• EMPOWER YOUR STUDENTS' LEARNING THROUGH

    MAKING AND TINKERING

    Professional development for educators.

  • The Maker Academy offers professional development courses and micro-credentials for classroom teachers, learning specialists, and school leaders that want to learn how to establish Making and Tinkering as a powerful philosophy, pedagogy, and practice in their classrooms and schools. All professional development topics are instructed using Maker pedagogical and philosophical approaches, including tools and materials that encourage positive impacts to student learning.

     

    With our courses participants will:

    • Learn content that has been researched and tested in an education environment.
    • Experience Making & Tinkering through hands-on, meaningful activities.
    • Draw connections between Making and their subject-area content.
    • Create learning designs and artifacts that can be used in the classroom.

    What teachers say about our professional development:

    “A great experiential workshop, effective facilitation, Very engaging.”

    “More than anything else, your pedagogy was excellent and everyone was engaged . You made it a great learning experience for us.”

    “I was able to do so much with circuits and coding that I never thought I could do.”

    “It was the most engaging workshop that I ever did. I was able to learn so much in 4 days starting from [the] first activity on making to the last one.”

  • Train the Trainer

    Our professional development works on the Train the Trainer model. After members of your Maker Team go through our courses and have time to build some experience. They can begin training the rest of your staff. Our mission is to transform education.

    Empowered Learners

    We believe that learners that are empowered to take control of their own learning drill deeper and wider. All of our professional development allows learners to create their own meaning through learner-driven activities.

    Professional Relationships

    Professional development is not over when we leave. We believe in having long-lasting relationships with schools and providing learners with meaningful post-training updates and information. We'll be there to help support you on your journey.

  • Maker Educator Certificate

    The Maker Educator Certificate is our recommended, entry-level professional development. Over 4 days participants explore learning through making with hands-on activities, case studies, and classroom examples. In addition, the Certificate explores the educational theory, practices, and approaches to successfully integrate learning through Making in the classroom.
     

    Modules

    Each module of the Maker Educator Certificate professional development uses established Maker Learning pedagogy and philosophy. In addition to a deep dive into the educational theory, impact on student learning, and classroom requirements to create a powerful learning environment educators learn about the technologies that are transforming society, how Makers use them, and how to demystify them in the classroom. In addition, these modules will prepare participants to facilitate Maker activities that empower your students to construct learning artifacts using both found (cardboard, recyclables) and transformative materials (circuits, programming).

    Pedagogy & 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 will explore the impacts Making has on learning through hands-on Maker activities.

     

    Participants will:

    • 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,
    & 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.

     


    Participants will:

    • 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.

    Computational Thinking

    & 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.


    Participants will:

    • 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.

    Circuit Systems

    & 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 circuits systems at their core. In this module, we explore the Arduino platform and use it to create circuit systems and prototypes.


    Participants will:

    • 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.

     

  • Building a Maker Culture

    These courses are only offered to schools that are committed to building a Maker Culture. In addition, participants must have completed the Maker Educator Certificate. We recommend that each course is completed by the Maker Team within the suggested time frame. All courses are one day long.

    Designing and Facilitating
    Maker Saturday

    Maker Saturday is a monthly event that engages families in Making and Tinkering. The time families spend at Maker Saturday is memorable, meaningful, and demonstrates the impact Making and Tinkering can have on their children. In addition, it becomes an area for educators to prototype activities they are planning to use in future lessons.

     


    Recommended: 3 Months after Maker Educator Certificate


    Maker Team will:

    • Understand what a Maker Saturday event looks like.
    • Design and plan their initial Maker Saturday
    • Plan dates for Maker Saturdays to run at their school

     

     

    Building a Maker Culture

    @ Your School

    Building a Maker Culture is really about building a culture of Innovation where students have the freedom to attempt to solve problems and feel empowered to make, think, and create on a deep level. It’s about creating a culture of creative expertise, inventive thinking, and effective problem solving. This course will outline how to successfully build a Maker Culture within a school.


    Recommended: 3 Months after Maker Educator Certificate


    Maker Team will:

    • Align their vision of what a Maker Culture looks like at their school.
    • Learn a systematic method of building a Maker Culture in a school.
    • Practice methods of celebrating and promoting a Maker Culture

     

    Collecting Data & Assessing Impact

    Measuring impact is a critical piece of understanding how your Maker Culture is forming and whether or not the team is reaching the goals they’ve set out to accomplish. Making and Tinkering activities provide a lot of qualitative feedback but documentation and recording quantitative feedback is just as important. This course explores ways to collect data, assess learning, and gauge the impact.


    Recommended: 5 Months after Maker Educator Certificate


    Maker Team will:

    • Explore ways to collect data and assess the impact of Making.
    • Evaluate the current progress of building a Maker Culture.
    • Develop strategies and tools for assessing progress in the future.

     

    Instructional Strategies &
    Thinking Routines

    Makers come in all shape and sizes. For Maker Learning to be truly impactful, it’s important that the activities learners experience are personally meaningful and appropriately challenging. This course explores additional instructional strategies for personalizing Making and Tinkering activities as well as thinking routines that empower students to think about Making at a deeper level.


    Recommended: 5 Months after Maker Educator Certificate


    Maker Team will:

    • Learn additional instructional strategies for differentiation.
    • Use thinking routines to develop skills in thinking with and demystifying technology
     
     

    Integrating Making into
    the Curriculum

    Learning through Making is interdisciplinary. This workshop supports the Maker Team in leveraging Making and Tinkering’s advantages for hands-on learning in science, technology, engineering, math, and art as well as its utility for creating authentic interdisciplinary teaching.Together, we will align curriculum and design powerful learning experiences for students.


    Recommended: 12 Months after Maker Educator Certificate


    Maker Team will:

    • Explore ways in which Making can be integrated into curricular topics and opportunities for interdisciplinary work.
    • Design and develop learning opportunities for students to Make prototypes and develop

     

  • Maker Tools & Materials Trainings

    Makerspaces vary in size and shape as well as tools and materials. As your Maker Culture grows, so will the tools and materials in your makerspace. The Maker Academy provides the following courses to keep educators up-to-date on understanding and using the latest tools and technologies with their students.

     

    Each professional development's duration is 1 day and will be differentiated. Please inform us of teacher's skills levels prior to the training.

    Fabricating Circuit Boards

    with a CNC Machine

    CNC Machines are subtractive fabrication tools that allow the user to quickly “mill” pathways in materials like wood and copper, similar to chiselling. This course will guide participants through the process of creating custom circuit boards using a CNC Machine.


    Prerequisite: School must have at least one CNC milling machine.

     


    Participants will:

    • Learn how to use CAD software to design custom circuit boards. 
    • Design, mill, and solder functional circuits.

    Fabricating Prototypes with a
    Laser Cutter

    Laser cutting provides makers with a way to quickly cut materials like MDF, ccrylic, and wood for their prototypes. It can provide the ability to quickly create large-scale prototypes in a short amount of time. This course will guide participants through the process of prototyping projects with a laser cutter.


    Prerequisite: School must have a laser cutter and teachers should have the software specific to your laser cutter.


    Participants will:

    • Learn how to use 2D design software to model bits and parts.
    • Design and develop prototypes made from materials like MDF and acrylic.

    Fabricating Prototypes with a
    3D Printer

    3D Printing has been a revolutionary boon to bringing manufacturing to the amateur level. However, many of these machines require a deep level of understanding to be used effectively. This course will fast track that understanding and take participants from 3D modelling to printing.


    Prerequisite: School must have at least one 3D printer, but, 2-3 printers are recommended.

     


    Participants will:

    • Learn how to use 3D design software to model bits, parts, and/or 3D models.
    • Design and develop prototypes that can be printed from materials like ABS or PLA plastics.

    The Internet of Things
    with Particle Photon

    The Internet of Things(IoT) is a rapidly growing field, soon to become an industry worth trillions of dollars and connecting billions of devices across the planet. This course will introduce participants to the Particle Photon microcontroller and how it can be used to create intelligent applications that communicate with the internet.


    Prerequisite: It is recommended that the teachers understand programming concepts and the basics of a Microcontroller. IT Department may need to provide extra permissions on the school network.
     

    Participants will:

    • Develop a deeper understanding of the Internet of Things
    • Explore how electronics and sensors and 
    • Develop prototypes that communicate through the internet.

    Beginner Robotics

    with Lego EV3

    From automation to sophisticated artificial intelligence, robotics and engineering will be an important part of our students’ futures. This course introduces participants to the basics of robotics and mechanical engineering using the Lego EV3 kits.


    Prerequisite: It is recommended that the teachers understand programming concepts.


    Participants will:

    • Learn about what robots are the impacts they are having on society.
    • Build basic robots with the Lego EV3 kit
    • Understand ways to make more advanced robots with the Lego EV3

    The Internet of Things
    with Raspberry Pi

    The Internet of Things(IoT) is the interconnection and internetworking of several devices, embedded in objects we use everyday, such that the ‘things’ are able to communicate to each other via the internet. This course will introduce participants to the Raspberry Pi and how it can be used to create intelligent applications that communicate with the internet.


    Prerequisite: It is recommended that participants have an understanding of basic programming concepts and microcontroller. IT Department may need to provide extra permissions on the school network.


    Participants will:

    • Develop a deeper understanding of the Internet of Things
    • Explore how electronics and sensors work with one another through internet communication.
    • Develop prototypes that communicate through the internet.

    Fabricating Stencils

    with a Silhouette Cameo

    The Silhouette Cameo is a great tool for quickly cutting stencils out of cardstock and paper products. These stencils can be used in projects ranging from art to mathematics. This course will guide participants through the process of designing and creating stencils.


    Prerequisite: School must have at least one Silhouette cutter.


    Participants will:

    • Learn how to use 2D design software to model stencils.
    • Design and develop prototypes using stencils.

    Robotics using the

    Arduino Microcontroller

    Arduino microcontrollers give Makers a deeper level of control over their robots and allow them to equip robots with higher intelligence. This course will introduce participants to using Arduino to design robots and the basics of creating an artificially intelligent design.

     

    Prerequisite: It is recommended that attendees have a basic understanding of programming concepts and the basics of a microcontroller.


    Participants will:

    • Builds robots using the Arduino and electronic components
    • Program their robots to perform tasks
    • Understand way to make more advanced robots with Arduino

    Mechanical Creations

    Kinematics is the branch of classical mechanics which describes the motion of an object without reference to the force which causes the motion. This mechanical engineering skill can provide a deeper understanding of how things move. This course will guide participants through the process of creating mechanical systems.


    Prerequisite: It is recommended that the teachers understand programming concepts and the basics of a Microcontroller.


    Participants will:

    • Design and create mechanical prototypes that produce movement.
    • Develop a deeper understanding of how kinematics is used in the fields of mechanical engineering, robotics, and biomechanics.

    Creating Wearable Technology
    with Arduino

    Wearable Technology is quickly evolving and enabling Makers to create solutions to problems that are more efficient. The Arduino platform assist in creating intelligent prototypes that can be worn. This course will introduce participants to the uses of wearable technology as well as guide them through the process of creating their own.


    Prerequisite: It is recommended that the teachers understand programming concepts and the basics of a Microcontroller.


    Participants will:

    • Use sewing, circuitry, and programming to create Wearable Technology prototypes.
    • Develop a deeper understanding of wearable technology and its’ applications.

    Game Development

    Games have existed throughout history and have been used as tools for entertainment, education, and mental or physical exercise. In recent years, tools to develop video games have become more accessible to amateurs. This course will introduce participants to basic game design and guide them through the creation of a game.


    Prerequisite: It is recommended that teachers have experience playing games.


    Participants will:

    • Learn the basics of game design
    • Understand how to begin thinking logically by solving puzzles.
    • Connect core coding concepts to game mechanics.

    Creative Coding

    Computer coding is primarily seen as a way for technically savvy engineers to create apps and other tools. However, coding can be used by anyone to develop creative applications in art, design, simulations, and visualizations. This course will introduce participants to creative coding and guide them through building creative programs.


    Prerequisite: It is recommended that teachers have better than basic experience with programming and teach secondary school. Ideal for Java / AP Computer Science teachers.


    Participants will

    • Learn how core coding concepts can be used in developing creative applications.
    • Design and develop applications that relate to arts and design.
    • Develop a deeper understanding of algorithmic and generative art.
  • Inquire Today

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