Автор: Hedy Moscovici, Penny J. Gilmer, Katherine C. Wieseman Название: Learn Science, Learn Math, Learn to Teach Science and Math, Homo Sapiens! ISBN: 9462091536 ISBN-13(EAN): 9789462091535 Издательство: Brill Рейтинг: Цена: 25240.00 T Наличие на складе: Невозможна поставка. Описание: Dr. Hedy Moscovici’s life on three continents and her battle with ovarian cancer shaped the unique co-learning and participative leadership perspective on science and mathematics education shared in this book. This text has multiple audiences—prospective and practicing teachers wanting to motivate their students to learn, science and mathematics educators mentoring teachers to become transformative intellectuals and critical pedagogues, parents interested in their children’s advancement, and interested policymakers and public wishing to deepen their understanding about learning in general and educational issues in science and mathematics. Two mottos, “I can’t learn from you if you can’t learn from me” and “to teach is to learn twice,” summarize the essence of her message. The spotlight is on the critical interdependence of factors, specifically human ability to construct understanding; necessity of disequilibrium to spark neural rewiring; cognition-emotion (pleasure vs. pain, even science or math phobia) connections; sociocultural context; dilemma created by the absence of a clearly trustworthy “learning meter” for a society valuing objective measurement of quality of learning; human relationships sustained by three R’s (rights, responsibilities, respect); and, heightened awareness of power relationships leading to a spirit of collaboration, recognition of each individual’s strengths and expertise; and critical pedagogy.
Автор: Dziengel Ana Название: Steam Play & Learn: 20 Fun Step-By-Step Preschool Projects about Science, Technology, Engineering, Arts, and Math! ISBN: 1633225267 ISBN-13(EAN): 9781633225268 Издательство: Quarto Рейтинг: Цена: 11610.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: With the simple instructions and large, full-color photos in STEAM Play & Learn, preschoolers will love tackling the 20 fun, easy-to-follow step-by-step projects as they learn about science, technology, engineering, arts, and math.
The acronym STEAM stands for Science, Technology, Engineering, Art, and Math. At the preschool level, this doesn't mean trying to teach your kids robotics and engineering, but rather presenting them with open-ended projects that allow them to problem-solve, make mistakes, get creative, and most of all, have fun.
While most preschool-age children are not yet reading, STEAM Play & Learn is meant to be child-driven. The images, illustrations, and projects are meant to appeal to kids of their age and abilities. Let them be the guide as you explore the projects in this book. Topics include symmetry and how light bounces to create reflections with mirror mandalas, diffusion and capillary action with tie dye towels, structural framing and bracing with marshmallow structures, and electrical currents with salty circuits. Other projects include:
Color Mixing Lab
Frozen Goop
Sound Tubes
Citrus Volcanoes
Paper Bag Blocks
Egg Carton Geoboards
Pool Noodle Marble Run
Potions Lab
Balance Scale
Spin Art Tops
Marble Mazes
Tinkering Set
Pattern Projectors
Newton's Cradle
Art Machine
Lime Light
The projects in this book fall into three difficulty levels: Easy projects require parents and teachers to do nothing more than set out the materials and offer a challenge to children. A few of the easy projects will need parents to assemble components in advance of presenting them to kids. Medium projects will require some adult assistance while the project is underway. Children should be able to complete some of the tasks while stopping periodically for an adult to assist in a step. Difficult projects are meant to be adult-led. This is an opportunity for parents to encourage their child to offer problem-solving ideas along the way, giving children a chance to help and make suggestions.
The cross-subject approach to learning in STEAM Play & Learn will prepare young children for the subjects they will soon learn in elementary school and beyond. These 20 projects will provide hours of fun education for both kids and parents
Parents need to take an ever-increasing role in their child's learning experience. However, what to do and how to do it is often not prescribed to the parents. This book offers a wide variety of aspects related to the parent's role as a support to their child's learning of mathematics, and above all appreciation for the subject.
The uniqueness of this book is that we provide the parent the information they need about how mathematics is taught in today's early grades. We then provide a plethora of ideas that can motivate children with information beyond that which is taught in the classroom.
Автор: Burker Josh Название: The Invent to Learn Guide to Fun ISBN: 0989151182 ISBN-13(EAN): 9780989151184 Издательство: Неизвестно Рейтинг: Цена: 38240.00 T Наличие на складе: Есть у поставщика Поставка под заказ.
Автор: Jones Christopher W. Название: How to Learn Anything in Half the Time ISBN: 0983047022 ISBN-13(EAN): 9780983047025 Издательство: Неизвестно Цена: 17410.00 T Наличие на складе: Есть у поставщика Поставка под заказ.
Автор: Martinez Sylvia Libow, Stager Gary S. Название: Invent to Learn: Making, Tinkering, and Engineering in the Classroom ISBN: 099755438X ISBN-13(EAN): 9780997554380 Издательство: Неизвестно Рейтинг: Цена: 50100.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание:
A new and expanded edition of one of the decade's most influential education books.
"The bible of the maker movement in schools" includes new coverage of the BBC micro: bit, Scratch, littleBits, Hummingbird robotics, equity issues, and lessons from schools around the world.
In this practical guide, Sylvia Martinez and Gary Stager provide K-12 educators with the how, why, and cool stuff that supports making in the classroom, library, makerspace, or anywhere learners learn.
Join the maker movement and transform education There's a technological and creative revolution underway. Amazing new tools, materials and skills turn us all into makers. Using technology to make, repair or customize the things we need brings engineering, design and computer science to the masses. Fortunately for educators, this maker movement overlaps with the natural inclinations of children and the power of learning by doing. The active learner is at the center of the learning process, amplifying the best traditions of progressive education. This book helps educators bring the exciting opportunities of the maker movement to every classroom.
Children are natural tinkerers Their seminal learning experiences come through direct experience with materials. Digital fabrication, such as 3D printing and physical computing, including Arduino, Makey Makey and Raspberry Pi, expands a child's toy and toolboxes with new ways to make things and new things to make. For the first time ever, childhood inventions may be printed, programmed or imbued with interactivity. Recycled materials can be brought back to life.
While school traditionally separates art and science, theory and practice, such divisions are artificial. The real world just doesn't work that way Architects are artists. Craftsmen deal in aesthetics, tradition and mathematical precision. Video game developers rely on computer science. Engineering and industrial design are inseparable. The finest scientists are often accomplished musicians. The maker community brings children, hobbyists and professionals together in a glorious celebration of personal expression with a modern flare.
When 3D printing, laser cutting, microcomputer control, robotics and computer programming become integral to the art studio, auto shop or physics lab, every student needs access to tools, knowledge and problem solving skills. The maker movement not only blurs the artificial boundaries between subject areas, it erases distinctions between art and science while most importantly obliterating the crippling practice of tracking students in academic pursuits or vocational training. There are now multiple pathways to learning what we have always taught and things to do that were unimaginable just a few years ago.
Making for every classroom budget Even if you don't have access to expensive (but increasingly affordable) hardware, every classroom can become a makerspace where kids and teachers learn together through direct experience with an assortment of high and low-tech materials. The potential range, breadth, power, complexity and beauty of projects has never been greater thanks to the amazing new tools, materials, ingenuity and playfulness you will encounter in this book.
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