At the Exploratorium we see tinkering as a serious endeavor; at its most basic -- a process that marries play and inquiry. When you're tinkering, you're trying something that you don't quite know how to do -- guided by whim, imagination and curiosity. You're not following step-by-step directions and the outcome isn't predetermined. You're attempting to figure out how things work and continuously iterating. A tinkerer's disposition u2013 essential for innovation and education, develops over time. We'll share stories of Makers who have informed our work over the years and playful ways of combining art, science and technology.
The idea for AfriMakers was born last year u2013 since then the AfriMakers tour, initiated by HacKIDemia, has kickstarted maker workshops focused on local challenges in 8 hubs around Africa (Kenya, Tanzania, Rwanda, Zambia, Ghana, Nigeria, Egypt, Botswana). Local teams have created air quality monitoring stations, agriculture pest maps, solar chargers, water filters, and mobile laser cutters. AfriMakers team members are going to show case some of the solutions created and discuss why using local know-how and hands-on prototyping for solving local challenges is more effective in creating access to clean water, energy, and information.
Clive Beale and Carrie Anne Philbin of the Raspberry Pi Foundation talk about The Foundation's education mission, how the Raspberry Pi is being used in the classroom and why Making has an essential role to play in teaching and learning.
e-NABLE Helping Hands Service Station. rnrnNeed a 3D-printed hand? Come on in!rnrnWant to help? Learn how!rnrnJust interested?rnrnWatch 3D printed hands being made and fitted for children and adults with missing fingers.
The path from initial ideas to Maker Faire is long and sometimes bumpy. Our research project explores how youth and mentors work together to make adaptations and persist through difficulties in their project work. Not surprisingly, making looks much different from school work. We explore the nature of these differences to better understand the learning that take place during making, and explore implications for parents and educators interested in how the Maker Movement connects with broader educational concerns.
Emily believes that every person is a creative superhero. In her presentation, she will tell the stories of her students who range from ages 8 to 18, and how they used design and building projects to reimagine their own futures and communities. These projects include 10-year-old girls learning to weld, 8th graders CNC-cutting 900 pieces of wood to build their own school library, high school students erecting a farmers market for their small town that would create 4 new businesses and 15 jobs.
The beauty of Arduino is being able to build projects that move, light up, make sounds and capture our imaginations. Arduino has broken into classrooms all around the country, but that is only part of the equation. The key teaching embedded electronics, is just that: embedding them. This talk covers a wide range of projects that uses an Arduino, LEDs, motors and sensors paired with cheap, easy to find materials to build projects that put students' imaginations to work
Every time you eat, 3 times a day, 365 days a year, you decide what kind of world you want to live in. Come learn about the risks of favoring conventional agriculture, and the exciting benefits of discovering sustainability in your own backyard.
The open source DIY Car Kit is geared towards anyone interested in enhancing their computer science and engineering skills in a fun and interesting way - you can build their own intelligent self driving programmable toy carl
dS is a unique project that's part video game, part art installation, part musical instrument, and part immersive science visualization. It brings together scientists and artists who are motivated by a desire to reveal and interpret our connection to the beautiful and subtle microscopic world. And it gives audience members the opportunity to see their own energy field, and use it to dance, sculpt, and play with a simulation of the otherwise invisible atomic world. It is used in public art galleries, schools, and festivals to make serious science seriously fun!
Young women frequently avoid electronics and programming because of its cultural stigmas and apparent lack of creativity. How do we expand computer science culture to be more inclusive to women? Here, we introduce Sew Electric -- a book that engages young people (and adults!) who don't consider themselves techies in creating technology -- by teaching electronics and programming through a series of sewable electronics projects, from building a singing plush monster to crafting a touch-sensitive fabric piano.