Global Maker Day is October 23rd
Fits with IB Design Cycle, design thinking, college and career readiness, builds student critical and creative thinking, and is very "Piedmont" in that you already do a lot of making in class via hands on projects (PBL)
How to celebrate?
Before October 23rd, register here (all peolpe who register get a free digital copy of the book: Makers in Schools, Entering the 4th Industrial Revolution) then choose one or all of these three ways to take part:
If you like Fakebook, consider using emoji, memes and social media for class as explained here.
Below is a short video walthrough of how to get started making a Fakebook page for class. If you give your fakebook famous friends, their image will automatically populate, otherwise you can find and use images from google image search (select - "search tools- usage rights- labelled for noncommerical reuse" below the search bar!)
To view a Fakebook example, check out Rasputin as created by Ms. Thornburg.
The presentation below demonstrates why and how to integrate maker movement into your classroom or school, via both creating a dedicated "Makerspace" as well as content integration of the "maker" ethos:
Click here for Interactive session note sheet from the February CMS Tech Meeting
Click here for printable QR coded handout
5 Steps to Starting a Makerspace on a Shoestring Budget:
Maker-friendly Sites for Students:
Free Coding for Students:
Robotics, Electronics, Computer Science, Design and Engineering
Products to consider as you acquire funds:
Inspiring videos, lessons, and ideas:
A few to get you started. Most sites and tools listed above have project lists as well.
Further Reading for Educators:
Twitter Hashtags to Explore:
Also, use these as Google search terms (search your content area keyword/s plus...)
and don't forget...
#artsed #musiced #slowchatpe
Gamification is the idea that you can turn some of the your class curriculum and social goals into a game.
Some teachers are skeptical of anything with the word game in it because they fear it will belittle the value of the content, water down the content or be slow and inefficient. It is actually the opposite.
I can describe it best by showing you, so head over to this link to see how it works in seventh and eighth grade social studies classrooms (and my daughter's third grade class) and see me if you'd like to know more or want help gamifying a unit, lesson, or goal.
Here is a good intro video to the concept
Here are some links:
This blog is a compendium of District and Piedmont -specific PD opportunities, trainings, and notes.