"Today was a big day in my grade 4-5 STEM class: It was our first time to start the “Maker Studio” rotation. Maker Studio is a concept I developed this past summer attending Maker Faire Kansas City and the awesome “Create, Make and Learn” week-long #MakerEd #STEM summer institute in Vermont coordinated by Lucie deLaBruere (@techsavvygirl). Last year was my 17th as an educator but my first as an elementary STEM teacher. I enjoyed developing and sharing lessons about a wide variety of topics, but as a “STEM teacher” was uncomfortable with my predominant focus on direct instruction lessons. Some of my favorite units from last year focused on the science and technology of music and sound, kitchen chemistry, and collaborative projects in MinecraftEDU involving permiter/area building challenges, coordinate grid scavenger hunts, and more. Our projects and activities together in these units were engaging, fun, and standards-based, but still relied predominantly on direct instruction. The after-school “Makers Club” I facilitated provided many opportunities for student-directed learning, but didn’t change my predominant teacher-directed instruction during STEM class. My summer PD experiences at #MakerFaireKC and #CML14 were transformative. Enter “Maker Studio.”"
Via
John Evans,
Timo Ilomäki
El Observatorio del Videojuego y de la Animacion surge en 2003 con el objetivo de impulsar el estudio e investigación del sector del videojuego y la animación en todas sus manifestaciones, estimular cualquier actividad que potencie la investigacion en estos campos y favorecer el intercambio de informacion entre los investigadores de este doble ambito.
En este proyecto se ofrece desde una completa historia de la animación, hasta consejos para padres con la intención de compartir la pasión y el tiempo en familia alrededor de videojuegos constructivos y educativos, pasando por encuestas sobre el estado del sector, investigaciones, actividades presenciales o virtuales así como posibilidad de asesoramiento para acercar dos mundos cada vez más convergentes: videojuegos y educación.