I’ve written a lot about Makey Makey in the past, including recommending it in my “Gifts for the Gifted” series in 2014. (See all of my past recommendations here.) I recently visited their website, and noticed that there is a now a nice layout of lesson plans to use with this versatile tool. Some other ways I’ve seen people use it are as a Book Tasting tool and an Exit Ticket Data Tracker. My students used it for interactive onomatopoeia in one instance, and as a game controller for their Scratch games in our game design unit. There are plenty of ways to get creative with Makey Makey, and it’s very user-friendly. If you are considering integrating more Design Thinking into your classroom, a Makey Makey is an inexpensive way to encourage innovation and experimentation with your students!
As I was doing some prep work for my Facebook Q&A on Design Thinking next Monday, I came across the term, “Wizard of Oz Prototype.” I realized that we had done prototypes like this in the classroom, but didn’t know there was a term for them. As you know, the Wizard in that famous book and movie uses the art of illusion to appear much larger, louder, and smarter than he really is. When making a Wizard of Oz prototype to test out, you may want to find out if the end experience is going to be worth all of the work needed to create it. For example, you may want to design a robot that dispenses fortunes to people. Before spending time on programming a robot, you might dress up as a robot and present fortunes when someone presses a button to find out if this is a product people will like. So, it’s kind of a twist on “Fake it ’til you make it.” You can read more about it in this handout from Stanford’s d. school.
I recently authored an article for NEO about using podcasts in the classroom, but that certainly isn’t the only place educational podcasts can be enjoyed. One podcast for kids and adults to listen to together, Wow in the World, is embarking on a special summer edition beginning next week. On June 14th, the podcast will begin streaming daily through the end of July. Each week will have a theme and the episodes will encourage interactivity with STEM projects and “bonkerball antics galore!” Click here to find out more about Camp WeWow, and mark your calendars for this summer (or winter – depending on which part of the world you live in!) activity the entire family can enjoy.
The If/Then Collection is all about featuring women in STEM. If you teach or you’re a parent, I highly recommend doing a deep dive into all of the materials offered on this site, including profiles of female scientists in various fields like sports and entertainment, videos, posters, and toolkits. I saw the “Get in the Game” resources, and wanted to share them since I mentioned the Game Design Contest from Google Play yesterday. According to the site, “Get in the Game is an “unplugged” activity–exploring concept usually associated with programming and computer science without the use of a computer. The Tech Interactive Museum in San Jose presents six activity videos featuring AAAS IF/THEN® Ambassador Dr. Siobahn Day Grady where students design their own board games and learn how Dr. Grady applies computational thinking skills as a computer scientist researching autonomous vehicles.” Although this activity focuses on designing a board game, it would be a great jumping-off point for anyone interested in the Google Play contest, or who are just looking for engaging activities during the next couple of months.
Interested in the idea of using Design Thinking in your classroom, but not quite sure how to do it? I will be live on Facebook on June 14th to talk about Design Thinking (which comes in handy for game design and lots of other subjects!). You can find info on how to join us here.
Do you have students (or children) who are 13-18 years of age, live in the United States or Canada (except Quebec, sorry!), and who have great ideas for video games? If so, they have until July 31, 2021, to enter Google Play’s “Change the Game” Design Contest. They do not have to know how to code in order to enter, as you can see from the online form. Judges will be looking at entries as they are submitted to select 100 people to participate in an online workshop where they will learn how to make real games, and receive a certificate and Chromebook if they complete the course. You can get more information and some guiding questions to inspire participants here.
And, don’t forget, I will be live on Facebook on June 14th to talk about Design Thinking (which comes in handy for game design and lots of other subjects!). If you missed my blog post giving you the scoop on this event, you can read all about it here.
Way back in 2017, I blogged about a new project I had backed on Kickstarter called Turing Tumble. The game is a mechanical version of a computer, and includes a book with stories and challenges that slowly scaffold the working parts of computers. My students and I liked it so much that I reviewed it on the blog and recommended for my Gifts for the Gifted list in 2018.
Paul Boswell, inventor of Turing Tumble, has a new venture on Kickstarter. The project is called Spintronics, and it is designed to help children (and adults) to learn how electronics work by building mechanical circuits. Like Turing Tumble, Spintronics includes a book of stories and challenges. Without having to risk hot soldering irons or engage in complicated mathematical equations, students can learn the basics and vocabulary of electronics as they build, experiment, and play.
I literally received the e-mail announcing the beginning of the Kickstarter today, and Spintronics is already fully funded – more than 5 times over! So, the good news is that you should be able to receive a kit if you back it. The downside is that you will need to wait until January, 2022, to start playing the game. However, as I learned with Turing Tumble, it is sure to be worth the wait!