Arduino: A programmable circuit board or microcontroller used to create various electronics projects in music, games, toys, and more (About Us).
Bildung: The German word finds its roots in the Prussian philosopher Wilhelm von Humboldt's meaning and translation, "learn-to-be" (Dittert 3). Bildung is a "deep, sustainable learning;" a type of learning that is deeper, more intricate than merely acquiring new skills (Dittert 3).
Constructionism: Seymour Papert's constructionism is both a learning theory and "strategy for education" (Resnick Introduction 1). Inspired by Jean Piaget's theory of constructivism, constructionism asserts that the best learning takes place when knowledge is actively constructed by the learner along with a constructed, meaningful artifact. "This happens especially felicitously in a context where the learner is consciously engaged in constructing a public entity, whether it's a sand castle on the beach or a theory of the universe" (Papert Situating 1).
Constructivism: Jean Piaget's learning theory of how knowledge is actively constructed by the learner "through interactions with the world (people and things)" (Ackermann 18).
Digital Fabrication: The fabrication of objects via programming a computer to control manufacturing tools such as laser cutters and 3D printers (Opendesk).
DIY: Do It Yourself
E-Textiles: "An e-textile is any garment or fabric artifact that’s been enhanced with electronic circuitry, whether it be blinking LEDs; gears that change the shape of the material; or sensors that read the movement, temperature or other parameters of the wearer" (Peppler par. 6).
Epistemology: The study of knowledge and beliefs (Steup).
Fab Lab: As a platform for learning, a fab lab, or fabrication laboratory, is a workshop utilized for play, invention, and the sharing of ideas (locally, globally, digitally) to inspire learning and local entrepreneurship (What). Fab Labs are comprised of digital fabrication tools such as 3D printers and laser cutters.
FabLearn Fellows: The FabLearn Fellows program was created at Stanford University's Graduate School of Education as part of the “Infusing Learning Sciences Research into Digital Fabrication in Education and the Makers’ Movement” venture sponsored by the National Science Foundation. "The Fellows program brings together experienced educators from all over the world to contribute to research about the 'makers' culture and digital fabrication in education and to create an open-source library of curriculum" (Blikstein viii).
Fulbright Scholar: Sponsored by the Bureau of Educational and Cultural Affairs, the Fulbright Scholarship is a prestigious grant awarded to select individuals each year to conduct research as part of an international exchange in the promotion of foreign relations. The Fulbright Scholarship "program was established in 1946 by Senator J. William Fulbright and currently operates in over 160 countries worldwide"(About Fulbright).
Instructables: A website (instructables.com) where users create a profile/portfolio of step-by-step guides on how to make a variety of artifacts in an effort to showcase and share their creations with the world.
LEGO-Logo: The LEGO-Logo project began in 1985 in a collaboration between LEGO Group and MIT (1980's). The LEGO-Logo project developed programmable LEGO bricks to be constructed with traditional LEGO bricks as well as sensors and motors. When connected to a computer, these bricks could be programmed using the Logo computer language designed for children (Resnick Behavior). "LEGO TC Logo was a commercial success which reached thousands of teachers and their students" (Logo par. 21).
LilyPad Arduino: A LilyPad can be either a programmable or pre-programmed circuit board designed to be sewn to fabric with conductive thread for e-textiles and wearables projects (LilyPad Arduino par. 1). "The LilyPad line of sewable electronics brings hands-on STEAM instruction to life by engaging students with e-textiles, circuitry and crafting" (LilyPad par. 7).
Logo: Logo, the first computer programming language designed for children (MIT), was developed by Seymour Papert, Wally Feurzeig, Cynthia Solomon, and Dan Bobrow (Infosys); with an initial design dating back to 1967 at Bolt, Beranek,and Newman (Logo). Logo was developed to be a learning tool with activities spanning the subjects of "mathematics, language, music, robotics, telecommunications, and science" (Logo par. 4).
Logo Turtle: Logo Turtle refers to both the physical shell-encased robot and the turtle graphic represented on a computer screen to be programmed and controlled using the Logo programming language (Logo pars. 5-6). The "turtle" is programmed to move, draw and create shapes.
Maker Movement: Spawning innovation and local entrepreneurship since 2005, the maker movement is an evolving global trend of a diverse, do-it-yourself (DIY) culture comprised of hobbyists, tinkerers, students, educators, and professionals utilizing both traditional and new digital fabrication technologies to create, invent, and learn (Make pars. 1-3). "The Maker Movement is being lauded as the New Industrial Revolution. It has arrived and 'it will be bigger than the Web,' says Chris Anderson, former Editor-in-Chief of Wired magazine" (Hill par. 1).
Makerspace: "Makerspaces, also called hackerspaces, hackspaces, and fablabs, are collaborative spaces where people gather to get creative with DIY projects, invent new ones, and share ideas. Many offer community resources like 3D printers, software, electronics, craft and hardware supplies, and more" (Librarian's Guide par. 1).
Makey Makey: Inventor kit with the ability to turn almost anything into a controller or keyboard for use with a computer (Makey). Creating a musical keyboard with bananas is a common example of a Makey Makey project.
Microworld: Seymour Papert described his concept of a microworld as a "growing place" (Papert Mindstorms 125) and an "incubator for knowledge" (Papert Mindstorms 120) designed "for a specific species of powerful ideas or intellectual structures" (Papert Mindstorms 125). Papert exemplified this concept with children using the Logo Turtle through his creation of "a computer-based, interactive learning environment where the prerequisites are built into the system and where learners can become the active, constructing architects of their own learning" (Papert Mindstorms 122).
Scratch: Inspired by the ideas of Seymour Papert (Scratch Credits), Scratch is a free drag-and-drop programming language used to engage children in learning basic computer programming concepts as they experiment, create, and play. According to Mitchel Resnick, Scratch was named after hip-hop's creative disk jockeys because, "they take pieces of music and then combine them together in unexpected and creative ways" (Scratch Wiki). Scratch enables users to program their "own interactive stories, games, and animations — and share creations with others in the online community" (About Scratch).
STEAM: Acronym formed by the words Science, Technology, Engineering, Arts, and Mathematics.
STEM: Acronym formed by the words Science, Technology, Engineering, and Mathematics.
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