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Design, Make, Play: Growing the Next Generation of STEM Innovators

by Margaret Honey (Editor), David Kanter (Editor)

Other authors: Philip Bell (Contributor), Dorothy Bennett (Contributor), Bronwyn Bevan (Contributor), Lisa Brahms (Contributor), Greg Brown (Contributor)24 more, Ruth Diones (Contributor), Dale Dougherty (Contributor), Adiel Fernandez (Contributor), Kelly Fisher (Contributor), Roberta Michnick Golinkoff (Contributor), Kathy Hirsh-Pasek (Contributor), Margaret Honey (Introduction), Sameer Howard (Contributor), Thomas Kalil (Contributor), David E. Kanter (Introduction), David E. Kanter (Contributor), Charles Mojkowski (Contributor), Peggy Monahan (Contributor), Mike Petrich (Contributor), Helen Quinn (Contributor), Mitchel Resnick (Contributor), Eric Rosenbaum (Contributor), Mary Simon (Contributor), AnnMarie Thomas (Contributor), Elliot Washor (Contributor), Jane Werner (Contributor), Karen Wilkinson (Contributor), Steve Zipkes (Contributor), Jennifer M. Zosh (Contributor)

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1721,249,420 (4)None
"Design, Make, Play: Growing the Next Generation of STEM Innovators is a resource for practitioners, policymakers, researchers and program developers that illuminates creative, cutting edge ways to inspire and motivate young people about science and technology learning. The book is aligned with the National Research Council's new Framework for Science Education, which includes an explicit focus on engineering and design content, as well as integration across disciplines. Extensive case studies explore real world examples of innovative programs that take place in a variety of settings, including schools, museums, community centers, and virtual spaces. Design, Make, and Play are presented as learning methodologies that have the power to rekindle children's intrinsic motivation and innate curiosity about STEM (science, technology, engineering, and mathematics) fields. A digital companion app showcases rich multimedia that brings the stories and successes of each program's and the students who learn there's to life"--… (more)
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Loved this. New resources for Curiosity Guild and learning in general. ( )
  beckydj | Sep 28, 2014 |
This book is a collection of essays and case studies from many different educators on the need for more designing, making, and playing for young people. The included authors work in everything from museums to K-12 schools to universities and beyond, with a common goal of working to bring hands-on activities to STEM education. There are plenty examples of STEM activities as well as the benefits of these sorts of activities.

Though not exactly a programming book, this would be useful for school or public librarians looking to start a makerspace or incorporate STEM activities into their programming. There are projects for all ages mentioned in this book, and most could be replicated in a library setting. This book is best for inspiration, though, since there are no specific instructions in the book. It would also help by providing some evidence to support the inclusion of makerspaces in a library in order to ask for funding. It does not go into detail about starting a makerspace or actually funding it, but that information can be found elsewhere. STEM educators and anyone interested in providing these kinds of projects for young people should pick up this book. ( )
  molbhall | Dec 10, 2013 |
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Author nameRoleType of authorWork?Status
Honey, MargaretEditorprimary authorall editionsconfirmed
Kanter, DavidEditormain authorall editionsconfirmed
Bell, PhilipContributorsecondary authorall editionsconfirmed
Bennett, DorothyContributorsecondary authorall editionsconfirmed
Bevan, BronwynContributorsecondary authorall editionsconfirmed
Brahms, LisaContributorsecondary authorall editionsconfirmed
Brown, GregContributorsecondary authorall editionsconfirmed
Diones, RuthContributorsecondary authorall editionsconfirmed
Dougherty, DaleContributorsecondary authorall editionsconfirmed
Fernandez, AdielContributorsecondary authorall editionsconfirmed
Fisher, KellyContributorsecondary authorall editionsconfirmed
Golinkoff, Roberta MichnickContributorsecondary authorall editionsconfirmed
Hirsh-Pasek, KathyContributorsecondary authorall editionsconfirmed
Honey, MargaretIntroductionsecondary authorall editionsconfirmed
Howard, SameerContributorsecondary authorall editionsconfirmed
Kalil, ThomasContributorsecondary authorall editionsconfirmed
Kanter, David E.Introductionsecondary authorall editionsconfirmed
Kanter, David E.Contributorsecondary authorall editionsconfirmed
Mojkowski, CharlesContributorsecondary authorall editionsconfirmed
Monahan, PeggyContributorsecondary authorall editionsconfirmed
Petrich, MikeContributorsecondary authorall editionsconfirmed
Quinn, HelenContributorsecondary authorall editionsconfirmed
Resnick, MitchelContributorsecondary authorall editionsconfirmed
Rosenbaum, EricContributorsecondary authorall editionsconfirmed
Simon, MaryContributorsecondary authorall editionsconfirmed
Thomas, AnnMarieContributorsecondary authorall editionsconfirmed
Washor, ElliotContributorsecondary authorall editionsconfirmed
Werner, JaneContributorsecondary authorall editionsconfirmed
Wilkinson, KarenContributorsecondary authorall editionsconfirmed
Zipkes, SteveContributorsecondary authorall editionsconfirmed
Zosh, Jennifer M.Contributorsecondary authorall editionsconfirmed
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"Design, Make, Play: Growing the Next Generation of STEM Innovators is a resource for practitioners, policymakers, researchers and program developers that illuminates creative, cutting edge ways to inspire and motivate young people about science and technology learning. The book is aligned with the National Research Council's new Framework for Science Education, which includes an explicit focus on engineering and design content, as well as integration across disciplines. Extensive case studies explore real world examples of innovative programs that take place in a variety of settings, including schools, museums, community centers, and virtual spaces. Design, Make, and Play are presented as learning methodologies that have the power to rekindle children's intrinsic motivation and innate curiosity about STEM (science, technology, engineering, and mathematics) fields. A digital companion app showcases rich multimedia that brings the stories and successes of each program's and the students who learn there's to life"--

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