a 9-year-old boy.