Showing posts with label DIY. Show all posts
Showing posts with label DIY. Show all posts

Friday, May 30, 2014

Worth Reading

Here is some weekend reading/viewing material....


1. The Story of a 3D Printed Whistle (Crosby)- elementary students working on developing a whistle- much harder than one might think to engineer a high quality whistle

I’ve seen many examples of figures printed out on a 3D printer … and they are impressive. Students have to figure out and problem solve coding the design to get it just right. But this is different in that students aren’t just printing out a figure that looks like a whistle, they are using the engineering design process to make a whistle that actually works 

2. Marymount’s ‘Come Alive’ Event Inspires Student Creativity, Ingenuity (Seguel)- coverage of Marymount of Santa Barbara "Creativity, Engineering and Coding Come Alive" event

Marymount Head of School Andrew Wooden explained Marymount’s new Design Thinking program in more depth: “Design Thinking is not just about kids building things, but about learning to approach challenges of all kinds, learning to use and trust trial and error, and finding creative solutions to problems.”

3. For Students the Importance of Doing Work That Matters (Richardson)- does the work we do with students matter in that matters in the real world and has a purpose outside of the classroom


Still, we can start small, can’t we? What if we took 10% of what we’re currently doing and handed it over to our students, asking them to meet the standard or the outcome we’ve set for them in a way that they care about and that had a purpose beyond the classroom? What if we created opportunities for them to educate, entertain, inspire, or connect with people from all over the globe who might be sincerely influenced by the work they’re doing? And what if we asked them to assess their own work in ways that matter to them, ways that inform them what worked, what didn’t work, and how they might do it differently down the road?
Schools and classrooms should support a deep culture of “doing work that matters,” where the adults in the building serve as models for the type of creating and learning we might expect from kids.

4. Beyond Laptops and The Power of Vulnerability (Cofino)- as teachers we all have something to share and something to learn
When we all appreciate that each of us has something to share and something to learn, we really do open ourselves up to the possibility of becoming better than we were when we started.

5. Design for Extreme Affordabilityis a two quarter, multidisciplinary, project-based course open to Stanford University students. Students work in teams, using design thinking methods, to develop products and services that serve the needs of the world's poor 
Extreme will be a class that I talk about for the rest of my life, and will undoubtedly influence my future career choices, management style and approach to problem solving. 

6. Schooled (Russakoff)- inside look at leadership of a large urban school district

The research says that maybe only two or three out of ten people actually have a passion that they’ve identified, that they can work into. We believe that actually, passion turns out to be what you develop after you find the things that you enjoy doing.

8. Chris and Jon Boggiano on Radius of Play

Tuesday, November 6, 2012

Makers: The New Industrial Revolution

Sharing a few favorite highlights from Chris Anderson's Makers: The New Industrial Revolution.  It is simply a must read for educators as we consider future initiatives.  More importantly, points raised by Anderson in Makers presents a road map for the types of programs, skills and dispositions that we need to support.  Come budget time, promoting the "Industrial Arts" has been a challenge when competing against more traditional measures/programs.  However, it's hard to argue against the need for schools to assist in creating a generation of Makers and homegrown entrepreneurs. 

The beauty of the Web is that it democratized the tools both of invention and of production.

But the point is that the path from “inventor” to “entrepreneur” is so foreshortened it hardly exists at all anymore.

In the Web Age, the DIY punk movement’s co-opting of the means of production turned into regular people using desktop publishing, then websites, then blogs, and now social media.


But one of the most profound shifts of the Web Age is that there is a new default of sharing online. If you do something, video it. If you video something, post it. If you post something, promote it to your friends. Projects shared online become inspiration for others and opportunities for collaboration. Individual Makers, globally connected this way, become a movement. Millions of DIYers, once working alone, suddenly start working together.

The idea of a “factory” is, in a word, changing. Just as the Web democratized innovation in bits, a new class of “rapid prototyping” technologies, from 3-D printers to laser cutters, is democratizing innovation in atoms. You think the last two decades were amazing? Just wait.

The great opportunity in the new Maker Movement is the ability to be both small and global. Both artisanal and innovative. Both high-tech and low-cost. Starting small but getting big. And, most of all, creating the sort of products that the world wants but doesn’t know it yet, because those products don’t fit neatly into the mass economics of the old model

And once an industry goes digital, it changes in profound ways, as we’ve seen in everything from retail to publishing. The biggest transformation is not in the way things are done, but in who’s doing it. Once things can be done on regular computers, they can be done by anyone. And that’s exactly what we’re seeing happen now in manufacturing
  
Thus, the Third Industrial Revolution is best seen as the combination of digital manufacturing and personal manufacturing: the industrialization of the Maker Movement.

“It’s about the ability for individuals to make—and, more importantly, modify—anything. Everyone here has an idea—we’re trying to make it easier for them to realize it. What becomes important is the designs, not the fabrication.”


As desktop fabrication tools go mainstream, it’s time to return “making things” to the high school curriculum, not as the shop class of old, but in the form of teaching design... But think how much better it would be if they could choose a third option: design class. Imagine a course where kids would learn to use free 3-D CAD tools such as Sketchup or Autodesk 123D. Some would design buildings and fantastic structures, much as they sketch in their notebooks already. Others would create elaborate videogame levels with landscapes and vehicles. And yet others would invent machines