Harness the Power of Virtual Makerspaces to Create Equitable Access to STEAM!
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Colorado Convention Center, Mile High Ballroom 4EF
Presenters


Session description
Purpose & objective
Learning objectives:
Teachers will be well-equipped to integrate 3D platforms and virtual makerspaces into their teaching practices, fostering a dynamic and inclusive learning environment that prepares students for emerging STEM careers.
Technology Interventions:
I introduce three virtual makerspaces that I highly recommend to teachers.
1. Maker’s Empire, www.makerempire.com
2. TinkerCAD, www.tinkercad.com
3. Qweebi Virtual Makerspace, www.qweebi.com
Instructional Activities:
Here is a summary of the lesson examples I will introduce to teachers
Pre K - 8 Activities:
Platform: Maker's Empire
Skills EDP, Design Thinking, Math
For example, with the activities I’m highlighting on MakersEmpire, teachers can put their students in the shoes real world job roles of architects, interior designers, and fashion designers. Students engage deeply in practical problem-solving scenarios and acquire valuable skills such as design proficiency, spatial reasoning, and a comprehensive grasp of 3D modeling.
4 to 12 Activities:
Platform: TinkerCAD
Skills: Measurement, Scale, Circuits, 3D Modeling
For example, I highlight an activity called ‘The wheelchair challenge: Create a Wheelchair for Difficult Terrain and Environments’. Students design wheelchair that’s capable of handling difficult terrain in 3D using TinkerCAD. They go on to test their designs by 3D printing physical prototypes and continue iterating through the build-test-improve loop of the engineering design process.
4 to 12 Activities
Platform: Qweebi Virtual Makerspace
Skills: EDP, Engineering mindset, Circuits, Forces, Newton's laws
Example, in the ‘Mar Rover Challenge’ from Qweebi, students are put in the shoes of NASA engineers where they design & build a rover that can climb over steep hills. When students test their rovers against the hilly terrain, they are able to see real time data on various parameters of their rover prototype. They can collect data on parameters like how much thrust force their rovers have, how heavy their rover is and how fast it’s going. Based on this data on their test runs and their knowledge of Newton’s second law (force = mass x acceleration), students then make design changes to either increase the propulsion thrust force or make their rover’s lighter to be able to gather enough acceleration to climb over the hilly terrain.
Outline
- Interactive Discussion (15 min)
- Presentor Introductions
- Group Discussion with audiance
- The problems with DEI in STEAM education
- Introducing Virtual Makerspaces
- How can Virtual Makerspaces solve these problems
Activity Time (75 min)
- Meet Maker’s Empire (15 min)
- LIVE Demo
- Lesson sample & student work showcase
- Meet TinkerCAD (15 min)
- LIVE Demo
- Lesson sample & student work showcase
- Meet Qweebi (35 min)
- LIVE Demo
- Do a hands-on STEAM project with audience
Supporting research
https://www.makersempire.com/impact/
https://www.frontiersin.org/articles/10.3389/feduc.2023.1138607/full
Session specifications
Tablet: Android, iOS, Windows
Makers Empire - Visit this link for info on setting up downloading and installing befor the session https://www.makersempire.com/iste2024/
When installing please use the follwong class code to join my ISTE24 Classroom : nor1280
Tinkercad - Join here and create an Educator Account
https://www.tinkercad.com/join
Qweebi - Accounts will be made during the hands on Qweebi Activity
Designer
- Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
Innovative Designer
- Students develop, test and refine prototypes as part of a cyclical design process.
- Students break problems into component parts, extract key information, and develop descriptive models to understand complex systems or facilitate problem-solving.
Related exhibitors: | Autodesk |