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Contraptions in the Classroom

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Colorado Convention Center, Bluebird Ballroom Lobby, Table 13

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Presenters

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Godwyn Morris is the Director of Dazzling Discoveries STEM Education Center in NYC and Skill MIll NYC, maker space style facilities in New York City. Her mission is to empower kids through hands-on creative experiences. She is the inventor of DazzLinks Cardboard Building Kits, co-creator of Engineering with Paper packets; projects that can be made with just paper, tape and scissors. Several of her projects have been published in the New York Times.

Session description

Creating a Rube Goldberg style contraption is more than just building with junk. It involves literacy to create the contraption "story" and writing skills to document the project step by step. And of course the science and engineering the actual project. I will highlight best practices for a successful project.

Purpose & objective

Participants will learn both the overarching planning process of how to best incorporate contraption projects into the curricula AND learn the nitty gritty details of how to make this successful and manageable. There are a lot of details to consider that make this easy to implement.

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Outline

Discuss Contraptions as a learning tool
Discuss the educational value of incorporating a contraptions project
Discuss the challenges of running a Contraptions project
Discuss supplies - both physical and digital
Explore Tinkercad's SIMLAB
Build - participants will build their own contraptions during the session

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Supporting research

There is extensive research that shows that when students engage with their own learning the become better learners.

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Session specifications

Topic:
Maker activities and programs
Grade level:
PK-12
Skill level:
Beginner
Audience:
Library media specialists, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices not needed
Subject area:
Computer science, STEM/STEAM
ISTE Standards:
For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
  • Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.