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Drawing: a visual language for Makers

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by Erin Riley -

Drawing is like writing, using pictures instead of words.  It is a form of communication that can be useful, expressive, descriptive and observational.  It provides form to visual ideas.  Including drawing as part of the process of making things is fun and provides a good framework for understanding 2D and 3D design.  

Enclosed is a list of drawing approaches that are used most in the Engineering and Design lab.

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The power of Making what you can Imagine

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by Erin Riley -

Several years ago while while teaching an upper level drawing class I noticed that some of my students were struggling to understand 3D space on the 2D drawing plane.  In an effort to help these and future students, I reimagined a way of keeping track of studio projects based on where they might be organized by their 2D-3D “ness” on a spectrum, and identifying the sorts of visualization that would be involved as they cross into other spatial forms.

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A "Resolution" for 2015

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by Keith Ostfeld -

I HATE using the term "New Year's Resolution." It carries so much baggage with it and it tends to be some BHAG (Big Hairy Audacious Goal - for those who read certain business books) that feels seemingly impossible come January 1 and so ends up being dropped within the first few weeks. That's not to say I haven't tackled some BHAGs. For example, at the start of 2013, this is what I looked like (technically, I shot this video in late 2012, but you get the idea):

Nerdy Derby Racing for Thai Teachers in Bangkok EDUCA 2014

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by Nalin Tutiyaphu... -

35 teacher participants enjoyed learning by doing experience with Nerdy Derby Racing in the biggest Education Expo in Bangkok, Thailand.
This expo is an annual expo on education that provided workshops and seminars for teachers from all schools throughout Thailand.

Hacking the Life Sciences Classroom

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by Jaymes Dec -

I recently helped to coordinate a “hackathon” with the Rockefeller University Science Outreach Program in part to address these questions:

  • How can “making” or “STEAM” play out in the Life Sciences classroom?
  • What role can digital design and fabrication tools have in the Life Sciences Classroom?
  • How can physical computing tools and creative coding contribute to the Life Sciences classroom?

A little holiday historic making

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by Heather Pang -

I have some trouble thinking about the 1970s as far back in history, but the White House History twitter feed gave us this gem last week: Betty Ford's holiday card from 1975 included a pattern for a home made holiday orniment, the Clothespin Cardinal.

So, as a historian and a fan of making, I sewed one last week on our "rain day" (feel free to laugh, but we did have a lot of flooding, and some dangerous travel conditions, so call it an overabundance of caution).

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STEAM, de Trojan Horse for Making ”Inclusivity”

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by Christa Flores -

Toy companies riding the wave of interest to close the gender gap in STEM have seen some success in sales, but simply adding storylines, and product lines which “feature girls in settings including a shopping mall, a beach house, and a pet salon” feel bereft of the kind of substantive changed needed. Getting more women to participate in the creation, versus consumption of their lives, through STEM careers is a conversation that can be easily lost in arguments for economic success.

An Argument for STEAM as the Trojan Horse for ”Making”

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by Christa Flores -

http://fablearn.stanford.edu/fellows/blog/steam-de-trojan-horse-making-%E2%80%9Dinclusivity%E2%80%9D“...in the real story of the Trojan horse, it wasn't the horse that was effective, it was the soldiers inside the horse. And the technology is only going to be effective in changing education if you put an army inside it which is determined to make that change once it gets through the barrier.”

                                                                                                                                                - Seymour Papert

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