(One or Two Days)
Join colleagues for a day of hard fun and problem solving — where computing meets tinkering and design. The workshop begins with the case for project-based learning, making, tinkering, and engineering. Next, we will discuss strategies for effective prompt-setting. You will view examples of children engaged in complex problem solving with new game-changing technologies and identify lessons for your own classroom practice. Powerful ideas from the Reggio Emilia Approach, breakthroughs in science education, and the global maker movement combine to create rich learning experiences.
Participants will have the chance to tinker with a range of exciting new low- and high-tech construction materials that can really amplify the potential of your students. The day culminates in the planning of a classroom project based on the TMI (Think-Make-Improve) design model.
You will learn:
- How new tools and technology can reinvigorate Project-Based Learning
- Best classroom practices for integrating maker technology
- How to plan engaging projects based on the TMI design model
- How to choose the technologies with the maximum learning impact
- How to make the case for making, tinkering, and engineering
Fabrication with cardboard and found materials, squishy electronic circuits, wearable computing, Arduino, robotics, conductive paint, and computer programming are all on the menu.
Bring a laptop and your imagination. We’ll supply the rest (craft materials, art supplies, construction elements). Invention is the mother of learning!
This workshop is suitable for all grades and subject areas.
Invent To Learn books may be purchased at a discount to be used in conjunction with the workshop.