Last year, at an event where teens showcased apps that they created for a competition, I spoke with the high school boys who won first prize. They expressed surprise at their achievement. “We built something, thought it worked, tested it, only to find out that there were snags,” one of them said. “We started again, got a little farther along, and had to stop again. This happened over and over.”
Their comments highlight what the maker movement is and isn’t. It’s not about the stuff: the 3-D printers, the soldering irons, the sewing machines, the iPads, or the craft materials. A successful experience is about learning and innovation. That’s what those teenagers discovered as they worked through the iterations of their app, and it’s something to keep in mind as you consider software for your libraries. Below are three of my favorite maker apps.

Sourced through Scoop.it from: www.slj.com

See on Scoop.itMakerspaces, libraries and education


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