Makerspaces are all about teaching through collaboration. This title grabs the attention of young people who are musically as well as technically inclined by showing them that they can make their own instruments—literally. Recent technologies such as 3-D printing and Arduino microcontrollers allow virtually anyone to make a fully functioning instrument. This resource shows young people exactly how to take advantage of the burgeoning makerspaces phenomenon with expert interviews and information on “meet-ups” where like-minded musicians can share their knowledge.
Robots are at the heart of the makerspaces movement, which aims to bring together like-minded computer experts to build collaborative projects. This book introduces readers to the nascent world of makerspaces and its potential. Readers learn how to find these spaces in their local community or even in the local library. They then learn how to use makerspaces tools such as Arduino microcontrollers or Lego Mindstorms to build full-functioning programmable robots, all to their specifications. Not only does this knowledge inspire a sense of fun, it can also be applied to any number of STEM careers.
3-D printing allows for the creation of nearly any type of object, from an entire house to a human organ. Now with makerspaces, collaborative engineering workspaces, virtually anyone can utilize these printers to make anything they can dream up. This title shows young people just how. With information on where to find makerspaces in their local community to the latest types of 3-D printers available, this resource grabs the interest of engineering-minded students and sets them on course to excel in STEM classes. This book also includes examples of interesting beginner projects to create and print at a makerspace.
If makerspaces allow young people to collaborate on building projects, then Arduino allows them to go to the next level. Arduino is a do-it-yourself kit that includes a microcontroller that makes using electronics more accessible. Basically, this means that even those who are not experts in electronics can do amazing things, such as build and program robots. This book opens young people up to the possibilities of this exciting world by explaining exactly what makerspaces and Arduino are and how virtually anyone can use these tools to build programmable devices, a skill that is essential in any STEM field.
Makerspaces, labs where hobbyists build things from scratch, are thought to be the new frontier in the entrepreneurial world, and this resource is the perfect gateway for those who have an idea for a product they want to make as well as bring to market. Readers get a sense of what it takes to take that creation and sell it for a profit. What are the costs? How does one get a product into stores? Where are advertising dollars best spent? These are all questions young entrepreneurs must ask and ones that this volume helps to answer.
Makerspaces are all about teaching through collaboration. This title grabs the attention of young people who are musically as well as technically inclined by showing them that they can make their own instruments—literally. Recent technologies such as 3-D printing and Arduino microcontrollers allow virtually anyone to make a fully functioning instrument. This resource shows young people exactly how to take advantage of the burgeoning makerspaces phenomenon with expert interviews and information on “meet-ups” where like-minded musicians can share their knowledge.
Technology and tools once available only in factories can now be found in classroom makerspaces. Maker culture uses 3D printers, laser cutters, and other manufacturing tools to provide invaluable learning experiences. Combining technology with more abstract ideas such as social justice, history, and civics can lead students to become more involved with the local community as well the global one. This interesting guide provides step-by-step instructions to help both educators and students experience social studies projects like never before. Learn how to implement STEM principles to make social studies hands-on and fun at the same time.
A must-read for elementary school librarians interested in starting a makerspace at their school, but who are concerned about the cost and are looking for curriculum links for getting started. Makerspaces are a powerful way to expand a school library's influence as an educational partner in the school community. However, many elementary school librarians and educators are hesitant to consider adding a makerspace to their programming due to concerns about costs. This book focuses on effective ways to start a makerspace in your school on a shoestring budget while simultaneously supporting curriculum standards and inviting the collaboration of other members of your school community. Today's school librarians have many responsibilities and often face a shrinking budget. The Elementary School Library Makerspace: A Start-Up Guide is a one-stop shop for learning the specific steps to successfully starting an elementary school library makerspace, without getting behind on managing your current school library tasks and responsibilities or blowing your budget. You'll learn how and where the makerspace movement started, and why; understand why today's young students crave hands-on experiences; and receive dozens of makerspace examples for each grade level by content area, including ones for language arts, math, science, engineering, arts, social studies, and technology. The book also covers how and why to track particular numbers regarding program performance, explains how to use creativity to start your makerspace with minimal dollars, and outlines how to make your PR efforts in letting others know about your school library makerspace effective in engaging many possible audiences.
Bridges, furniture, musical instruments, games, vehicles—all of these things were invented and improved upon by people who love to put stuff together, take stuff apart, and figure out how things work! In Explore Makerspace! With 25 Great Projects, readers ages 7 through 10 explore what it means to be an engineer. They discover how inventors use science, art, and math to create new and exciting structures, games, and more. Readers also learn how to set up their own makerspaces at home, using inexpensive and easy-to-find supplies for their tinkering projects. Humans have been inventors throughout history. From the wheel to the rocket, scientists and other engineers have designed new technologies that have made daily life easier and stretched our horizons far beyond our own atmosphere. But inventions don’t have to be full of computer chips or other sophisticated parts. Designing the fastest toy car made from recycled materials can be just as thrilling! Makerspaces can be found in schools, libraries, community centers, and homes all around the country. These are places where both children and adults can work with materials and use the engineer design process to come up with new ideas. Here, imagination, art, and logic combine to produce lasting lessons in science, math, and physics. In Explore Makerspace! With 25 Great Projects, readers learn how to think proactively when faced with a challenge and discover the trial-and-error processes that lead to new discoveries. They find out about the motivation behind some of the world’s most amazing inventions. Through STEAM projects ranging from designing a bridge to creating board games and musical instruments, children discover how to be an engineer.