By Margaret Honey, David E. Kanter
Design, Make, Play: starting to be the subsequent new release of STEM Innovators is a source for practitioners, policymakers, researchers and application builders that illuminates artistic, leading edge how you can motivate and encourage children approximately technology and know-how learning. The booklet is aligned with the nationwide learn Council’s new Framework for technology schooling, consisting of an specific concentrate on engineering and layout content material, in addition to integration throughout disciplines. large case experiences discover genuine international examples of cutting edge courses that happen in a number of settings, together with colleges, museums, group facilities, and digital areas. layout, Make, and Play are provided as studying methodologies that experience the ability to re-ignite children’s intrinsic motivation and innate interest approximately STEM (science, know-how, engineering, and arithmetic) fields. A electronic significant other app showcases wealthy multimedia that brings the tales and successes of every program—and the scholars who study there—to life.
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Additional info for Design, Make, Play: Growing the Next Generation of STEM Innovators
New York: Routledge, p. 220. REFERENCES Brown, S. and Vaughan, C. (2009). Play: How it shapes the brain, opens the imagination, and invigorates the soul. New York: Penguin. Dweck, C. S. (2006). Mindset: The new psychology of success. New York: Random House. Piaget, J. (1973). To understand is to invent: The future of education. New York: Grossman. CHAPTER 2 HAVE FUN—LEARN SOMETHING, DO SOMETHING, MAKE SOMETHING THOMAS KALIL At the second-ever White House Science Fair in February 2012, President Obama manned a bicycle pump in the State Dining Room to power an “extreme marshmallow cannon” capable of shooting a marshmallow 175 feet (over half a football field).
Every one of the seniors was accepted into college, 84% into four-year colleges and universities. The following year, 2010/11, MNTH graduated its second class, and again 100% of the seniors completed high school with a 0% dropout rate. Of these, 97% were accepted into college, 80% into four-year colleges and universities. CHAPTER 1 THE MAKER MINDSET DALE DOUGHERTY The Maker Movement continues to gain momentum. We can see the growth of maker communities online as well as the development of physical community workspaces, called makerspaces, and the spread of Maker Faire around the world.
She is widely recognized for her work using digital technologies to support children’s learning across science, technology, engineering, and math. Since coming to NYSCI in 2008, she has launched a number of initiatives that use the informal environment of a science museum as a laboratory to innovate new models for science teaching and learning, both in and out of the classroom. Sameer Honwad’s research interests focus on how people use science to make decisions in their everyday lives. He was a Research Fellow at the Sara Lee Schupf Family Center for Play, Science, and Technology Learning (SciPlay) at NYSCI when the SciPlay chapter was written.
Design, Make, Play: Growing the Next Generation of STEM Innovators by Margaret Honey, David E. Kanter