Explore how traditional classrooms and libraries become transformative learning spaces such as learning commons and makerspaces. What needs to shift in our schools to design spaces for innovative learning? We'll present ideas on how to to set up flexible, creative spaces to support learning for and with students and educators.
Lisa Domeier de Suarez is a Teacher Librarian and Maker Teacher at a K-12 online/blended school in the SurreySchools in BC, Canada. For two years, she was a District Helping Teacher for Tech Integration/Learning Commons/Social Media and one of the coordinators of the Digital Integration Projects implementing over 10,000 iPads into #sd36learn classrooms. Lisa is passionate about using technology to engage students and presents locally and internationally to administration, educators, and students. In 2013 she became recognized an Apple Distinguished Educator. Blog: http://makingcommons.wordpress.com Email: suarez_l@surreyschools.ca Twitter: @librarymall About.me: http://about.me/suarez_l
This presentation is an introduction to wearable technology that sits at the intersection of science and art. It includes resources, material sources and project ideas to do with your students. It has a CC license so feel free to share this presentation as long as your attribute it to us.
Explore how traditional classrooms and libraries become transformative learning spaces such as learning commons and makerspaces. What needs to shift in our schools to design spaces for innovative learning? We'll present ideas on how to to set up flexible, creative spaces to support learning for and with students and educators.
Lisa Domeier de Suarez is a Teacher Librarian and Maker Teacher at a K-12 online/blended school in the SurreySchools in BC, Canada. For two years, she was a District Helping Teacher for Tech Integration/Learning Commons/Social Media and one of the coordinators of the Digital Integration Projects implementing over 10,000 iPads into #sd36learn classrooms. Lisa is passionate about using technology to engage students and presents locally and internationally to administration, educators, and students. In 2013 she became recognized an Apple Distinguished Educator. Blog: http://makingcommons.wordpress.com Email: suarez_l@surreyschools.ca Twitter: @librarymall About.me: http://about.me/suarez_l
This presentation is an introduction to wearable technology that sits at the intersection of science and art. It includes resources, material sources and project ideas to do with your students. It has a CC license so feel free to share this presentation as long as your attribute it to us.
What is code? Why code? When should I start
coding? How can I get started? Where do I go? If you're asking yourself any of these questions, this infographic is for you!
Romero & Vallerand (2016) Co-creative activities for the 21st century kids-R02Margarida Romero
The objective of this guide is to promote learning activities based on the co-creative uses of technologies. Activities found within these pages are designed to develop five key competencies for 21st century kids: critical thinking, collaboration, creativity, problem solving and computational thinking.The guide is built around 15 activities that integrate different creative uses of technologies for learning :
2 unplugged activities introducing computational thinking ;
3 creative robotics activities ;
4 activities introducing creative programming (#Scratch);
1 activity for creating a comic ;
3 creative electronic activities (#MakeyMakey) ;
2 activities for tinkering and 3D digital creation.
These activities aim at developing interdisciplinary and transdisciplinary learning objectives including STEAM education (science, technology, engineering, arts and math), languages, social sciences and personal development.
Libraries have started moving away from being places of consumption and are becoming places of production. Libraries are about discovery; giving people a safe and comfortable place to dream, think, and create is very important because it gives people a chance to explore various technologies and educational opportunities that they can use to enrich their lives. STEAM education refers to teaching and learning, mostly hands-on, in the fields of Science, Technology, Engineering, Art, and Mathematics. There are several ways to incorporate the STEAM educational framework into your libraries and this webinar will touch on the following and more:
* Learn what STEAM is
* Creating and managing a collaborative learning space, oftentimes referred to as a makerspace
* Administering a robotics league
* Organizing learning events
* Partnering with businesses and other organizations
* Assessing the success of your programs
Libraries have started moving away from being places of consumption and are becoming places of production. Libraries are about discovery; giving people a safe and comfortable place to dream, think, and create is very important because it gives people a chance to explore various technologies and educational opportunities that they can use to enrich their lives. STEAM education refers to teaching and learning, mostly hands-on, in the fields of Science, Technology, Engineering, Art, and Mathematics. There are several ways to incorporate the STEAM educational framework into your libraries and this webinar will touch on the following and more:
* Learn what STEAM is
* Creating and managing a collaborative learning space, oftentimes referred to as a makerspace
* Administering a robotics league
* Organizing learning events
* Partnering with businesses and other organizations
* Assessing the success of your programs
The webinar gave participants an exploration into how to use and incorporate coding activities in everyday learning as well as identifying web 2.0 tools and apps to support engaging students in coding activities across the school. The session also provided practical examples of how to implement coding activities and highlighted the value of coding in relation to curriculum needs.
Libraries are about discovery. Giving people a safe and comfortable place to dream, think, and create is very important because it gives them a chance to explore various technologies and educational opportunities that they can use to enrich their lives. STEAM education refers to teaching and learning, mostly hands-on, in the fields of Science, Technology, Engineering, Art, and Mathematics.
Learn in this webinar how St. Petersburg College’s Innovation Lab managed to incorporate the STEAM education framework via their well-received and grant supported Maker Boot Camp. In the first Maker Boot Camp, children between 10 and 14 years old learned video game design, how to build a synthesizer and control sounds/voltage with littleBits, 3D design/printing, robotics, basic circuitry and electronics, virtual reality, creating holograms, and more. In this webinar:
- Understand what it takes to create and manage a collaborative learning space.
- Explore a variety of technologies and tools to help enhance learning.
- Learn how Maker Boot Camp was organized and how it continues to excite people of all ages.
- Realize the importance of partnering with businesses and other organizations.
Libraries are more than a storage house for books; they are friendly places for discovery! Do it yourself (DIY) culture has permeated into libraries giving patrons of all ages a chance to create interesting things. These collaborative learning environments, sometimes called makerspaces, are spaces where people can share innovative ideas and learn new skills. Makerspaces are a perfect fit in libraries primarily because it helps to enhance a library’s mission, which is to encourage lifelong learning.
In this webinar:
• Learn what a makerspace is and what it could mean for your library patrons.
• Discover a variety of resources to help build a great makerspace.
• Gain an appreciation as to what other libraries are doing in this new exciting space.
• Acquire numerous programming ideas to help foster creativity and learning.
Libraries are more than a storage house for books; they are friendly places for discovery! Do it yourself (DIY) culture has permeated into libraries giving patrons of all ages a chance to create interesting things. These collaborative learning environments, sometimes called makerspaces, are spaces where people can share innovative ideas and learn new skills. Makerspaces are a perfect fit in libraries primarily because it helps to enhance a library’s mission, which is to encourage lifelong learning.
In this webinar:
• Learn what a makerspace is and what it could mean for your library patrons.
• Discover a variety of resources to help build a great makerspace.
• Gain an appreciation as to what other libraries are doing in this new exciting space.
• Acquire numerous programming ideas to help foster creativity and learning.
STEM Programming Ideas at the Library.pdfBrian Pichman
With all the latest gadgets, gizmos, and everything in between, what are the latest programming ideas within library spaces? How can we use AI in different ways to engage our community? What about low costs or low-tech opportunities? Join Brian Pichman of the Evolve Project as he highlights some awesome programming ideas that you can implement within your library spaces! Bring in more patrons, build more collaboration, and improve your community outreach with some out-of-the-box STEM activities that really get your creative minds flowing.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
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What is code? Why code? When should I start
coding? How can I get started? Where do I go? If you're asking yourself any of these questions, this infographic is for you!
Romero & Vallerand (2016) Co-creative activities for the 21st century kids-R02Margarida Romero
The objective of this guide is to promote learning activities based on the co-creative uses of technologies. Activities found within these pages are designed to develop five key competencies for 21st century kids: critical thinking, collaboration, creativity, problem solving and computational thinking.The guide is built around 15 activities that integrate different creative uses of technologies for learning :
2 unplugged activities introducing computational thinking ;
3 creative robotics activities ;
4 activities introducing creative programming (#Scratch);
1 activity for creating a comic ;
3 creative electronic activities (#MakeyMakey) ;
2 activities for tinkering and 3D digital creation.
These activities aim at developing interdisciplinary and transdisciplinary learning objectives including STEAM education (science, technology, engineering, arts and math), languages, social sciences and personal development.
Libraries have started moving away from being places of consumption and are becoming places of production. Libraries are about discovery; giving people a safe and comfortable place to dream, think, and create is very important because it gives people a chance to explore various technologies and educational opportunities that they can use to enrich their lives. STEAM education refers to teaching and learning, mostly hands-on, in the fields of Science, Technology, Engineering, Art, and Mathematics. There are several ways to incorporate the STEAM educational framework into your libraries and this webinar will touch on the following and more:
* Learn what STEAM is
* Creating and managing a collaborative learning space, oftentimes referred to as a makerspace
* Administering a robotics league
* Organizing learning events
* Partnering with businesses and other organizations
* Assessing the success of your programs
Libraries have started moving away from being places of consumption and are becoming places of production. Libraries are about discovery; giving people a safe and comfortable place to dream, think, and create is very important because it gives people a chance to explore various technologies and educational opportunities that they can use to enrich their lives. STEAM education refers to teaching and learning, mostly hands-on, in the fields of Science, Technology, Engineering, Art, and Mathematics. There are several ways to incorporate the STEAM educational framework into your libraries and this webinar will touch on the following and more:
* Learn what STEAM is
* Creating and managing a collaborative learning space, oftentimes referred to as a makerspace
* Administering a robotics league
* Organizing learning events
* Partnering with businesses and other organizations
* Assessing the success of your programs
The webinar gave participants an exploration into how to use and incorporate coding activities in everyday learning as well as identifying web 2.0 tools and apps to support engaging students in coding activities across the school. The session also provided practical examples of how to implement coding activities and highlighted the value of coding in relation to curriculum needs.
Libraries are about discovery. Giving people a safe and comfortable place to dream, think, and create is very important because it gives them a chance to explore various technologies and educational opportunities that they can use to enrich their lives. STEAM education refers to teaching and learning, mostly hands-on, in the fields of Science, Technology, Engineering, Art, and Mathematics.
Learn in this webinar how St. Petersburg College’s Innovation Lab managed to incorporate the STEAM education framework via their well-received and grant supported Maker Boot Camp. In the first Maker Boot Camp, children between 10 and 14 years old learned video game design, how to build a synthesizer and control sounds/voltage with littleBits, 3D design/printing, robotics, basic circuitry and electronics, virtual reality, creating holograms, and more. In this webinar:
- Understand what it takes to create and manage a collaborative learning space.
- Explore a variety of technologies and tools to help enhance learning.
- Learn how Maker Boot Camp was organized and how it continues to excite people of all ages.
- Realize the importance of partnering with businesses and other organizations.
Libraries are more than a storage house for books; they are friendly places for discovery! Do it yourself (DIY) culture has permeated into libraries giving patrons of all ages a chance to create interesting things. These collaborative learning environments, sometimes called makerspaces, are spaces where people can share innovative ideas and learn new skills. Makerspaces are a perfect fit in libraries primarily because it helps to enhance a library’s mission, which is to encourage lifelong learning.
In this webinar:
• Learn what a makerspace is and what it could mean for your library patrons.
• Discover a variety of resources to help build a great makerspace.
• Gain an appreciation as to what other libraries are doing in this new exciting space.
• Acquire numerous programming ideas to help foster creativity and learning.
Libraries are more than a storage house for books; they are friendly places for discovery! Do it yourself (DIY) culture has permeated into libraries giving patrons of all ages a chance to create interesting things. These collaborative learning environments, sometimes called makerspaces, are spaces where people can share innovative ideas and learn new skills. Makerspaces are a perfect fit in libraries primarily because it helps to enhance a library’s mission, which is to encourage lifelong learning.
In this webinar:
• Learn what a makerspace is and what it could mean for your library patrons.
• Discover a variety of resources to help build a great makerspace.
• Gain an appreciation as to what other libraries are doing in this new exciting space.
• Acquire numerous programming ideas to help foster creativity and learning.
STEM Programming Ideas at the Library.pdfBrian Pichman
With all the latest gadgets, gizmos, and everything in between, what are the latest programming ideas within library spaces? How can we use AI in different ways to engage our community? What about low costs or low-tech opportunities? Join Brian Pichman of the Evolve Project as he highlights some awesome programming ideas that you can implement within your library spaces! Bring in more patrons, build more collaboration, and improve your community outreach with some out-of-the-box STEM activities that really get your creative minds flowing.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
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Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
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2. Heatmap utilization for testing
3. Optimization of testing processes
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Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
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Children's maker projects and resources
1. Children’s Maker Projects and Resources:
Complied by:
Susanna Chan, Head of Children’s Services, South Brunswick Public Library, NJ
Email: schan@sbpl.info
2013 NJLA PreConference “You’ve Got it Made: Exploring the Maker Culture”
15 Easy to Make Robots – With step-by step instructions.
http://www.apartmenttherapy.com/15-easy-to-make-robots-instruc-143935
Evil Mad Scientist – Store for maker project components, accessories and kits.
http://shop.evilmadscientist.com/
LEGO Education – Easy to use kits for children, tweens and teens with very clear instructions on their
software. Grant information and webinars on their products available on their site.
http://www.legoeducation.us/
LEGO WeDo (For Ages 7 & Up): Kids will be able to build LEGO models featuring working motors
and sensors; program their models; and explore different activities with the WeDo software.
The Construction Set comes with printed building instructions for 12 models and contains more than
150 elements including a motor, tilt sensor, motion sensor, and LEGO USB Hub.
LEGO MINDSTORMS Education EV3 (For Ages 10 & Up): With the EV3 software, it enables kids
to design and build programmable robots using motors, sensors, gears, wheels and axles, and other
technical components.
StoryStarter (For Ages 6 & Up): Together with the StoryVisualizer software, kids can record the
stories they build with the Storystarter kit, then edit and publish their own stories.
Make: Projects – There are lots of projects for both kids and adults on this site.
http://blog.makezine.com/projects/
Maker Kids - A community for youth who make cool things. Can find a list of STEM projects including simple
robotics with instructions.
http://www.maker-kid.com/projects/
Maker Faire – Info on maker faires
http://makerfaire.com/
Maker Shed – Where you can purchase components or kits for maker projects including robotics.
http://www.makershed.com/Default.asp
Maker Space – Features maker space in different areas.
http://makerspace.com/
Makey Makey – An invention kit that can be used to do art, engineering, and everything in between. It turns
everyday objects into touchpads and combines them with the internet. Don’t miss the forums section for ideas
of how to use the makey makey kit. Suitable for both children and adults.
http://www.makeymakey.com/
Robodyssey – Robotic workshops and robotic kits available. Cater more for older tweens, teens and adults.
http://www.robodyssey.com/
2. Scratch – Scratch is a simple programming language developed by MIT Media Lab. It can be used to create
your own interactive stories, games, and animations — and share your creations with others in the online
community. It is provided free of charge.
http://scratch.mit.edu/
Simple Kids Craft – Recycled and educational craft for everyone.
http://www.simplekidscrafts.com/
Squishy Circuits - Squishy circuits are a project from the Thomas Lab at the University of St. Thomas. The
goal of the project is to design tools and activities which allow kids of all ages to create circuits and explore
electronics using play dough.
http://courseweb.stthomas.edu/apthomas/SquishyCircuits/
STEMgarden – A resource for K-12 educators and learners to be inspired to learn more in the STEM fields and
to use their knowledge to develop new ideas, businesses and economies for their communities.
http://stemgarden.net/
Teach Engineering - A searchable, web-based digital library collection populated with standards-based
engineering curricula for use by K-12 teachers and engineering faculty to make applied science and math
(engineering) come alive in K-12 settings.
http://www.teachengineering.org/