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http://bit.ly/computingacecdanbowen 
@dan_bowen
Objectives 
• To understand the maker movement a little 
more 
• To have a quick overview of some of the latest 
maker technology for education 
• To think about your own maker spaces at 
school (use the diagram provided) 
• To have a play
Children learn best when 
they are actively engaged 
in constructing something 
that has personal meaning 
to them – be it a poem, a 
robot, a sandcastle or a 
computer program 
- Seymour Papert
Phoenix from the fames 
Digital Technologies & 
Computing Curriculum
MIT App Inventor 
Table courtesy of @pipcleaves 
Google glass, oculus rift, Stem, xbox Kinect, ps3, old retro games, old toys
Raspberry Pi 
Linux based computer 
Can run software 
Can access the internet 
Scratch 
Python 
Needs peripherals 
HDMI output 
Exposed board to illustrate hardware
Arduino 
Circuit board 
GPIO PINS 
Breadboard breakout 
Paperduino 
Open source examples 
Coded in C derivative
Sphero 
Induction charged ball 
Moves and lights up 
Programmable 
Sequencing of instructions 
Macros 
Tricks and jumps 
Navigate a maze
Makey Makey 
USB powered 
Create simple input 
Devices such as game 
Controllers 
Plug and play
Lego … 
Plug and play 
Links easily to scratch as well as 
Its own software 
Very easy to use 
Several sensors
3D printing 
3D design 
3D prototyping 
Create 
Develop 
Artefacts 
Fashion 
Space 
Food 
Ethical, Social links to the 
Curriculum 
Sequencing, hardware, software
Maker Space 
• Place 
• Tools 
• Safety 
• Training 
• Learning Pathways 
• Funding 
• Resourcing
Every maker of video 
games knows something 
that the makers of 
curriculum don't seem to 
understand. You'll never 
see a video game being 
advertised as being easy. 
Kids who do not like school 
will tell you it's not because 
it's too hard. It's because 
it's--boring” 
― Seymour Papert
Further resources 
• Maker space playbook 
• Maker space online course 
– Techtownlearning.com.au 
– Email dan_bowen@outlook.com for access 
– Bit.ly/computingacecdanbowen

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Hardware Hacking in schools (ACEC2014)

  • 2. Objectives • To understand the maker movement a little more • To have a quick overview of some of the latest maker technology for education • To think about your own maker spaces at school (use the diagram provided) • To have a play
  • 3. Children learn best when they are actively engaged in constructing something that has personal meaning to them – be it a poem, a robot, a sandcastle or a computer program - Seymour Papert
  • 4.
  • 5.
  • 6. Phoenix from the fames Digital Technologies & Computing Curriculum
  • 7. MIT App Inventor Table courtesy of @pipcleaves Google glass, oculus rift, Stem, xbox Kinect, ps3, old retro games, old toys
  • 8. Raspberry Pi Linux based computer Can run software Can access the internet Scratch Python Needs peripherals HDMI output Exposed board to illustrate hardware
  • 9. Arduino Circuit board GPIO PINS Breadboard breakout Paperduino Open source examples Coded in C derivative
  • 10. Sphero Induction charged ball Moves and lights up Programmable Sequencing of instructions Macros Tricks and jumps Navigate a maze
  • 11. Makey Makey USB powered Create simple input Devices such as game Controllers Plug and play
  • 12. Lego … Plug and play Links easily to scratch as well as Its own software Very easy to use Several sensors
  • 13. 3D printing 3D design 3D prototyping Create Develop Artefacts Fashion Space Food Ethical, Social links to the Curriculum Sequencing, hardware, software
  • 14. Maker Space • Place • Tools • Safety • Training • Learning Pathways • Funding • Resourcing
  • 15. Every maker of video games knows something that the makers of curriculum don't seem to understand. You'll never see a video game being advertised as being easy. Kids who do not like school will tell you it's not because it's too hard. It's because it's--boring” ― Seymour Papert
  • 16.
  • 17. Further resources • Maker space playbook • Maker space online course – Techtownlearning.com.au – Email dan_bowen@outlook.com for access – Bit.ly/computingacecdanbowen

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