Transform your classroom into a hub of creativity and innovation with the Invent to Learn Guide to Making in the K-3 Classroom. Discover the power of hands-on learning experiences and inspire your students to become inventors and creators.
- Ignite a tinkering mindset in your students and watch as they create fantastic contraptions with their own hands.
- Learn how to incorporate building challenges into your curriculum and see your students develop technological fluency and problem-solving skills.
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.
What's inside
- Full-color and loaded with photos.
- Resources and practical tips for designing a learning space that fosters creativity and innovation.
- Ideas for gathering materials and making the most out of limited resources.
- Open-ended challenges that combine STEM curriculum objectives with programming, electronics, and design.
Included in the book
- Learn how to create a classroom culture that encourages risk-taking and embraces epic fails as part of the learning process.
- Discover the power of the maker movement and how to join in the fun with your students.
- See real-life examples and photos of students' wacky inventions and technological creations.
Don't miss out on this essential guidebook for primary school educators looking to incorporate hands-on, minds-on learning in their classrooms.
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.
The rapid changes in technology coupled with Alice's desire to help her young students create and not just consume led her to incorporate as many building challenges within the curriculum as possible. Before long, she had a closet full of motors, LEDs, pom-poms, and googly eyes. Her students consistently wow with their wacky inventions and technological fluency. This book is aimed at educators of primary school students who want to teach STEM and other subjects in a hands-on, minds-on way that engages and delights. The maker movement is sweeping through schools and the nation, and this book is an essential guidebook for joining in the fun!