Libraries in the USA nowadays are dynamic learning spaces where participants have the chance to explore, get curious, and experiment. Casa Thomas Jefferson Resource Centers are in sync with the movement, and August was time to celebrate music – a very lively concept of the American Culture. We at Casa Thomas Jefferson prepared a program with rich resources from the Smithsonian Institution to explore new concepts, engage in dynamic activities, and learn new skills. As people approached the Resource centers at Casa Thomas Jefferson, they could watch a short video from the Smithsonian Institution called “Invention of Electric Guitar” that explores concepts of entrepreneurship as it shows how the process of amplifying the sound of a guitar involved many inventors and musicians working together to develop, design, and popularize a louder instrument.
Collaboration was in the air as participants had to work in groups to face some cool challenges specially designed for them, and many people did just that. People also had the change to be wowed by some innovative apps and Technologies while listening to great music. Check some examples out: In the activity Diving into Music, people could experiment with Google Cardboards and experience musical legends perform in VR (virtual reality). Do you have any idea what song matches your heartbeat? In The Rythm of Your Heart Participants could check their heartbeat and listen to a song with a similar beat. Cool, right? But, one of the nicest ones was called The Cup Song Challenge in which Students could watch interesting videos and face the Cup Song Challenge, which is very popular in the USA. Feeling musical and innovative yet? We surely hope so and invite you to come in September to more interesting programs.
Para oferecermos atividades maker com diversidade, qualidade e excelência na programação do CTJ American Space, o fortalecimento do trabalho em equipe e capacitação continuada de nossa equipe do Resource Center da Thomas é essencial. Assim, na primeira quinzena de agosto, a equipe do RC e alguns professores participaram de um Workshop de Introdução a Arduíno e Kano
O Arduíno <link: https://www.arduino.cc/> é uma plataforma de prototipagem, de hardware livre, montada em uma única placa eletrônica, que consiste de um microcontrolador mais outros componentes complementares que facilitam a programação e incorporação para outros circuitos. Com uma placa Arduíno, além de podermos introduzir conceitos básicos de eletrônica e também de programação (coding), podemos, por exemplo, identificar a aproximação de uma pessoa e variar a intensidade da luz do ambiente conforme a sua chegada; ou abrir as janelas de um escritório de acordo com a intensidade da luz do sol e temperatura ambiente. Após dominar a tecnologia e o raciocíncio de programação, as possibilidades são infinitas.
Já o Kano <link: http://www.kano.me/> é um kit de mini computador para ser montado como se fosse um Lego. Ao montá-lo, podemos conhecer melhor a interface de hardware de um computador com suas peças básicas. A partir daí, seu sistema operacional nos inicia no caminho da codificação de forma lúdica e amigável.
E por que devemos usar tecnologias como essas em programas de nossos American Spaces? Primeiro, porque aprender a usar placas Arduino pode permitir que as pessoas encontrem soluções para problemas do dia a dia, já que ele é extremamente flexível, permitindo usá-lo repetidamente para diferentes fins. Além disso, projetos com Arduino permitem que os participantes desenvolvam competências digitais do século 21 por meio da aprendizagem colaborativa e desenvolvam sua capacidade empreendedora e de inovação que são tão características da cultura americana.
O workshop foi ministrado pelo estágiário do CTJ Maker Space da Asa Sul, Vitor Duarte. Aluno do curso de Mecatrônica da Universidade de Brasília, Vítor é um entusiasta das duas tecnologias e ao dividir conosco esse conhecimento abriu novas possibilidades de atividades a serem conduzidas em nossos Maker Spaces. Com certeza, em breve teremos atividades com ambos em nossa programação!
In a rapidly changing world, powered by social media and instant information, learning opportunities can be found everywhere. Just as traditional libraries are evolving into dynamic community spaces in the United States, American Spaces must be dynamic learning centers as well. To enrich participants’ experiences in the Resource Centers, CTJ American Space is eager to use non-traditional materials to design programs and become a community center, where youth can use digital tools to explore entrepreneurship, learn English, connect art and design with social change, and learn digital artifact creation. Nowadays, there are many materials that provide opportunities to do just that, but our staff needs to build internal expertise in order to take full advantage of such materials. In August, teachers, librarians, and resource center staff were invited to participate in an interesting hands-on session to learn a bit about Arduino and how to use them in some of our programs. So, What`s Arduino and why use it in a Resource center?
Arduino is an open-source prototyping platform based on easy-to-use hardware and software. They can read inputs – light on a sensor, a finger on a button, or a Twitter message – and turn it into an output – activating a motor, turning on an LED, publishing something online. Arduino is the brain of thousands of projects and there is a huge community of makers (students, hobbyists, artists, and programmers) gathered around this open-source platform. Their contributions have added up to an incredible amount of accessible knowledge that can be of great help to novices and experts alike.
Why should we use Arduino in American Spaces` programs? First, Learning how to use arduino boards can enable people to find solutions to local problems. And Arduinos are extremely flexible as you can use them again and again for different purposes. Lastly, developing projects with Arduino will engage participants in a collaborative learning process and foster 21st century digital skills.
There are great ways for kids to spend their time off from school. If the activities enable participants to use their creativity to self-express, tinker, and learn new skills, it’s even better. Last July, the Binational Center Casa Thomas Jefferson, in coordination with the U.S. Embassy, offered the community the chance to do just that. Youth Innovation Camp, Casa Thomas Jefferson’s very first summer camp, motivated participants to come to the main branch for five days and experience different learning possibilities. The themes varied from inventions, entrepreneurship, coding, 3D printing, making, and STEAM, and all the activities offered participants the chance of engaging in rich authentic use of the English Language to learn a new set of skill and how to do or make something new. The CTJ task design team used as inspiration materials from the well known chain of museums The Smithsonian Institute to enrich participants experiences. We share here all the activities developed during the camp so that other language schools, Binational Centers, and libraries and schools also offer little creative minds the chance to get creative and participate of the Maker Movement and redefine some learning spaces.
Youth Innovation Camp engaged participants with immersive experiences carefully planned by Casa Thomas Jefferson teachers in collaboration with the Maker Team from all Resource Centers. During the five afternoons in each weekly edition, Casa Thomas Jefferson`s main branch effervesced Campers who were eager to experiment with different possibilities of practical and playful learning. Various topics related to inventions , programming, 3D modeling, STEAM activities, entrepreneurship and toy making were explored. Day by day participants were wowed, discovered and learned in a playful and collaborative way. Participants realised that to create something new, it takes just curiosity, inventiveness and not be afraid to try as many times as necessary. Our motto of the camp was: It`s ok to fail!
For the Youth Camp team, it was an immeasurable joy to have spent such creative time with the children, leading them in this adventure of discovery and the thrill of ‘learning by making’. It was very rewarding to have them with us these two weeks and notice their engagement, excitement and willingness to learn. And after the feedback received from students and parents, the feeling that remains is that we have a successfully crowned design. Hope to see you in the next Camp!
Coding and 3D printing