Sylvia Libow Martinez an American engineer whose book Invent To Learn: Making, Tinkering, and Engineering in the Classroom [1] has been acknowledged as the "bible" of the school Maker Movement. She, with this one book, is largely collected by libraries worldwide. [2]
Sylvia Martinez received her bachelor's degree in electrical engineering from UCLA, and a master's degree in educational technology from Pepperdine. She began her career as an engineer for Magnavox Research Labs focusing on the development of high frequency receiver systems and navigation software for GPS satellites. After six years, she transitioned to educational software development where she presided over the design and development at several software publishers (Davidson & Associates, Knowledge Adventure, and Vivendi Universal) for over a decade. She then shifted to the non-profit world, where she held the position of President at YES. She sought to champion young people in the use of modern technology to advance education and community. This cumulative work provides the groundwork for her co-authorship of the book Invent to Learn: Making, Tinkering, and Engineering in the Classroom. Her time is now spent advancing the Science, Technology, Engineering, and Math (STEM) and Maker Movement initiatives through speaking engagements and workshops.
Engineering is the practice of using natural science, mathematics, and the engineering design process to solve technical problems, increase efficiency and productivity, and improve systems. Modern engineering comprises many subfields which include designing and improving infrastructure, machinery, vehicles, electronics, materials, and energy systems.
Mechanical engineering is the study of physical machines that may involve force and movement. It is an engineering branch that combines engineering physics and mathematics principles with materials science, to design, analyze, manufacture, and maintain mechanical systems. It is one of the oldest and broadest of the engineering branches.
Multimedia refers to the integration of multiple forms of content such as text, audio, images, video, and interactive elements into a single digital platform or application. This integration allows for a more immersive and engaging experience compared to traditional single-medium content. Multimedia is utilized in various fields including education, entertainment, communication, game design, and digital art, reflecting its broad impact on modern technology and media.
Software engineering is an engineering approach to software development. A practitioner, called a software engineer, applies the engineering design process to develop software.
Engineers, as practitioners of engineering, are professionals who invent, design, analyze, build and test machines, complex systems, structures, gadgets and materials to fulfill functional objectives and requirements while considering the limitations imposed by practicality, regulation, safety and cost. The word engineer is derived from the Latin words ingeniare and ingenium ("cleverness"). The foundational qualifications of a licensed professional engineer typically include a four-year bachelor's degree in an engineering discipline, or in some jurisdictions, a master's degree in an engineering discipline plus four to six years of peer-reviewed professional practice and passage of engineering board examinations.
Computer engineering is a branch of computer science and electronic engineering that integrates several fields of computer science and electronic engineering required to develop computer hardware and software. Computer engineering is referred to as computer science and engineering or Electrical and Computer engineering at some universities
The Syrian Virtual University (SVU) is a Syrian educational institution established by the Syrian Ministry of Higher Education. It provides virtual education to students from around the world. It was established on 2 September 2002 and is the first virtual education institution in the region, and as of 2006, remains the only one. The goals of the SVU include offering education to those who want to learn but cannot afford to do so by going to a "brick and mortar" university. It is headquartered at the Ministry of Higher Education building, Damascus. Students can study online, but they should make exams in one of the centres accredited by the University inside and outside Syria.
The Consejo Nacional de Fomento Educativo is an institution under Mexico's Federal Government created by presidential decree on September 11, 1971. Its responsibilities are to research, design, implement, operate, and evaluate new educational programs that could increase the education levels among the Mexican population, and could solve the cultural and educational problems of Mexican society.
An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product. In the narrower sense used here, the term describes educational software which is primarily about entertainment, but tends to educate as well and sells itself partly under the educational umbrella. Normally software of this kind is not structured towards school curricula and does not involve educational advisors.
A hackerspace is a community-operated, often "not for profit", workspace where people with common interests, such as computers, machining, technology, science, digital art, or electronic art, can meet, socialize, and collaborate. Hackerspaces are comparable to other community-operated spaces with similar aims and mechanisms such as Fab Lab, men's sheds, and commercial "for-profit" companies.
An audio engineer helps to produce a recording or a live performance, balancing and adjusting sound sources using equalization, dynamics processing and audio effects, mixing, reproduction, and reinforcement of sound. Audio engineers work on the "technical aspect of recording—the placing of microphones, pre-amp knobs, the setting of levels. The physical recording of any project is done by an engineer…"
Donna Auguste is an African-American businesswoman, entrepreneur, and philanthropist. She was the co-founder, along with colleague John Meier, and chief executive officer (CEO) of Freshwater Software from 1996 to 2000. Prior to founding Freshwater Software, Auguste was a senior engineering manager at Apple Computer who helped to coordinate the development of the Newton personal digital assistant (PDA). Additionally, she was the senior director for US West Advanced Technologies, whereabouts she met John Meier and began seriously thinking about the creation of Freshwater Software.
The maker culture is a contemporary subculture representing a technology-based extension of DIY culture that intersects with hardware-oriented parts of hacker culture and revels in the creation of new devices as well as tinkering with existing ones. The maker culture in general supports open-source hardware. Typical interests enjoyed by the maker culture include engineering-oriented pursuits such as electronics, robotics, 3-D printing, and the use of computer numeric control tools, as well as more traditional activities such as metalworking, woodworking, and, mainly, its predecessor, traditional arts and crafts.
Margaret Elaine Hamilton is an American computer scientist. She was director of the Software Engineering Division of the MIT Instrumentation Laboratory, which developed on-board flight software for NASA's Apollo program. She later founded two software companies—Higher Order Software in 1976 and Hamilton Technologies in 1986, both in Cambridge, Massachusetts.
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The Concord Consortium was founded in 1994 as an educational research and development organization to create large-scale improvements in K-14 teaching and learning through technology.
Educational robotics teaches the design, analysis, application and operation of robots. Robots include articulated robots, mobile robots or autonomous vehicles. Educational robotics can be taught from elementary school to graduate programs. Robotics may also be used to motivate and facilitate the instruction other, often foundational, topics such as computer programming, artificial intelligence or engineering design.
Maker education closely associated with STEM learning, is an approach to problem-based and project-based learning that relies upon hands-on, often collaborative, learning experiences as a method for solving authentic problems. People who participate in making often call themselves "makers" of the maker movement and develop their projects in makerspaces, or development studios which emphasize prototyping and the repurposing of found objects in service of creating new inventions or innovations. Culturally, makerspaces, both inside and outside of schools, are associated with collaboration and the free flow of ideas. In schools, maker education stresses the importance of learner-driven experience, interdisciplinary learning, peer-to-peer teaching, iteration, and the notion of "failing forward", or the idea that mistake-based learning is crucial to the learning process and eventual success of a project.
Sylvia Acevedo is an American engineer and businesswoman. She was the chief executive officer (CEO) of the Girl Scouts of the USA from 2016 to 2020. A systems engineer by education, she began her career at NASA's Jet Propulsion Laboratory, where she was on the Voyager 2 team. She has held executive roles at Apple, Dell, and Autodesk. In 2018, Acevedo was included in a Forbes list of "America's Top 50 Women In Tech". She was a founder, with three others of REBA Technology, an infiniband company that was sold and also the Founder and CEO of CommuniCard. As CEO of Girl Scouts of the USA, Acevedo led the organization's largest release of badges, over 100 badges in STEM and Outdoors over three years.
Michelene (Micki) T. H. Chi is a cognitive and learning scientist known for her work on the development of expertise, benefits of self-explanations, and active learning in the classroom. Chi is the Regents Professor, Dorothy Bray Endowed Professor of Science and Teaching at Arizona State University, where she directs the Learning and Cognition Lab.