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MAKER EDUCATOR CERTIFICATE

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The Maker Educator Certificate is a professional development program in which educators explore learning through Making with hands-on activities, case studies, and classroom examples. The Certificate explores the educational theory, practices, and approaches to successfully integrate learning through Making in the classroom. Following the training, participants spend two months applying their new knowledge through planning, integration, and reflection assignments. The workshop leader provides feedback and support throughout the program.

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Note: No prior experience or expertise is required. Participants will need to have a laptop for some sessions.

Limited to a maximum of 20 participants.

Who is it for?

For classroom teachers, learning specialists, educators, and school leaders.

Workshop Goals

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Participants:

  • Learn to use Maker materials, tools, and technologies through hands-on activities.

  • Deeply explore the pedagogy and philosophical drivers behind Learning through Making.

  • Explore Making in the classroom and learn methods of integrating learning through

  • Learn how technologies such as the Internet of Things, Wearables, Programming and Robotics are shaping education.

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Daily Schedule

09:00 – 12:00  – Morning Session 

12:00 – 13:00 – Lunch 

13:00 – 16:00  – Afternoon session 

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Requirements for the Certificate

  1. After the in-person workshop, participants are given assignments that challenge them to plan and apply what they have learned in their schools and/or classrooms. All assignments must be completed and shared within 3 Months of the training.

  2. Participants must plan, run, and document a Maker Learning Integration in their Subject Area.

  3. Attendance for all 4 days of the in-person training is mandatory.

 

Modules

The first day focuses on the educational theory, student learnings, and requirements for Making and Tinkering. In addition, the workshop leader models the philosophy and pedagogy throughout. On each subsequent day, modules will focus on one or more of the technologies that are transforming society, how Makers use them, and how to demystify them in the classroom. In addition, these modules will prepare you to facilitate Maker activities that empower your students to construct learning artifacts using both found (cardboard, recyclables) and transformative materials (circuits, programming).

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Pedagogy and Philosophy of Making in the Classroom

Why do we Make and Tinker? Why is making and tinkering important to education? How can it enhance student learning? In this module we explore these questions to define the core tenets, philosophy and pedagogical practices of making in the classroom. In addition, we explore the impacts Making has on learning through hands-on Maker activities.

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Participants:

  • Develop an understanding of the educational theory supporting learning through Making.

  • Learn about the impacts Making & Tinkering have on student learning

  • Experience Making & Tinkering activities hands on.

  • Understand one way to design and facilitate a Making activity in the classroom

 

Prototyping, Wearable Technology, and Basic Circuitry

Prototyping, Wearable Technology, and circuitry are quickly revolutionizing how and what Makers create as well as how we can create solutions to big problems. In this module we explore what these topics are, how they are affecting society, and how we can use them to solve real world problems of our own.

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Participants:

  • Develop an understanding of how prototyping, wearable technology, and circuits are empowering humans.

  • Create prototypes of wearable technology and a solution to real world problems.

  • Explore Design Thinking and its’ application to solving real problems that are hard to solve.

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Computational Thinking and Coding

With the increase in computational technology throughout society and its’ impact on how we function, coding has become an essential literacy that helps students understand, access, and construct in their increasing digital world. In this module, we explore programming through the lenses of computational thinking and Scratch Programming.

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Participants:

  • Develop an understanding of how and why everyone can code.

  • Learn methods to use coding in the classroom including unplugged activities, Scratch programming, and bridging digital and physical interaction with MaKey MaKey.

  • Explore the ways in which we thinking computationally every day 

  • Create computer programs and controller prototypes.

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Circuit Systems and Programming

The rise in popularity of circuit prototyping platforms like Arduino has empowered Makers of all ages to create electronics. Emerging Technology that is transforming society such as the Internet of Things(IoT), Robotics, and automation are made up of circuit systems at their core. In this module, we explore the Arduino platform and use it to create circuit systems and prototypes.

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Participants:

  • Develop a deeper understanding of circuits, how hardware and software build on each other, and how they can be used to create prototypes.

  • Create prototypes using the Arduino platform and electronic components.

  • Learn the ways microcontrollers can be used in the classroom and how they relate to transformative technologies like robotics, IoT, and automation.

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Session Leader

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Mark Barnett is passionate about Project-Based Learning and teaching students to create with technology. With 14 years of experience in STEAM and maker education and online teaching, he has consulted with teachers and administrators all over the world to set up and design impactful learning experiences with makerspaces and related education themes. He has also been teaching teachers how to transition to virtual, self-paced and digital instruction, modeling on best practices from experts all over the globe.

 

Mark also speaks internationally about equity and access to STEAM and maker education, most notably at the Stanford FabLearn Conference, MIT Libre Learn Lab, SXSWedu, EARCOS in Bangkok, UNESCO in India and at 21st Century Learning in Hong Kong. Mark spends his free time travelling and learning with his family while working on a PhD in Computer Engineering to study how students construct and relate to new knowledge.

Cancellation Policy: All registrations are final and non-refundable. Registration is, however, transferrable. If you cannot make it to the event, please find a colleague to attend in your place.

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