"DrawToast workshops are a great way to get groups to think freshly about mental models. In just 3 minutes, each person sketches a diagram of how to make toast. When comparing diagrams, people are shocked at how diverse the diagrams are, revealing a wide range of models of what's important in making toast. It's a great launch pad for drawing out what's really important to the group."
"Most of us have wondered what we might do if we didn’t need to work – if we woke up one morning to discover we had won the lottery, say. We entertain ourselves with visions of multiple homes, trips around the world or the players we would sign after buying Arsenal. For many of us, the most tantalising aspect of such visions is the freedom it would bring: to do what one wants, when one wants and how one wants. But imagine how that vision might change if such freedom were extended to everyone. Some day, probably not in our lifetimes but perhaps not long after, machines will be able to do most of the tasks that people can. At that point, a truly workless world should be possible. If everyone, not just the rich, had robots at their beck and call, then such powerful technology would free them from the need to submit to the realities of the market to put food on the table."
"I’m skeptical about “teach the kids to code!” as a panacea for all of society’s ills. Yet today, I’m at the White House to participate in a summit on Computer Science for All. Why would a skeptic still think it’s important to make computer science part of everyone’s education?"
"A review of the research on the neuroscience of creativity makes it clear that it is early days in understanding the neural mechanisms involved. However, there are some indications that provide the opportunity for some interesting creative speculation. Given that heutagogy is similarly based on neurological evidence and is concerned with developing creative learning environments, it would seem appropriate, on world heutagogy day (26th September) to discuss the two together."
"I use the following activities to introduce elementary students to the design thinking process. The ultimate goal is for the learners to work on their own, self-selected problems in which they will apply the design thinking. Introducing the general design process to elementary student occurs through showing the following video about the engineering process:"
"A generation ago, IT and digital media were niche skills. Today, they are a core competency necessary to succeed in most careers. That’s why digital skills are an essential part of a comprehensive education framework. Without a national digital education programme, command of and access to technology will be distributed unevenly, exacerbating inequality and hindering socio-economic mobility."
"The social and economic impact of technology is widespread and accelerating. The speed and volume of information have increased exponentially. Experts are predicting that 90% of the entire population will be connected to the internet within 10 years. With the internet of things, the digital and physical worlds will soon be merged. These changes herald exciting possibilities. But they also create uncertainty. And our kids are at the centre of this dynamic change."
Mary Meeker, the Morgan Stanley analyst turned venture capitalist, released her annual Internet Report this week. As usual, it’s a length presentation – 197 slides – detailing the trends she’s identified that reflect the growth of various Internet technologies. Indeed, in the last twenty years, the global penetration of the Internet has grown tremendously (although it’s now slowing) – from less than 1% of the population to 39%. There are now 2.8 billion Internet users in the world.
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The Invent to Learn Guide to Making in the K-3 Classroom: Why, How, and Wow! is a practical guide for primary school educators who want to inspire their students to embrace a tinkering mindset so they can invent fantastic contraptions. Veteran teacher Alice Baggett shares her expertise in how to create hands-on learning experiences for young inventors so students experience the thrilling process of making-complete with epic fails and spectacular discoveries. In this full color book loaded with photos, Alice provides ideas, resources, and practical advice about learning space design, plus gathering materials and doing more with less. STEM curriculum objectives and connections combine with inventive open-ended challenges for grades K-3 with programming, electronics, and 3D design.
"Published on 14 Sep 2016
Estimote Mirror - It's the world’s first video-enabled beacon.
It can not only communicate with nearby phones and their corresponding apps, but also take content from these apps and display it on any digital screen around you. "
BUDDY is the revolutionary companion robot that improves your everyday life. Open source and easy to use, BUDDY connects, protects, and interacts with each member of your family. Not content with being just a companion, BUDDY is also democratizing robotics. BUDDY is built on an open-source technology platform making it easy for global developers to build applications.
"A smart toy set on changing the way children with developmental disorders learn, play and progress!"
"Bits & Bytes is an exciting new card game that teaches children the fundamentals of computer coding, without them even realising they are learning to code."