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Book Invent to Learn

    Book Details:
  • Author : Sylvia Libow Martinez
  • Publisher :
  • Release : 2019-01-05
  • ISBN : 9780997554380
  • Pages : 324 pages

Download or read book Invent to Learn written by Sylvia Libow Martinez and published by . This book was released on 2019-01-05 with total page 324 pages. Available in PDF, EPUB and Kindle. Book excerpt: A new and expanded edition of one of the decade's most influential education books. In this practical guide, Sylvia Martinez and Gary Stager provide K-12 educators with the how, why, and cool stuff that supports making in the classroom, library, makerspace, or anywhere learners learn.

Book Invent To Learn

    Book Details:
  • Author : Sylvia Libow Martinez
  • Publisher :
  • Release : 2016-09-17
  • ISBN : 9780997554328
  • Pages : 254 pages

Download or read book Invent To Learn written by Sylvia Libow Martinez and published by . This book was released on 2016-09-17 with total page 254 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in hardcover, this practical guide has become known worldwide as the "bible of the classroom maker movement." It provides K-12 educators with the how, why, and cool stuff that supports every classroom becoming a makerspace where kids and teachers learn together through direct experience with an assortment of high and low-tech materials.

Book Invent to Learn

Download or read book Invent to Learn written by Sylvia Libow Martinez and published by . This book was released on 2013 with total page 237 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Join the learning revolution sweeping the globe! 3D printers, robotics, programming, wearable computing, and Arduino capture the imaginations of today's student. When exciting new technologies combine with hands-on traditions, your classroom becomes a makerspace where learning soars. The time is now to place invention and creativity ahead of worksheets and testing. Using technology to make, repair, or customize the things we need democratizes engineering, design, and computer science. Fortunately for educators, this maker movement overlaps with the natural inclinations of children and the power of learning by doing. Making, tinkering, and engineering are how people learn and work in the 21st Century. This book explores how you can join the exciting maker movement and turn any K-12 classroom into a center of innovation." -- Back cover.

Book Inventing For Dummies

Download or read book Inventing For Dummies written by Pamela Riddle Bird and published by John Wiley & Sons. This book was released on 2011-03-08 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: Full coverage of the ins and outs of inventing for profit Protect your idea, develop a product - and start your business! Did you have a great idea? Did you do anything about it? Did someone else? Inventing For Dummies is the smart and easy way to turn your big idea into big money. This non-intimidating guide covers every aspect of the invention process - from developing your idea, to patenting it, to building a prototype, to starting your own business. The Dummies Way * Explanations in plain English * "Get in, get out" information * Icons and other navigational aids * Tear-out cheat sheet * Top ten lists * A dash of humor and fun Discover how to: * Conduct a patent search * Maintain your intellectual property rights * Build a prototype product * Determine production costs * Develop a unique brand * License your product to another company

Book Invent Your Own Computer Games with Python  4th Edition

Download or read book Invent Your Own Computer Games with Python 4th Edition written by Al Sweigart and published by No Starch Press. This book was released on 2016-12-16 with total page 377 pages. Available in PDF, EPUB and Kindle. Book excerpt: Invent Your Own Computer Games with Python will teach you how to make computer games using the popular Python programming language—even if you’ve never programmed before! Begin by building classic games like Hangman, Guess the Number, and Tic-Tac-Toe, and then work your way up to more advanced games, like a text-based treasure hunting game and an animated collision-dodging game with sound effects. Along the way, you’ll learn key programming and math concepts that will help you take your game programming to the next level. Learn how to: –Combine loops, variables, and flow control statements into real working programs –Choose the right data structures for the job, such as lists, dictionaries, and tuples –Add graphics and animation to your games with the pygame module –Handle keyboard and mouse input –Program simple artificial intelligence so you can play against the computer –Use cryptography to convert text messages into secret code –Debug your programs and find common errors As you work through each game, you’ll build a solid foundation in Python and an understanding of computer science fundamentals. What new game will you create with the power of Python? The projects in this book are compatible with Python 3.

Book The Invent to Learn Guide to Fun

Download or read book The Invent to Learn Guide to Fun written by Josh Burker and published by . This book was released on 2015-05-07 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Features an assortment of insanely clever classroom-tested "maker" projects for learners of all ages.

Book Learn To Invent

Download or read book Learn To Invent written by S. E. Clark and published by Prabhat Prakashan. This book was released on 2021-01-01 with total page 37 pages. Available in PDF, EPUB and Kindle. Book excerpt: Invention is the fountain source of material progress. It would indeed be a fruitless effort to try to express in adequate language its wondrous possiblities and practical worth to mankind. Its field of action surpasses all others.

Book Idea to Invention

Download or read book Idea to Invention written by Patricia Nolan-Brown and published by AMACOM. This book was released on 2014-01-09 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover the tricks of the trade that helps ordinary people learn how to look at their world through the eyes of an inventor. You don’t have to be a mechanical genius to be an inventor. Chances are, you’re already at the all-important starting ground every inventor begins at--wishing you could find a clever solution to an everyday challenge. The far-too-complicated baby swing. Slick-soled running shoes. Computer cords constantly tangled up...there can’t be a solution unless there’s a problem. Author and inventor Patricia Nolan-Brown has turned many common annoyances into ingenious and money-making products, and she believes you can do the same. In Idea to Invention, you will learn the six simple steps it takes to go from idea to invention, and discover: Creativity habits that spark invention The power of tape-and-paper prototypes to refine their vision How to navigate the ins and outs of licensing and patenting their product The pros and cons of finding a licensed manufacturer vs. running a home-based assembly line How to promote their invention Product enhancements that add years to shelf life From the everyday challenge and your initial concept to resolve it, all the way to the explosion of your thriving business, Idea to Invention simplifies the invention process and gives creative thinkers the competitive edge they need to achieve the success their amazing ideas deserve.

Book Twenty Things to Do with a Computer Forward 50

Download or read book Twenty Things to Do with a Computer Forward 50 written by Gary S. Stager and published by . This book was released on 2021-11-22 with total page 418 pages. Available in PDF, EPUB and Kindle. Book excerpt: In 1971, Cynthia Solomon and Seymour Papert published Twenty Things to Do with a Computer, a revolutionary document that would set the course of education for the next fifty years and beyond. This book, Twenty Things to Do with a Computer Forward 50, is a celebration of the vision set forth by Papert and Solomon a half-century ago. Four dozen experts from around the world invite us to consider the original provocations, reflect on their implementation, and chart a course for the future through personal recollections, learning stories, and imaginative scenarios. Twenty Things to Do with a Computer Forward 50 can inspire parents, educators, and aspiring teachers to make the world a better place for learning. The impact of Twenty Things is all around us. In 1971, Solomon and Papert predicted 1:1 personal computing, the maker movement, the rise of computational thinking, children programming computers, robotic construction kits, computer science for all, and integrating computing across the curriculum. All of this, years, or even decades, before such notions became more commonplace. In fewer than thirty pages, Twenty Things to Do with a Computer introduced readers to an exciting world in which children use computers they own to create, solve problems, control their world, and bring powerful ideas to life across subject areas. More importantly, Twenty Things situates the ideals of progressive education in a modern context. Papert and Solomon demonstrated how computing could be creative, humane, whimsical, childlike, and a way to learn "everything else," even ideas at the frontiers of mathematics and science. Contributors to this book include scholars and tech pioneers who worked with Papert and Solomon in the 1970s, phenomenal classroom teachers, inventors, researchers, school administrators, university professors, and educational technology leaders. Essays in this collection offer multiple pathways for school reform. Authors include Cynthia Solomon, Sugata Mitra, Conrad Wolfram, Audrey Watters, David Thornburg, Yasmin Kafai, Dale Dougherty, Nettrice Gaskins, Dan Lynn Watt, Molly Lynn Watt, Gary Stager, Artemis Papert, Stephen Heppell, along with forty other brilliant thinkers and legendary educators. Twenty Things to Do with a Computer Forward 50 is an effort to preserve a historical document and share it with future of generations seeking a more creative, personal, empowering, and meaningful educational experience for young people. This book is a must-read for: Educators School leaders Preservice teachers Policymakers Technology developers Parents

Book Learn to Invent  First Steps for Beginners Young and Old

Download or read book Learn to Invent First Steps for Beginners Young and Old written by Samuel Evans Clark and published by Good Press. This book was released on 2019-12-18 with total page 42 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn to Invent is a how-to guide by Samuel Evans Clark on the art of invention. Excerpt: "Invention is the fountain source of material progress. It would indeed be a fruitless effort to try to express in adequate language its wondrous possibilities and practical worth to mankind. Its field of action surpasses all others. It is most apparent in our daily walks of life. Every human effort owes it homage. The fame of many inventors has encircled the earth. They have been feted and honored in many ways, their names indelibly inscribed on the roll of the earth's greatest men."

Book Scratch 3 Programming Playground

Download or read book Scratch 3 Programming Playground written by Al Sweigart and published by No Starch Press. This book was released on 2021-01-19 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: A project-filled introduction to coding that shows kids how to build programs by making cool games. Scratch, the colorful drag-and-drop programming language, is used by millions of first-time learners worldwide. Scratch 3 features an updated interface, new programming blocks, and the ability to run on tablets and smartphones, so you can learn how to code on the go. In Scratch 3 Programming Playground, you'll learn to code by making cool games. Get ready to destroy asteroids, shoot hoops, and slice and dice fruit! Each game includes easy-to-follow instructions with full-color images, review questions, and creative coding challenges to make the game your own. Want to add more levels or a cheat code? No problem, just write some code. You'll learn to make games like: Maze Runner: escape the maze! Snaaaaaake: gobble apples and avoid your own tail Asteroid Breaker: smash space rocks Fruit Slicer: a Fruit Ninja clone Brick Breaker: a remake of Breakout, the brick-breaking classic Platformer: a game inspired by Super Mario Bros Learning how to program shouldn't be dry and dreary. With Scratch 3 Programming Playground, you'll make a game of it! Covers: Scratch 3

Book The Invent to Learn Guide to 3D Printing in the Classroom

Download or read book The Invent to Learn Guide to 3D Printing in the Classroom written by David D. Thornburg and published by . This book was released on 2014-06-01 with total page 163 pages. Available in PDF, EPUB and Kindle. Book excerpt: "3D printing will be bigger than the Web." Chris Anderson, former editor-in-chief of Wired magazine This book is an essential guide for educators interested in bringing the amazing world of 3D printing to their classrooms. Learn about the technology, exciting powerful new design software, and even advice for purchasing your first 3D printer. The real power of the book comes from a variety of teacher-tested step-by-step classroom projects. Eighteen fun and challenging projects explore science, technology, engineering, and mathematics, along with forays into the visual arts and design. The Invent To Learn Guide to 3D Printing in the Classroom is written in an engaging style by authors with decades of educational technology experience.

Book Inventors Who Changed the World

Download or read book Inventors Who Changed the World written by Heidi Poelman and published by Abrams. This book was released on 2018-10-01 with total page 17 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the ranging curiosity of Leonardo da Vinci to the dedication and sacrifice of Marie Curie, Inventors Who Changed the World is a young child's first introduction to the brilliant people who taught us the meaning of perseverance and innovation. Simple text and adorable illustrations tell the contributions of nine renowned inventors from around the world: Cai Lun, Leonardo da Vinci, Marie Curie, Thomas Edison, Orville and Wilbur Wright, Grace Hopper, Johannes Gutenberg, and Louis Pasteur. Inspire your own little inventor with the words of these inventive heroes who changed the world.

Book To Understand Is to Invent

Download or read book To Understand Is to Invent written by Jean Piaget and published by Penguin Books. This book was released on 1974-09-05 with total page 148 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Invention of Tradition

    Book Details:
  • Author : Eric Hobsbawm
  • Publisher : Cambridge University Press
  • Release : 1992-07-31
  • ISBN : 9780521437738
  • Pages : 332 pages

Download or read book The Invention of Tradition written by Eric Hobsbawm and published by Cambridge University Press. This book was released on 1992-07-31 with total page 332 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores examples of this process of invention and addresses the complex interaction of past and present in a fascinating study of ritual and symbolism.

Book Learn to Invent

Download or read book Learn to Invent written by Samuel Evans Clark and published by . This book was released on 1907 with total page 31 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Robot Proof

    Book Details:
  • Author : Joseph E. Aoun
  • Publisher : MIT Press
  • Release : 2018-08-14
  • ISBN : 0262535971
  • Pages : 211 pages

Download or read book Robot Proof written by Joseph E. Aoun and published by MIT Press. This book was released on 2018-08-14 with total page 211 pages. Available in PDF, EPUB and Kindle. Book excerpt: How to educate the next generation of college students to invent, to create, and to discover—filling needs that even the most sophisticated robot cannot. Driverless cars are hitting the road, powered by artificial intelligence. Robots can climb stairs, open doors, win Jeopardy, analyze stocks, work in factories, find parking spaces, advise oncologists. In the past, automation was considered a threat to low-skilled labor. Now, many high-skilled functions, including interpreting medical images, doing legal research, and analyzing data, are within the skill sets of machines. How can higher education prepare students for their professional lives when professions themselves are disappearing? In Robot-Proof, Northeastern University president Joseph Aoun proposes a way to educate the next generation of college students to invent, to create, and to discover—to fill needs in society that even the most sophisticated artificial intelligence agent cannot. A “robot-proof” education, Aoun argues, is not concerned solely with topping up students' minds with high-octane facts. Rather, it calibrates them with a creative mindset and the mental elasticity to invent, discover, or create something valuable to society—a scientific proof, a hip-hop recording, a web comic, a cure for cancer. Aoun lays out the framework for a new discipline, humanics, which builds on our innate strengths and prepares students to compete in a labor market in which smart machines work alongside human professionals. The new literacies of Aoun's humanics are data literacy, technological literacy, and human literacy. Students will need data literacy to manage the flow of big data, and technological literacy to know how their machines work, but human literacy—the humanities, communication, and design—to function as a human being. Life-long learning opportunities will support their ability to adapt to change. The only certainty about the future is change. Higher education based on the new literacies of humanics can equip students for living and working through change.