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Edtech Advocacy &
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Interactive Makerspace Projects With Chromebooks

Location: Hyatt Regency Hyde A

Explore and create
Pre-registration required

Explore and create : Workshop

Sunday, June 24, 12:30–3:30 pm
Location: Hyatt Regency Hyde A

Roger Wagner  
Learn how to bring models and posterboard projects to interactive digital life to display movie clips and websites with Chromebooks. Go through the steps of making a project that can be replicated in your classrooms using HyperDuino kits that include the HyperDuino, touch sensors, LEDs and more.

Skill level: Beginner
Attendee devices: Devices required
Attendee device specification: Laptop: Chromebook, Mac, PC
Participant accounts, software and other materials: HyperDuino for Chrome App: https://chrome.google.com/webstore/detail/hyperduino-for-chrome/jbdhfjbaldhlgkmappidjnpkjadkgdkb?utm_source=chrome-ntp-launcher


Focus: Digital age teaching & learning
Topic: Maker activities and programs
Subject area: STEM/STEAM, Computer science
ISTE Standards: For Students:
Knowledge Constructor
  • Students curate information from digital resources using a variety of tools and methods to create collections of artifacts that demonstrate meaningful connections or conclusions.
Creative Communicator
  • Students create original works or responsibly repurpose or remix digital resources into new creations.
  • Students communicate complex ideas clearly and effectively by creating or using a variety of digital objects such as visualizations, models or simulations.
Disclosure: The submitter of this session has been supported by a company whose product is being included in the session
Related exhibitors: Microsoft Corporation , Acer America Corporation , Google, Inc. , Software MacKiev , Canon USA, Inc. , Mackin Educational Resources , Vernier Software & Technology , Micro:bit Educational Foundation , Microsoft Education Partner Apps Showcase

Proposal summary

Purpose & objective

Participants will gain sufficient competence and confidence to guide their students in creating curriculum-based physical-digital projects in a classroom makerspace. They will be able and comfortable with students adding LEDs to projects, and linking to web-based digital media.

A significant challenge that this workshop addresses is how to best use a makerspace in a way that produces measurable curriculum-related results. In addition, it is not immediately obvious how Chromebooks fit into a makespace experience. This workshop demonstrates how educators can use the expertise and subject-knowledge that they already have as the foundation of their maker activities, and use Chromebooks to link digital media to physical student-created projects.

The activity will be a facilitated process of hands-on learning using provided physical materials and printed and pdf guides.


Total Time: 3 hours (180 mins)

0:00 - 0:15 Introduction and demonstration of interactive maker projects in actual examples and videos of classroom practice.

0:16 - 0:50 Participants interact with pre-made project to link media and learn basics of sensors and LEDs.

0:50 - 0:59 Break

1:00 - 1:50 Participants construct their own personalized physical project, researching and curating media, and linking it to specific points of their model.

1:50 - 1:59 Break

2:00 - 2:45 Coding in the context of the curriculum. Participants are introduced to the use of a simple block programming language (MakeCode from Microsoft) with the objective of learning how coding can be taught in the service of specific thematic units and testable curriculum objectives.

2:45 - 3:00 Reflection and discussion.

Supporting research

Invent-to-Learn: http://www.inventtolearn.com
(not a liated with this presentation, but an excellent book on the topic)

How the Maker Movement is Transforming Education
http://www.weareteachers.com/hot-topics/special-reports/how-the-maker-movement- is-transforming-education



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Roger Wagner, HyperDuino MakerBit

Roger Wagner is a former math & science teacher, creator of HyperStudio, and most recently, the creator of the HyperDuino, which has pioneered new ways of interconnecting digital media and physical student-made projects. As an educator and educational technology innovator, Roger has worked with numerous K-12 schools, as well as college and university teacher preparation programs, in their courses that include the creation of highly interactive student projects. Roger was named by Technology & Learning Magazine as one of the top 5 "Most Important Educational Technology Gurus of the Past Two Decades". More information is available at rogerwagner.com.

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