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Assistive Technology Course Using Arduino & MakeyMakey: From Design to Delivery

Cycles of Learning

Upon returning from winter vacation, students sign up for a two-week-long, 9am-3pm, course of their choosing. Courses are offered by individual teachers and represent areas they are deeply passionate about and would not have time to expose students to during the normal school year.

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Assistive Technology with MakeyMakey

Cycles of Learning

Activities such as "BattleBot" competitions, Roller Coaster construction and Robot "Tug-of-War", while rich in problem-solving/design strategies, were poor in their ability help campers make connections between their experience in camp, and the power of such devices to create greater good in the world.

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Design for Social Good Curriculum

Cycles of Learning

This will be my third year teaching an elective course called "Design for Social Good". The curriculum uses Fusion360 as an anchor, integrating CAD into various projects centered around Assistive Technology, Medicine, and Robotics.

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Increasing Engagement, Creativity, and Innovation with Minds-On/Hands-On Activities

User Generated Education

Learner-Initiated and Directed – When presented as self-directed learning, educators, as mentioned above, give learners an open ended task, like develop a new type of transportation for use on another planet or design an assistive technology for someone with a disability. Puppet Making and Green Screen Recording.

Robotics 387
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What Technology Helps Students Learn?

eSchool News

Digital textbooks offer interactive content, and assistive technologies like speech-to-text tools support diverse learning needs, collectively creating a dynamic and enriched learning environment for students. How does technology help students learn? Coding programs such as Scratch foster critical thinking and problem-solving.

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5 Meaningful Ways to Leverage the "MakeyMakey" in Your Teaching

Cycles of Learning

* Click here if your are not familiar with the MakeyMakey #1: Assistive Technology Development Rather than simply developing video game controllers, empower your students to use the MakeyMakey to create Assistive Technology for individuals with various physical disabilities (Quadriplegia, Cerebral Palsy, etc.).

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Top Webinars of 2016

edWeb.net

From integrating technology into school libraries, to special education, to coding and robotics, there was something for everyone this year. We would like to thank our partners, sponsors, and wonderful presenters for making 2016 a success—and of course, thank you to the educators that joined us all year long! 3 Dr. . #