2. Objectives
• To understand the maker movement a little
more
• To have a quick overview of some of the latest
maker technology for education
• To think about your own maker spaces at
school (use the diagram provided)
• To have a play
3. Children learn best when
they are actively engaged
in constructing something
that has personal meaning
to them – be it a poem, a
robot, a sandcastle or a
computer program
- Seymour Papert
4.
5.
6. Phoenix from the fames
Digital Technologies &
Computing Curriculum
7. MIT App Inventor
Table courtesy of @pipcleaves
Google glass, oculus rift, Stem, xbox Kinect, ps3, old retro games, old toys
8. Raspberry Pi
Linux based computer
Can run software
Can access the internet
Scratch
Python
Needs peripherals
HDMI output
Exposed board to illustrate hardware
9. Arduino
Circuit board
GPIO PINS
Breadboard breakout
Paperduino
Open source examples
Coded in C derivative
10. Sphero
Induction charged ball
Moves and lights up
Programmable
Sequencing of instructions
Macros
Tricks and jumps
Navigate a maze
11. Makey Makey
USB powered
Create simple input
Devices such as game
Controllers
Plug and play
12. Lego …
Plug and play
Links easily to scratch as well as
Its own software
Very easy to use
Several sensors
13. 3D printing
3D design
3D prototyping
Create
Develop
Artefacts
Fashion
Space
Food
Ethical, Social links to the
Curriculum
Sequencing, hardware, software
14. Maker Space
• Place
• Tools
• Safety
• Training
• Learning Pathways
• Funding
• Resourcing
15. Every maker of video
games knows something
that the makers of
curriculum don't seem to
understand. You'll never
see a video game being
advertised as being easy.
Kids who do not like school
will tell you it's not because
it's too hard. It's because
it's--boring”
― Seymour Papert
16.
17. Further resources
• Maker space playbook
• Maker space online course
– Techtownlearning.com.au
– Email dan_bowen@outlook.com for access
– Bit.ly/computingacecdanbowen
Notes de l'éditeur
Lego
It was fun
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