
Invent To Learn
Making, Tinkering, and Engineering in the Classroom
By: Sylvia Libow Martinez, Gary S. Stager
Hardcover | 17 September 2016
At a Glance
254 Pages
25.4 x 17.78 x 1.6
Hardcover
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Join the maker movement!
There’s a technological and creative revolution underway. Amazing new tools, materials and skills turn us all into makers. Using technology to make, repair or customize the things we need brings engineering, design and computer science to the masses. Fortunately for educators, this maker movement overlaps with the natural inclinations of children and the power of learning by doing. The active learner is at the center of the learning process, amplifying the best traditions of progressive education. This book helps educators bring the exciting opportunities of the maker movement to every classroom.
Children are natural tinkerers
Their seminal learning experiences come through direct experience with materials. Digital fabrication, such as 3D printing and physical computing, including Arduino, MaKey MaKey, and Raspberry Pi, expands a child’s toy and toolboxes with new ways to make things and new things to make. For the first time ever, childhood inventions may be printed, programmed or imbued with interactivity. Recycled materials can be brought back to life.
While school traditionally separates art and science, theory and practice, such divisions are artificial. The real world just doesn’t work that way! Architects are artists. Craftsmen deal in aesthetics, tradition and mathematical precision. Video game developers rely on computer science. Engineering and industrial design are inseparable. The finest scientists are often accomplished musicians. The maker community brings children, hobbyists and professionals together in a glorious celebration of personal expression with a modern flare.
When 3-D printing, precision cutting, microcomputer control, robotics and computer programming become integral to the art studio, auto shop or physics lab, every student needs access to tools, knowledge and problem solving skills. The maker movement not only blurs the artificial boundaries between subject areas, it erases distinctions between art and science while most importantly obliterating the crippling practice of tracking students in academic pursuits or vocational training. There are now multiple pathways to learning what we have always taught and things to do that were unimaginable just a few years ago.
Making for every classroom budget
Even if you don’t have access to expensive (but increasingly affordable) hardware, every classroom can become a makerspace where kids and teachers learn together through direct experience with an assortment of high and low-tech materials. The potential range, breadth, power, complexity and beauty of projects has never been greater thanks to the amazing new tools, materials, ingenuity and playfulness you will encounter in this book.
In this practical guide, Sylvia Martinez and Gary Stager provide K-12 educators with the how, why, and cool stuff that supports classroom making.
Industry Reviews
"Learning is often confused with education. Martinez and Stager clearly describe 'learning learning' through engagement, design and building. The best way to understand circles is to reinvent the wheel."
- Nicholas Negroponte, Founder MIT Media Lab & One Laptop Per Child
"Educators will be hard pressed to find a more essential, important book for making sense of not just the exciting, game-changing "maker" technologies that are currently exploding around us, but of the absolutely powerful learning opportunities they present for our students as well. Sylvia Martinez and Gary Stager are a teacher's perfect guides into this fast growing, innovative world of creative problem solving and construction using an array of new, innovative computing devices, many of which fit in our pockets. Even more, Invent To Learn creates a required new context for modern learning, and it offers an accessible roadmap for re-imagining schools, classrooms, and personal practice. It's a must read for those wanting to remain relevant in their student's learning lives."
- Will Richardson, Author of Why School? How Education Must Change When Learning and Information Are Everywhere
"Invent to Learn: Making, Tinkering and Engineering is the most important book of the 21st century for anyone interested in children and learning. The title says it all. Children learn best by making things whether physical or virtual. The authors highlight antecedents to this burgeoning new movement. Martinez and Stager describe making and tinkering as part of a long intellectual tradition and mention contributions of diverse luminaries such as Leonardo, Piaget, and Papert. This guidebook offers insights and suggestions as to how to bring making, tinkering, and engineering into learners' lives through classroom and out-of-school settings. Ideas and resources for implementing the ideas are clearly articulated. This beautifully written book opens up an exciting and stimulating educational adventure."
- Cynthia Solomon, Ed.D. Co-inventor of the Logo programming language and author of Computer Environments for Children: A Reflection on Theories of Learning and Education
"Sylvia and Gary have created a dynamic masterwork that engages readers from the opening sentence to the last. The craft of making things becomes a philosophical cornerstone to a true education, as this book makes abundantly clear. Rather than rant against the status quo, this book shows both why the transformation of education is essential, and presents specific strategies to make these changes. In many parts of the world, education has lost its way, and this book provides a map back to the educational experiences that are both tremendously effective and a great deal of fun as well."
- David Thornburg, Ph.D., Director, Thornburg Center
"Invent to Learn is filled with inspiration and practical ideas that I cannot wait to share with colleagues. Gary and Sylvia have provided not only the rational and history, but also practical how-tos in a thoughtful book perfect for teachers, parents and administrators. I expect the number of maker spaces to grow as this book makes them feel much more accessible to all teachers and schools. You will finish the book inspired to make programming, invention and making a reality."
- Shelly Luke-Willie, Elementary School Principal, Chadwick International School - Songdo, South Korea.
"A lucid guide to create and shape new and exciting learning environments for all, where digital devices are the learners' technology, the constructing tools to make, to invent, to understand... The maker movement flows gracefully to the classroom."
- Leda Milena Mu±oz Garca, Ph.D., Director of Fundaci³n Omar Dengo (Costa Rica's Computers in Schools NGO)
Chapter 1 - An Insanely Brief and Incomplete History of Making 11 A Kinda Sorta History Lesson 12 Piaget 13 Seymour Papert: Father of the Maker Movement 17 Progressive Education Stages a Comeback 22 Making Makes a Comeback 23 Today 27
Chapter 2 - Learning 31 Constructivism and Constructionism 31 Making, Tinkering, and Engineering 32
Chapter 3 - Thinking About Thinking 43 School Thinking 44 Design Models From the Real World 46 Design Models for Learning 50 What the World Really Needs Is Another Design Model 51 TMI 52 Integrating the Arts 54 The Role of Powerful Ideas in Changing Education 55
Chapter 4 - What Makes a Good Project? 57 The Eight Elements of a Good Project 58 Questions Worth Asking 59 What's a Good Prompt? 61 Planning Projects 63 Making Memories 67
Chapter 5 - Teaching 69 A Teaching Mantra: Less Us, More Them 70 Doing Constructionism 71 Teaching Using Iterative Design Cycles 76 Assessment 81
Chapter 6 - Making Today 83 You Are Better Prepared Than You Think 84 Using Familiar Materials to Learn in Unfamiliar Ways 86 Decisions, Decisions 88
Chapter 7 - The Game Changers 91 Fabrication 92 Physical Computing 109 Programming 130
Chapter 8 - Stuff 147 Basic Stocks 147 Purchasing/Acquiring Stuff 153
Chapter 9 - Shaping the Learning Environment 157 Help or Get out of the Way! 158 Riding Up the Down Escalator 160 Gender Friendly Spaces and Styles 161 Documentation 162 The Technology Ecology 162 Collaboration and Group Work 163 Taking the Lab out of the Fab Lab 166 Creative Space Design and Making Do 169 Setting Expectations 172
Chapter 10 - Student Leadership 175
Chapter 11 - Make Your Own Maker Day 179 Planning 179 Activities 181 Wrap It Up 184
Chapter 12 - Making the Case 187 Say This, Not That - Advocacy 191 Say This, Not That - Rebuttal 193 Inspiration 195 Making the Case With Research 196
Chapter 13 - Do Unto Ourselves 199 The Learning Environment 201 The Practice 202 The Projects 205
Chapter 14 - Resources to Explore 209 Project Collections, Tutorials, and Inspiration 209 Organizations 214 Constructionism Resources 214 Reggio Emilia Approach 215 Advocacy, Reports, and Articles 215 Research Groups 216 Inventors and Inventing 216 Play Resources 216 Places To Purchase Parts and Supplies 217 3D Printing and Fabrication 217 Copyright and Intellectual Property 219 Electronics 219 Physical Computing 219 Programming 222 Kits 223 Creative Materials Old and New 224 Professional Development, Curriculum, and Standards 225 School Design 226 Bibliography 227 Index 233
ISBN: 9780997554328
ISBN-10: 0997554320
Published: 17th September 2016
Format: Hardcover
Language: English
Number of Pages: 254
Audience: Professional and Scholarly
Publisher: Constructing Modern Knowledge Press
Country of Publication: US
Dimensions (cm): 25.4 x 17.78 x 1.6
Weight (kg): 0.66
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