The goal of the MAGIC Maker program is to provide students with the funding and support to manage their own digital media (games, film, digital media, interactive experiences, digital design and more) projects and prepare them for publication and investment-readiness.

How do we inspire the possibility of making and invention in youth as well as adults? How do we create experiences for youth and adults to explore their maker skills and knowledge? Why are tinkering, making, and invention critical skills for youth in the science and mathematics teaching and learning experience? How do we cultivate a culture of making? These questions we explore in the Maker and Makerspace programs.


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Invention and creation are cornerstones of innovation and entrepreneurship. The IMSA Maker and Makerspace program area is an applied learning experience with the purpose of inspiring innovative and entrepreneurial thinking through maker experiences that nurture the innate maker and inventor potential in youth and adults alike. Using challenge-based learning, the program provides participants with innovative maker workshops and experiences that develop and inspire them to explore and extend their maker creativity and skills. The program prepares IMSA youth to be future STEM innovators, inventors, and designers, with opportunities for maker mentoring, maker project management, and learning the maker culture.

The IMSA Maker and Makerspace program inspires innovative and entrepreneurial thinking through maker experiences that nurture the innate maker and inventor potential of individuals and their communities.

The Maker and Makerspace Programs are designed for IMSA Youth and Adults (Faculty & Staff) interested in Making, Maker Culture, and Makerspace and Maker/invention Project Management. We also provide select maker experiences for teachers, school leaders, and summer camps for youth.

Module One: Foundations of Maker-based Education

The goals for the first module are to establish a foundation in maker education: What is it? What are the educational purposes cited for making? How does making related to project-based/challenge-based/problem-based/tech ed? What are some frameworks for learning through making? How do these frameworks reveal different priorities related to learning and engagement?

At the end of the module, the participants will have identified what they value for maker-based education (a construct like creativity or problem-solving) and initial descriptors and indicators for this value. What they value for learning and engagement in maker-based learning will be linked to their priorities and the priorities of their educational context. Participants will generate a theory of action based on their value.

At the end of the module, participants will demonstrate an understanding of pedagogical documentation through notes, photos and videos and refine descriptors and indicators of their value. In addition, participants will design their own thinking routine to support their goals for maker-based learning experiences.

Hello, I've become interested in game development recently and I wanted to find a good engine to use for game making, I don't have much programming knowledge but I will start learning C# soon. I didn't know which engine to choose so I decided to look up which one Undertale was made in since it's a game I really enjoyed and i wanted to make something in that genre, apparently it's creator made it using game maker and he didn't have much programming knowledge (that's what I read anyways) so game maker caught my attention. So my question is basically just "can I use game maker to make a decent game without knowing how to program"

Often, customers cannot fully evaluate the solutions coming out of NSIN programming when the solutions are low on the Technology Readiness Level (TRL) scale. A working prototype is needed for customers to decide whether to adopt and implement a proposed solution.

NSIN Maker provides required funding or the technical expertise necessary to construct prototypes. Maker prototypes must originate from previous NSIN programs (including Hackathons, X-Force Fellowship, etc.). The purpose of Maker is to increase the TRL of an already existing NSIN solution so that a Customer can decide on solution adoption. All Maker prototypes must be solutions that are too low on the TRL scale to be successfully evaluated by the U.S. Department of Defense (DoD) Mission Partner for solution adoption.

Maker is ideal for the NSIN program alums who previously participated in a successful NSIN program and want to prototype a solution for adoption. Specifically, NSIN Maker allows the rapid prototyping of solutions for customer evaluation.

At GSK, we wanted to use animated videos for a plethora of different use cases. From marketing to L&D, animated videos helped us communicate easily and effectively. We have created over 2000+ videos using Animaker & saved $1.4 Million dollars.

Yes, there is a free-forever plan for Animaker available. You can signup for this plan via animaker.com. To enjoy other premium features, you can upgrade your subscription. Check out the pricing page to learn more about the different pricing plans available.

* Since summer 2020, over 20% of undergraduates have enrolled in a Berkeley Changemaker course. * On every metric tracked by UC Berkeley, our Berkeley Changemakers are more diverse than the general undergraduate population.* The Berkeley Changemaker Certificate of Completion launched in fall 2023.* The Berkeley Changemaker Pre-College Program is offered, and fills to capacity, each summer. * Our Executive Education Program has a few spaces remaining and premieres this December.* The Berkeley Changemaker Program includes some 30 courses involving 60+ faculty members drawn from more than 30 academic departments and eleven schools & colleges across UC Berkeley. * Berkeley Changemaker is a unit of the Division of Undergraduate Education, under the leadership of the Vice Provost for Undergraduate Education.

World-class researchers like Nobelist Jennifer Doudna are most certainly changemakers, as are our alumni founders of Apple and Tesla. Students, faculty, and staff across campus, from the Humanities to the hard sciences, from traditional entrepreneurs to social justice advocates, are seeing themselves as Berkeley Changemakers. On every metric tracked by UC Berkeley, our Berkeley Changemakers are more diverse than the general undergraduate population. Those with an agency for making society and our world better are drawn alike to this expansive definition and narrative.

Berkeley Changemaker special guest faculty member, Secretary Janet Yellen, is the first person to have served as Treasury Secretary, Chair of the Council of Economic Advisors, and Chair of the Federal Reserve. Enroll in our gateway course "The Berkeley Changemaker" to learn the "why" behind her resume.

Bubblemaker is as fun as it sounds - a chance for kids to blow bubbles by scuba diving. Children who are at least 8 years old can use scuba gear to breathe underwater and swim around in shallow water. Have a party or celebrate a birthday by throwing a memorable, exciting Bubblemaker event with friends and family at your local"> ">local PADI dive shop.

In the Bubblemaker program, participants get a basic introduction to how to use scuba gear, how to clear a regulator and mask, and an overview of breathing do's and don'ts. Your local"> ">local dive shop will advise you about anything else you need.

Contact your PADI"> ">PADI Dive Center or Resort to schedule a Bubblemaker program or to organize a Bubblemaker party. The Bubblemaker Crew-Pak contains mementos of the experience and is full of fun surprises, such as a kid-sized beach towel, logbook, certificate, temporary tattoo, decal and the adorable and popular Bubblemaker water toy. Adults love them, too.

Annabel Wrigley is a textile artist, quilter, author, teacher and maker of all the things. She has spent the last 11 years creating in her studio and teaching hundreds of children how to forge their own creative path in sewing. She is thrilled to be able to help usher in the next generation of sewists and share the love of creativity and sewing experimentation with her "embrace the imperfection" attitude to teaching. She recently designed 4 sewing patterns for children for Quilt Cadets, a sewing pattern company owned by Latifah Saafir.

Emily is a life-long maker and eternal optimist living among the rolling hills of Wisconsin with her 2 kiddos and bearded husband. She is on a mission to encourage joy in everyone she meets, which for her, is rooted in creativity! She learned to sew from her Mom at a young age and sported some of the most stylish handmade, neon clothes as a little girl. Now, her sewing efforts have turned more into home decor, kid crafts and other colorful ideas that pop into her head!

The 13-15 credit, non-degree graduate certificate program in Maker Education offered at the GSE is designed to help educators and practitioners receive the education and resources necessary for developing competence and confidence to start, supervise, or use a Makerspace in a school, community center, or other learning space. The program is intended for participants to gain proficiency in maker-based learning activities or projects, including the development of curricula and assessments meeting common standards in STEM subjects. Participants will also explore how maker-centered projects can be leveraged as a vehicle for meaningful, discovery-based learning in mathematics, science, computer science, as well as integrated STEM/STEAM curricula.

Students enrolled in the Maker Education certificate program at the GSE will learn how to design and support maker-centered learning experiences for all students. Guided by readings, online videos, and instructor facilitation, they will gain hands-on experience designing and safely fabricating in 2D and 3D with makerspace tools such as laser cutters and 3D printers, and will be trained on how to supervise and assess safety using maker equipment and tools aligned to OSHA regulations. Enrolled candidates will also become comfortable creating new products with electronics, textiles, and coding/Arduino. 2351a5e196

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