Invent to Learn

Invent to Learn PDF

Author: Sylvia Libow Martinez

Publisher:

Published: 2019-01-05

Total Pages: 324

ISBN-13: 9780997554380

DOWNLOAD EBOOK →

A new and expanded edition of one of the decade's most influential education books. In this practical guide, Sylvia Martinez and Gary Stager provide K-12 educators with the how, why, and cool stuff that supports making in the classroom, library, makerspace, or anywhere learners learn.

The Invent to Learn Guide to More Fun

The Invent to Learn Guide to More Fun PDF

Author: Josh Burker

Publisher:

Published: 2018-01-29

Total Pages: 182

ISBN-13: 9780999477601

DOWNLOAD EBOOK →

The Invent To Learn Guide to More Fun features an all new assortment of insanely clever classroom-tested "maker" projects for learners of all ages. The projects feature step-by-step instructions, full-color photos, open-ended challenges, and code.

The Invent to Learn Guide to 3D Printing in the Classroom

The Invent to Learn Guide to 3D Printing in the Classroom PDF

Author: David D. Thornburg

Publisher:

Published: 2014-06-01

Total Pages: 163

ISBN-13: 9780989151146

DOWNLOAD EBOOK →

"3D printing will be bigger than the Web." Chris Anderson, former editor-in-chief of Wired magazine This book is an essential guide for educators interested in bringing the amazing world of 3D printing to their classrooms. Learn about the technology, exciting powerful new design software, and even advice for purchasing your first 3D printer. The real power of the book comes from a variety of teacher-tested step-by-step classroom projects. Eighteen fun and challenging projects explore science, technology, engineering, and mathematics, along with forays into the visual arts and design. The Invent To Learn Guide to 3D Printing in the Classroom is written in an engaging style by authors with decades of educational technology experience.

Fluent Forever

Fluent Forever PDF

Author: Gabriel Wyner

Publisher: Harmony

Published: 2014-08-05

Total Pages: 338

ISBN-13: 038534810X

DOWNLOAD EBOOK →

NATIONAL BESTSELLER • For anyone who wants to learn a foreign language, this is the method that will finally make the words stick. “A brilliant and thoroughly modern guide to learning new languages.”—Gary Marcus, cognitive psychologist and author of the New York Times bestseller Guitar Zero At thirty years old, Gabriel Wyner speaks six languages fluently. He didn’t learn them in school—who does? Rather, he learned them in the past few years, working on his own and practicing on the subway, using simple techniques and free online resources—and here he wants to show others what he’s discovered. Starting with pronunciation, you’ll learn how to rewire your ears and turn foreign sounds into familiar sounds. You’ll retrain your tongue to produce those sounds accurately, using tricks from opera singers and actors. Next, you’ll begin to tackle words, and connect sounds and spellings to imagery rather than translations, which will enable you to think in a foreign language. And with the help of sophisticated spaced-repetition techniques, you’ll be able to memorize hundreds of words a month in minutes every day. This is brain hacking at its most exciting, taking what we know about neuroscience and linguistics and using it to create the most efficient and enjoyable way to learn a foreign language in the spare minutes of your day.

Inventing For Dummies

Inventing For Dummies PDF

Author: Pamela Riddle Bird

Publisher: John Wiley & Sons

Published: 2011-03-08

Total Pages: 384

ISBN-13: 1118053354

DOWNLOAD EBOOK →

Full coverage of the ins and outs of inventing for profit Protect your idea, develop a product - and start your business! Did you have a great idea? Did you do anything about it? Did someone else? Inventing For Dummies is the smart and easy way to turn your big idea into big money. This non-intimidating guide covers every aspect of the invention process - from developing your idea, to patenting it, to building a prototype, to starting your own business. The Dummies Way * Explanations in plain English * "Get in, get out" information * Icons and other navigational aids * Tear-out cheat sheet * Top ten lists * A dash of humor and fun Discover how to: * Conduct a patent search * Maintain your intellectual property rights * Build a prototype product * Determine production costs * Develop a unique brand * License your product to another company

Twenty Things to Do with a Computer Forward 50

Twenty Things to Do with a Computer Forward 50 PDF

Author: Gary S. Stager

Publisher:

Published: 2021-11-22

Total Pages: 418

ISBN-13: 9781955604000

DOWNLOAD EBOOK →

In 1971, Cynthia Solomon and Seymour Papert published Twenty Things to Do with a Computer, a revolutionary document that would set the course of education for the next fifty years and beyond. This book, Twenty Things to Do with a Computer Forward 50, is a celebration of the vision set forth by Papert and Solomon a half-century ago. Four dozen experts from around the world invite us to consider the original provocations, reflect on their implementation, and chart a course for the future through personal recollections, learning stories, and imaginative scenarios. Twenty Things to Do with a Computer Forward 50 can inspire parents, educators, and aspiring teachers to make the world a better place for learning. The impact of Twenty Things is all around us. In 1971, Solomon and Papert predicted 1:1 personal computing, the maker movement, the rise of computational thinking, children programming computers, robotic construction kits, computer science for all, and integrating computing across the curriculum. All of this, years, or even decades, before such notions became more commonplace. In fewer than thirty pages, Twenty Things to Do with a Computer introduced readers to an exciting world in which children use computers they own to create, solve problems, control their world, and bring powerful ideas to life across subject areas. More importantly, Twenty Things situates the ideals of progressive education in a modern context. Papert and Solomon demonstrated how computing could be creative, humane, whimsical, childlike, and a way to learn "everything else," even ideas at the frontiers of mathematics and science. Contributors to this book include scholars and tech pioneers who worked with Papert and Solomon in the 1970s, phenomenal classroom teachers, inventors, researchers, school administrators, university professors, and educational technology leaders. Essays in this collection offer multiple pathways for school reform. Authors include Cynthia Solomon, Sugata Mitra, Conrad Wolfram, Audrey Watters, David Thornburg, Yasmin Kafai, Dale Dougherty, Nettrice Gaskins, Dan Lynn Watt, Molly Lynn Watt, Gary Stager, Artemis Papert, Stephen Heppell, along with forty other brilliant thinkers and legendary educators. Twenty Things to Do with a Computer Forward 50 is an effort to preserve a historical document and share it with future of generations seeking a more creative, personal, empowering, and meaningful educational experience for young people. This book is a must-read for: Educators School leaders Preservice teachers Policymakers Technology developers Parents

The Bad Beginning

The Bad Beginning PDF

Author: Lemony Snicket

Publisher: Egmont Books Limited

Published: 2016-02-25

Total Pages: 0

ISBN-13: 9781405281782

DOWNLOAD EBOOK →

The Baudelaire children, Violet, Klaus and baby Sunny, are exceedingly unlucky. Their parents have been killed, and they are forced to go and stay with their Uncle Olaf. It soon turns out that Olaf has evil plans for the children.

Invent Your Own Computer Games with Python, 4th Edition

Invent Your Own Computer Games with Python, 4th Edition PDF

Author: Al Sweigart

Publisher: No Starch Press

Published: 2016-12-16

Total Pages: 377

ISBN-13: 1593277954

DOWNLOAD EBOOK →

Invent Your Own Computer Games with Python will teach you how to make computer games using the popular Python programming language—even if you’ve never programmed before! Begin by building classic games like Hangman, Guess the Number, and Tic-Tac-Toe, and then work your way up to more advanced games, like a text-based treasure hunting game and an animated collision-dodging game with sound effects. Along the way, you’ll learn key programming and math concepts that will help you take your game programming to the next level. Learn how to: –Combine loops, variables, and flow control statements into real working programs –Choose the right data structures for the job, such as lists, dictionaries, and tuples –Add graphics and animation to your games with the pygame module –Handle keyboard and mouse input –Program simple artificial intelligence so you can play against the computer –Use cryptography to convert text messages into secret code –Debug your programs and find common errors As you work through each game, you’ll build a solid foundation in Python and an understanding of computer science fundamentals. What new game will you create with the power of Python? The projects in this book are compatible with Python 3.