Showing posts with label tech. Show all posts
Showing posts with label tech. Show all posts

Saturday, March 22, 2014

Cardboard Arcade using MaKey MaKey & Scratch

This beautiful video tells the story of Caine's Arcade.  Caine Monroy is a nine year old from Southern California who spent his summer vacation building a cardboard arcade inside his dad's used auto parts store.  He had a hard time getting anyone to play his games, until one day when Nirvan Mullick happened to walk in and buy a Fun Pass.



Recently, inspired by Caine and his arcade, BPC's 7th grade students designed, built, and shared their own cardboard arcade creations.  We were able to add a bit of technology to the challenge, using Scratch for programming and MaKey MaKeys to incorporate some simple circuitry and provide input to the Scratch program.  BPC students from grades K - 6 were invited to come over and play!

Here is a brief highlight reel.  You can read more about our project (including the lesson plans) on Mytko's Post-its and Ponderings blog post.




More photos:











Saturday, March 1, 2014

BPC Students' Entry in the White House Student Film Festival

Last month, 7th grade students Daniel, Jane, Abe, Flynn and Alexander collaborated on producing an entry for the first ever White House Student Film Festival.  Their task was to "highlight the power of technology in schools."  These BPC 7th graders created their film entirely on their own, without any adult intervention - from conception to writing the scripts, and filming through editing, and even composing all of the music you hear in the background.


The White House committee had a tough job whittling down the over 2500 submissions down to 16 finalists.  While our BPC's students' entry was not ultimately selected, the kids' final product was a nice showcase of the work the 7th grade has been doing with 3D printing this year.  Congrats to all of these students for a job well done!

You can watch President Obama's opening remarks from yesterday's event in the video below, and see all 16 finalists' films on the White House Film Festival page.  There are some extraordinary stories represented and all the films are well worth watching.



Friday, February 28, 2014

SNAPSHOT: Harnessing the Power of Maker Club as Tech Support

BPC's Director of Technology, Blake Hansen, offered Maker Club the opportunity to assist him with fixing our collection of broken Chromebooks from this school year.  He offered up tools and a few suggestions, and let the boys disassemble the machines and combine working parts to create functional machines.  The group was more than willing to participate.


The four boys planned, organized and collaborated; replacing cracked screens and motherboards with bent charger ports.  Through tenacity and creativity, the kids were able to put 3 functional machines back into circulation!


Thursday, February 13, 2014

BPC Kids Participate in Live Video Chat with Dan Norton, Video Game Designer

On Thursday, Feb 13th, BPC students had an opportunity to join a videochat with Dan Norton, Founding Partner and Chief Creative Officer of Filament Games.  The event was part Jason Learning's focus on STEM careers.

Students from all three grade levels joined an 8th grade science class already watching the broadcast.  

It was interesting to hear more about the day to day work of a video game designer, and we were particularly thrilled to hear Dan Norton suggest that getting involved in creative extracurricular activities, like improv (?!), is a good way to find inspiration for future ideas.  Of course, we couldn't resist asking our own question. The kids were SO excited when our question was picked to be answered (at 39:50).




In case you can't read the blurry screenshot, it reads. 
(Christine Mytko, middle school teacher from Berkeley, CA): I am here with my class and we were THRILLED to hear you suggest improv as a creative outlet (we have an active improv after school club here).  Do you have a favorite improv game? :)

Dan Norton's answer? 
There is a game I used to play where you had to set a scene and not be funny.  You had to be a unfunny as possible….  What would often happen is that the scene would become really, really, really, really funny 'cuz everyone is working super hard at the opposite.  I always thought that was really great because the outcome was unexpected.

Other good advice comes from answering a question at 37:50: 


A lot of the best opportunities to be creative and to come up with great ideas is by collaborating with other people [be]cause other people know lots of things you don't.   And learning from them and working with them and getting their opinion back and forth is a really critical part of a great creative process.  … [W]orking on your own project… to get better at your skills, but if you want to make something great, you should work with other people to make it happen.

After the presentation, we took a few minutes and discussed how technology is changing opportunities for learning. Students noted that interactive webcasts like these allow for interaction with experts, or tours of places, that we might otherwise would not have the time, money, or resources to experience.  We all are looking forward to our next virtual experience (TBD.)


You can watch the entire interview on the Jason website, or embedded below.

Wednesday, February 12, 2014

SNAPSHOT: Virtual Field Trip to the Berkeley Lab via Google Hangout

Earlier this week, we learned that Berkeley Lab was hosting a "virtual field trip" on Google as part of a new series of Google+#connectedclassrooms hangouts at the National Labs.
Check out how our scientists use the Advanced Light Source to image microscopic life in 3-D. Tour a clean room at the Molecular Foundry, where scientists create nanoscale structures. And learn what’s possible with one of the world’s most powerful electron microscopes at the National Center for Electron Microscopy, which can see individual atoms. 
The three scientists featured included: Dula Parkinson (beamline scientist at the Advanced Light Source), Deirdre Olynick (staff scientist at the Molecular Foundry), and Jim Ciston (senior staff scientist at the National Center for Electron Microscopy).  We were especially excited to "revisit" with Dula Parkinson since he helped make our recent real-life field trip to the ALS happen!



Monday, September 16, 2013

Introducing our BPC Makerspace

Well, our first Maker Club sessions of the 2013-2014 school year seemed to be a success.  "Maker Mondays" are being successfully implemented into the science curriculum for the first time this year, picking up the slack from our recently dismantling-in-favor-of-integration technology program.

Our new classroom "Makerspace" (pictured to the left) is anchored by a new piece of furniture donated by my (Ms. Mytko's) roommate.  After weeks of combing local used office equipment spaces and other recycling establishments (like Urban Ore), I would have been thrilled with even a functional shelving unit.  But then this - with coordinating doors, drawers, and the desk - w00t!

If someone would have told me last year that I could fit this large additional piece of furniture in my classroom, I would have laughed.  To give you an idea, here is a picture (below) of the science classroom from the far back corner of the room.  It is not large by any means, and space is at a premium.  With 24 eighth graders in there, things can get pretty tight.  But, we figured out a way to make it work.


If you look to the far right of the picture, you might also see three 4-foot tables that I rescued from various spots from around the school.  After tightening some screws and lining them up, they represent our "design studio" with a couple of old laptops, our Makerbot* and our newest Printrbot*.  These tables, in addition to the shelving unit required us to push the lab tables even closer together.

But the loss of space due to the additional furniture was worth it, for it made a dedicated space for all of our tools.  We have a bin for MaKey MaKey*, Arduino*, Raspberry Pi* and a LilyPad*.  We also have drawers designated for batteries, safety glasses, duct tape, measuring tapes, sewing supplies*, felt* and timers.  We have shelves for our one set of Makedo*, books* (including my favorites!), Make Magazines*, a used Kinect scanner*, clipboards,  small dry erase boards for planning, and a bunch of items from a resale shop that we hope to eventually 3D scan.  We have a bin clearly marked "tools" and a designated space for the soldering iron* and glue guns.  There's even a bin labeled "raw materials" which hold cardboard and other assorted scraps for spontaneous making. And, of course, the "bucket of things you can take apart."

What is most interesting to me is that, besides the electronics equipment, most of these materials are new in my classroom.  What is new is their visibility and accessibility.  Before, these supplies lived in a bin or in some cabinet, only to be taken out by the teacher when part of an activity in the curriculum.  But now, students have been coming in on their free time and lunch periods to calibrate the Printrbot or expand on some idea they are working on with MaKey MaKey.  When some kid comments, "I think the gear is stuck," another student will respond by grabbing the pliers out of the tool bin, or when some kid lost the plastic scraper for our 3D printer, another kid jumped on Thingiverse, downloaded an stl file, and printed a replacement.  For the first time, students do not have to go through me to access the materials - they figure out what they need and know where to find it.  And they are starting to train each other how to use the various equipment, increasing their own buy-in, and decreasing the need for teacher direction!  It feels like a working space, and the kids are taking advantage of it.

Do I wish I had more space, time and resources for students to tinker and make things?  Absolutely.  But I knew I couldn't wait until I had the perfect space (and materials) to make that happen.  Instead I had to make the space - both physical and (more importantly) perceived.  I used to give all the credit to that shelving unit, but we're starting to realize that the shelf does far more than just hold the supplies, it helped shift the attitude from classroom to makerspace by keeping already existing tools visible and accessible, and empowering the kids to use them.


If you want to read more about the specifically 3D printing things we are up to, you can visit the blog I created with the kids: Tales of a 3D Printer.

UPDATE FEB 2014:  The kids have really taken to our Makerspace and it is used constantly during free periods and frequently during classes.  We are constantly adding to it as needs arise (ex: embroidery hoops for e-textiles, our 3Doodler, more bins, and lots and lots of cardboard and duct tape).  The visibility is definitely nurturing our making adventures this school year!




Sometimes I feel like our makerspace is slowly taking over our life science classroom!








Friday, August 30, 2013

Why STEAMspace?

Many of us in education are familiar with the acronym of STEM education - Science, Technology, Engineering, and Mathematics.  However, at Black Pine Circle, we were recently warmed up to a new acronym - STEAM - which includes an "A" for "Art & Design."


Now, this buzzword is not new (it's been around since at least 2006) but captures a particular nuance that illustrates our quirky Berkeley independent school, where science and art are equally important, well.  STEAM is a movement that came out of the Rhode Island School of Design (RISD) and, according to the STEM to STEAM website, aims to
  1. transform research policy to place Art + Design at the center of STEM
  2. encourage integration of Art + Design in K–20 education
  3. influence employers to hire artists and designers to drive innovation
The focus was put on STEM education many years ago, but to be truly competitive, it's about more than just math and science, it is about creativity and innovation; critical thinking and problem solving; and communication and collaboration.  It's about art & design.

This is excellent timing for us to embrace the idea of STEAM.  Over the summer of 2013, we dismantled our computer lab, moving technology into our library / media center space and into the classrooms, with the intent to integrate technology more widely within and across the curriculum.  In addition, in an effort to embrace the Engineering Design strand of the Next Generation Science Standards, we have implemented a Maker Mondays program in the 7th grade.

Regarding STEAM's predecessor STEM, some sources say the term STEM was first coined in the 1890's by the Committee of Ten at Harvard, as a response to the gaps in the agrarian school system of the 1800's.  Most credit the National Science Foundation in the early 1990s.  Other sources point to Dr. Judith Ramaley, president of Winona State University in Minnesota, who is said to have coined the term "STEM" when she was assistant director of the education and human resources directorate at the National Science Foundation from 2001 to 2004. (Previous to her, apparently the acronym was "SMET." Ew.) Other folks would prefer to discard the acronym altogether.

Whatever you prefer to call it, we will be highlighting some of the science, math, engineering, technology, and design happenings at BPC in this STEAMspace blog.

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Other STEAM articles of interest:





Finally, here is a list of other organizations with STEAMspaces, although we were the first that we knew of (except, of course, for the gaming platform).  Know of others?  Please let us know!