Explore Makerspace!: With 25 Great Projects
By Alicia Z. Klepeis and Matt Aucoin
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About this ebook
Bridges, furniture, musical instruments, games, vehicles—all of these things were invented and improved upon by people who love to put stuff together, take stuff apart, and figure out how things work!
In Explore Makerspace! With 25 Great Projects, readers ages 7 through 10 explore what it means to be an engineer. They discover how inventors use science, art, and math to create new and exciting structures, games, and more. Readers also learn how to set up their own makerspaces at home, using inexpensive and easy-to-find supplies for their tinkering projects.
Humans have been inventors throughout history. From the wheel to the rocket, scientists and other engineers have designed new technologies that have made daily life easier and stretched our horizons far beyond our own atmosphere. But inventions don’t have to be full of computer chips or other sophisticated parts. Designing the fastest toy car made from recycled materials can be just as thrilling!
Makerspaces can be found in schools, libraries, community centers, and homes all around the country. These are places where both children and adults can work with materials and use the engineer design process to come up with new ideas. Here, imagination, art, and logic combine to produce lasting lessons in science, math, and physics.
In Explore Makerspace! With 25 Great Projects, readers learn how to think proactively when faced with a challenge and discover the trial-and-error processes that lead to new discoveries. They find out about the motivation behind some of the world’s most amazing inventions. Through STEAM projects ranging from designing a bridge to creating board games and musical instruments, children discover how to be an engineer.
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Explore Makerspace! - Alicia Z. Klepeis
More science titles in the Explore Your World! Series
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Nomad Press
A division of Nomad Communications
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Copyright © 2017 by Nomad Press. All rights reserved.
No part of this book may be reproduced in any form without permission in writing from the publisher, except by a reviewer who may quote brief passages in a review or for limited educational use.
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and the Nomad Press logo are trademarks of Nomad Communications, Inc.
ISBN Softcover: 978-1-61930-566-3
ISBN Hardcover: 978-1-61930-562-5
Educational Consultant, Marla Conn
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Nomad Press
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CONTENTS
Timeline
Introduction
What Is a Makerspace?
Chapter 1
Exciting Engineering
Chapter 2
Terrific Technology
Chapter 3
Making Music
Chapter 4
Amazing Art
Chapter 5
Super-Cool Science
Chapter 6
Great Games
Index
Interested in primary sources? Look for this icon.
Use a smartphone or tablet app to scan the QR code and explore more! You can find a list of URLs on the Resources page.
If the QR code doesn’t work, try searching the Internet with the Keyword Prompts to find other helpful sources.
KEYWORD PROMPTS
TIMELINE
Since the beginning of time, people have been makers. They have created tools, buildings, clothing, vehicles, works of art, and more. This timeline covers engineers and makers from ancient times to modern-day makerspaces. While makerspaces can be found in nations around the world, this timeline is focused mainly on those the United States.
ABOUT 2550 BCE:
The ancient Egyptian Imhotep is sometimes referred to as the first documented engineer. He is known for designing, and likely supervising, the construction of the Pyramid of Djoser, located in Saqqara, Egypt.
THIRD CENTURY BCE:
The Greek scientist Archimedes creates a screw machine to pump water.
FIRST CENTURY BCE:
The Roman military engineer and architect Vitruvius writes De Architectura, a 10-volume work on machines, buildings, science, and architecture. Some describe this work as a guide for building projects.
1700S CE:
The first schools of engineering are founded. One example is the National School of Bridges and Highways, which opened in France in 1747.
1863:
Willard Gibbs is awarded the first PhD in engineering in the United States, from Yale University.
1905:
Frances Jenkins Olcott, the children’s department head at the Carnegie Library of Pittsburgh, Pennsylvania, organizes crafts such as basketry and sewing for kids visiting the library.
1979:
The newly expanded Merrimack Public Library in New Hampshire opens with a kids’ craft room.
1985:
The MIT Media Lab is founded at Massachusetts Institute of Technology in Massachusetts. Research groups here work on projects ranging from wearable computers to electric cars.
MID-1990S:
The Geek Group in Michigan and c-base in Germany form hackerspaces, where members can use equipment and facilities to work on individual and collaborative technology projects.
2003:
The MIT Center for Bits and Atoms works to encourage the development of fab labs (fabrication laboratories) in cities and rural communities around the world. Fab labs often include equipment such as a 3-D printer, laser cutter, electronics workbench, and more.
APRIL 2006:
The first Maker Faire is held in California. This event celebrates engineering, science projects, arts and crafts, and the do-it-yourself community.
APRIL 2009:
Maker Bot, one of the earliest desktop 3-D printers, is available for sale.
2011:
The Fayetteville Free Library Makerspace opens in Fayetteville, New York. It is the first U.S. public library to install a permanent makerspace. The space includes a 3-D printer.
MAY 2014:
The White House launches the Mayors Makers Challenge to support makers at the local level. It also hosts the first White House Maker Faire.
2016:
There are nearly 1,400 makerspaces around the world. That’s 14 times more makerspaces than there were in 2006.
INTRODUCTION
WHAT IS A MAKERSPACE?
Cardboard tubes. Building blocks. Scissors and paper. Have you ever used these materials to create something new? Then you are a maker!
People around the globe invent, create, and build things every day. One day you might use Lego bricks to build a house. The next day you might use those same plastic bricks to make something completely different, such as a truck or a plane. The process of creating and building is sometimes called making
or tinkering.
People often do this kind of activity in makerspaces, where there are plenty of supplies to choose from.
WORDS TO KNOW
tinker: to adjust or repair something in an experimental manner.
makerspace: a work space inside a library, school, or other place where people can work together to make, explore, and learn using tools of all kinds.
computer: an electronic device that stores and processes information.
device: a piece of equipment, such as a phone, that is made for a specific purpose.
engineering: the use of science and math in the design and construction of machines and structures.
design: to make a sketch or plan.
structure: something that is built, such as a building, bridge, tunnel, tower, or dam.
engineer: a person who uses science, math, and creativity to design and build things.
concept: an idea.
Many of the things you build or make can be created in your home, but other projects might require more complex tools or supplies. What if you want to create a robot that moves? Or a solar-powered car? Or a new computer game? You might want to go to a makerspace to work on projects such as these.
ARE YOU AN ENGINEER?
Engineering is a type of science that is concerned with designing and building