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Cubelets Robot Construction for Kids

Cubelets Robot Construction for Kids
Related:  Robots

Sphero on Vimeo 10 aplicaciones para enseñar programación robótica en colegios – Bejob Enseñar a los niños a programar es una tendencias cada vez más extendida en los programas didácticos de muchos profesores. Los beneficios de aplicar conceptos de programación robótica en la enseñanza no solo servirán a aquellos que, desde muy pequeños, sueñan con ser informáticos. Su aprendizaje hará que los más pequeños de la casa se encuentren mejor preparados para su futuro profesional y puedan desarrollar un pensamiento más ordenado y lógico. Para comenzar a estimularlos desde edades muy tempranas, existen una serie de aplicaciones que enseñan cómo construir, de un modo totalmente autónomo, juegos y otras actividades, utilizando tan solo un interfaz visual o cadenas de código. 1. Lightbot Jr (4 o más años) Esta aplicación está protagonizada por un simpático robot que debe superar varios niveles. 2. Esta aplicación consiguió el máximo galardón el Parents’ Choice Gold Award por ser la aplicación favorita de los padres. 3. 4. 5. 6. 7. 8. 9. 10.

Lawrence Hall of Science - 24/7 Science How fast does the wind blow? What makes things sticky? Where do insects live and plants grow? What is the best way to clean up the environment? How do humans measure up in the animal kingdom? So many questions—and so many ways to find answers! Bridge Builders How Fast Is the Wind Gooo! Filling Without Spilling Parachute Drop Crystals Bird Beaks Sticky Situations Oil Spill How Old is Your Penny? Measure Yourself Where Do Plants Grow? Bug Hunt! Afterschool KidzScience AfterSchool KidzScience™ kits are designed specifically for children in grades 3 - 5 in out-of-school settings. Check Out Science Check Out Science makes doing science with your family easy, no scientific expertise necessary. Explore Your World You don't have to trek through a rainforest, blast off for space, or dive to the deep sea to explore your world. Roadside Heritage Roadside Heritage is an informal science educational project with its origins in the stunning landscape of the Eastern Sierra along the 395 scenic byway. Save Sam! Mr.

Mobile Learning Playground 2015 - ISTE Mobile Learning Network Join us for interactive fun in Philly! Engage-Learn-Play! Interactive Presentations and Table Topics Presentation Station 1 Making Your Smart Devices Smarter: Gadgets Robbie K. This presentation will highlight the latest innovations in emerging mobile smart accessories and gadgets for enhancing teaching and learning including the updated Appapedia Mobile App Resource Center PreK-Careers Mobile Sensor Apps for Learning: Turn Your Mobile Device into a Science Lab Space Rebecca E. Have STEM students collect meaningful data inside or outside of class, on field trips, or at home. Mobile Apps for 3D Modeling and Printing Dr. This session will demonstrate a variety of apps that can support designing for 3D modeling, especially for the purpose of 3D printing. Hackathon: Hack Your Class Chris Luchs, Associate Dean, Career Technical Education, CCCOnline and Kae Novak, Instructional Designer, Front Range Community College What is a Hackathon? Mobile Games That Are Not "Chocolate-Covered Broccoli" Dr. Dr.

Robottica - Inicio SEPUP SEPUP creates innovative science curricula for use in grades 6–12 education. Issue-oriented science forms the core of SEPUP's curriculum materials. Every unit uses personal and societal issues to provide thematic continuity for student investigations and observations. Receive news/updates Curriculum SEPUP designs issue-oriented units and courses for secondary science classrooms. SEPUP curricula are based on a guided-inquiry approach and promote the use of scientific principles, processes, and evidence in public decision making. The SEPUP approach also enhances the role of teachers as facilitators of student learning and as educational leaders within their communities by having them share in the development, implementation, and assessment of issue-oriented science materials and programs. Visit the SEPUP website Professional Development

STEM - Lower School Technology Educate to Innovate and the National Video Game Challenge are all White House STEM initiatives The acronym STEM stands for Science, Technology, Engineering, and Mathematics. There is more; STEM Education attempts to transform the typical teacher-centered classroom by encouraging a curriculum that is driven by problem-solving, discovery, exploratory learning, and require students to actively engage a situation in order to find its solution. Dr. Take a look at The Marshmallow Challenge by clicking the image below Click the image on the for more design challenges

Thingiverse - Digital Designs for Physical Objects KidzScience AfterSchool KidzScience™ kits are designed specifically for use in out-of-school settings by children in grades 3 - 5. Each kit includes four approximately 45-minute sessions. The four sessions in each kit build upon each other but stand alone to accommodate flexible attendance. Engage Each session begins with a quick introduction and a question of the day designed to engage the children and get them thinking. Explore During this part of the session, the children explore and experiment. Make Sense Each session ends with an opportunity for the children to reflect and make sense of what they’ve experienced and discovered. AfterSchool KidzScience™ was developed by the Lawrence Hall of Science (LHS) in close collaboration with Developmental Studies Center (DSC). Download the AfterSchool KidzScience Overview for more information Download a sample Session Guide Download a brochure on the Oracle AfterSchool Science Initiative What's Included? Each kit contains one guide for each session—four in a kit.

Caine's Arcade | A cardboard arcade made by a 9-year-old boy. How Desktop 3D Printing is Moving From Makers to Pros We've all seen the results of desktop 3D printing. And let's be honest, the results have often been less than impressive. Things like homemade toys and models have a certain cool factor, but once that wears off you have to ask yourself, is a desktop 3D printer just a $3,000 tchotchke maker? That's not to discount however the things being done by makers and the DIY movement. “For years, even 10 to 20 years ago, we've talked about a 3D printer on every engineer's desk. The upside to all of this Kawola said, is that many makers are engineers in their day jobs. In the material space alone, for example, Kawola pointed to how it was once only possible to 3D print with PLA. “I credit that to the open-source nature of desktop 3D printing,” he said. Kawola called it a “convergence of capability” that is creating this shift. “[The grippers] break all the time, people lose them, they get stolen – it's a consumable item in factories,” Kawola said.

Makerspaces in the Classroom During my eight-plus years of teaching students in a makerspace-style environment, I have witnessed first-hand a surge of interest in problem-based curriculum from both our youth and their parents due to its ability to engage students and to help them retain the knowledge. This is why the marriage between the classroom and the makerspace is so potent. It fills the gap between classroom theory and the physical world. Historically, sparse classroom budgets have been the root cause for a lack of modern equipment in the classroom. This made sense, of course, when an entry-level 3D printer could cost more then $20,000. Now, a derivative of the technology can be purchased with the proceeds of a single bake sale, or even through parent donation. The beauty of the makerspace is its ability to not only inspire students, but to accelerate their knowledge intake through exciting and imaginative curricular application. Classroom Environment Standalone Makerspace Adam Kemp

3 Reasons Why Robotics Promotes a Culture of Creativity in the Classroom To meet the challenges of the modern workplace, today’s education is calling for curriculum that integrates STEM learning and creative problem solving in the classroom. I have found that creativity in the classroom is better harnessed when it is encouraged and is critical for today’s students, particularly when using robotics. Below are the top three reasons I believe robotics can promote a culture of creativity in your classroom, ultimately helping propel the next generation of innovators forward: 1. One common misconception about creativity that many of my students have is that to be creative, you need to have a knack for drawing, painting or storytelling. By being creative as teachers and incorporating robotics into our lesson plans, we can show students that it is possible for creativity to go hand in hand in math, science, coding and more. 2. Robotics frequently present open-ended challenges that do not lead to single solution. 3.

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