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Maker education is an offshoot of the maker movement, which Time magazine described as "the umbrella term for independent innovators, designers and tinkerers. A convergence of computer hackers and traditional artisans, the niche is established enough to have its own magazine, Make, as well as hands-on Maker Faires that are catnip for DIYers who used to toil in solitude". [3]
Part of the Maker Education Initiative, Thinkery was selected to host a resident Maker and engage local youth in STEAM learning through making-oriented projects. The Smithsonian Latino Center selected Thinkery as a host site for their Young Ambassadors Program — a nationally recognized program for graduating high school seniors.
In 2012, Silver founded Makey Makey: An Invention Kit for Everyone – a toy that allows users to connect everyday objects (e.g. fruit, silverware) to computer programs – through a Kickstarter campaign that raised over $500,000. [12]
Maker Faire 2008 was held on May 3–4, 2008, at the San Mateo County Event Center. Highlights of the Faire included a human-sized Mouse Trap board game, kinetic squid sculpture, 55' wingspan kinetic steel butterfly, bicycle-powered music stage, a solar-powered chariot pulled by an Arnold Schwarzenegger robot, [13] and over 500 other booths from different makers.
A wealthy Silicon Valley-backed campaign to build a green city for up to 400,000 people in the San Francisco Bay Area has submitted what it says are enough signatures to qualify the initiative for ...
Makers Empire is a NewSchools [21] portfolio company and has been favorably reviewed by Common Sense Education [22] [23] and 3D Insider, [24] amongst others. Makers Empire was also described as a "compelling example" of 3D printing in the 2015 Horizon Project report, [25] an initiative by the New Media Consortium.
He is currently an emeritus professor of clinical psychiatry at the University of California, San Diego, and director of its Center for Criminality & Addiction Research, Training & Application. By the early ’70s, variations of the Game used on addicts and other crude behavior-modification techniques caught the attention of Congress.
The class schedule required a commitment of 40 hours per week and 11 months a year. Producing marketable goods and selling them through America House was still a major focus, but there was no longer an industry-style production system. [1] An influential voice at the school was Frances Wright Caroé, the director of America House.