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Hacking Classroom Activities with Makey Makey & Scratch

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Colorado Convention Center, Mile High Ballroom 3A

Explore and create: Exploratory Creation lab
Preregistration Required
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Presenters

Photo
Sales Lead
Makey Makey
Eli likes to take things apart and put things together. He is tragically better at one of these things than the other. His life in STEM education began over ten years ago, leading professional development for teachers adopting new technologies. Since then, he has managed maker spaces, run summer camps, and developed curriculum on topics like 3D printing, robotics, and programming. As the sales lead for Makey Makey, he helps schools and users adopt one of the coolest platforms for invention and making.
Photo
Director of Product & Programs
Makey Makey
@d__run__
Derek has a passion for making, repairing and improving the things around him! After 5 years of teaching middle school shop class Derek entered the private sector developing educational kits, materials and running professional development workshops around the country. He is the author of two books, one on Arduino and another on Processing. As the Director of Product and Programs, Derek oversees the Makey Makey product catalog, the development of new products and collaborates with the team to make sure they reflect the value of invention literacy.

Session description

Learn how you can use Makey Makey and Scratch together to make simple sound and movement projects, weird and wacky physical controllers, and incorporate Scratch hacks with your Makey Makey inventions for a world of fun.

Purpose & objective

We will use Makey Makey Apps to inspire Scratch Projects. By having an app to replicate, teachers (and students ) will not be faced with white page syndrome and will have a common goal for coding completing their first Scratch projects.

Educators will learn the approaches to crafting learning experiences as a maker educator. These experiences differ from normal classroom learning because they are exploratory and problem/challenge-based in nature.

Multiple approaches to learning to code Scratch projects for hands on learning will be explored in this workshop which will ensure success and confidence for every teacher.

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Outline

Teachers will be introduced to Invention Literacy and Makey Makey.
They'll learn to plug and play Makey Makey with free web apps on the Makey Makey website. Then teachers will learn to code these types of projects in Scratch and how to challenge students to build physical inventions that will uniquely trigger their coded projects.

What is Makey Makey ? (5 min)
Bongo Demo (8 min)
New Poster App ( 5 min)
Code your own poster/sampler with play doh buttons ( 10-15 min)
Use Makey Makey Make a Sketch App (5 min)
Code your own Make a Sketch (10 min)
Physical Inventions to trigger app (5 min)
Ex:Orange a Sketch
Learn to code a Counter app (10 min)
Physical Inventions to trigger app (5 min):
Ex:Step Counter
Ex:Banana Bite Counter
Final Challenge: Make and Code Pixel Art Fingerpaint (25 min)
Q&A

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Supporting research

Books:
Making Things Move: DIY Motion Projects with Arduino and Other Maker Tools by Dale Dougherty
Invent to Learn: Making, Tinkering, and Engineering in the Classroom by Sylvia Martinez and Gary Stager
Coding for Kids: Fun Projects to Teach Your Child the Basics of Computer Programming by Jon Duckett
Research:
Making Learning Visible: Children as Designers and Producers of Digital Media by John Seely Brown, Paul Duguid, Susan Collins, and Allan Paull
Constructionism and the Teaching and Learning of Science by Seymour Papert
The Tinkering School: A Hands-On Approach to Learning by Gever Tulley
The Makers Movement: A New Industrial Revolution? by Chris Anderson
The Role of Making in Learning: A Literature Review by Kylie Peppler and Marina Kafai

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Session specifications

Topic:
Computer science & computational thinking
Grade level:
PK-12
Skill level:
Beginner
Audience:
Library media specialists, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices required
Attendee device specification:
Laptop: Chromebook, Mac, PC
Participant accounts, software and other materials:
Attendees should have a laptop with USB port.
Subject area:
Computer science, STEM/STEAM
ISTE Standards:
For Students:
Empowered Learner
  • Students understand the fundamental concepts of technology operations, demonstrate the ability to choose, use and troubleshoot current technologies and are able to transfer their knowledge to explore emerging technologies.
Knowledge Constructor
  • Students build knowledge by actively exploring real-world issues and problems, developing ideas and theories and pursuing answers and solutions.
Creative Communicator
  • Students create original works or responsibly repurpose or remix digital resources into new creations.
Disclosure:
The submitter of this session has been supported by a company whose product is being included in the session
Related exhibitors:
Teq