You are previewing The New Shop Class: Getting Started with 3D Printing, Arduino, and Wearable Tech.
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The New Shop Class: Getting Started with 3D Printing, Arduino, and Wearable Tech

Book Description

The New Shop Class connects the worlds of the maker and hacker with that of the scientist and engineer. If you are a parent or educator or a budding maker yourself, and you feel overwhelmed with all of the possible technologies, this book will get you started with clear discussions of what open source technologies like 3D printers, Arduinos, robots and wearable tech can really do in the right hands. Written by real "rocket scientist" Joan Horvath, author of Mastering 3D Printing, and 3D printing expert Rich Cameron (AKA whosawhatsis), The New Shop Class is a friendly, down-to-earth chat about how hands-on making things can lead to a science career.

  • Get practical suggestions about how to use technologies like 3D printing, Arduino, and simple electronics
  • Learn how to stay a step ahead of the young makers in your life and how to encourage them in maker activities
  • Discover how engineers and scientists got their start, and how their mindsets mirror that of the maker
  • Table of Contents

    1. Cover
    2. Title
    3. Copyright
    4. Dedication
    5. Contents at a Glance
    6. Contents
    7. About the Authors
    8. Acknowledgments
    9. Introduction
    10. Foreword
    11. Part I: The Technologies
      1. Chapter 1: 21st Century Shop Teacher
        1. What Is “Making?”
        2. Who Is a 21st Century Shop Teacher ?
          1. Joan: An Engineer and Educator Meets Making
          2. Rich: The Hacker Path
          3. How the Paths Merge
        3. Defining Your Problem
        4. Making a Scientist
          1. Making and the Common Core
          2. Educational Implications
        5. Broader Social Implications
          1. Making Prototyping Cheaper
          2. Intellectual Property Issues
        6. Summary
      2. Chapter 2: Arduino, Raspberry Pi, and Programming Physical Things
        1. Processing and Arduino
          1. Learning Processing
        2. Arduino and Its Ecosystem
          1. Interfacing an Arduino with the Real World
          2. Shields
          3. Stepper Motors
        3. Circuit Design and Components
          1. Resistors
          2. LEDs
          3. Power Supplies and Batteries
        4. Raspberry Pi
        5. Starting More Simply
        6. Things You Need To Learn
          1. Adult Supervision
          2. Learning About Circuits
          3. Learning to Code
          4. Learning to Solder
          5. Electrical Safety
          6. Where to Learn Online
        7. How Much Does Getting Started Cost?
        8. Summary
      3. Chapter 3: 3D Printing
        1. What Is 3D Printing?
          1. Additive vs. Subtractive Manufacturing
          2. Does 3D Printing Live Up to Its Hype?
          3. Types of 3D Printers
        2. The Consumer 3D Printer
          1. Hardware
          2. Firmware
          3. Using a Consumer 3D Printer
          4. Materials
        3. 3D Printer Limitations
          1. Print Time and Print Size
          2. Layer Lines And Feature Size
          3. Printer Mechanical Issues
          4. Suppose I Want a Metal or Glass Part?
        4. Purchasing Considerations
          1. Heated Bed
          2. Bed Size
          3. Filament Cartridges vs. Spools
          4. Should I Buy a Kit?
          5. Community Support
        5. 3D Printing for Educators
        6. Safety
        7. Using a Service Bureau
        8. How Much Does Getting Started with 3D Printing Cost?
        9. What Do I Have to Learn to Use 3D Printing?
        10. Summary
      4. Chapter 4: Robots, Drones, and Other Things That Move
        1. Types of Robots
        2. The Technology of Hobbyist Robots
          1. Making Robots Move
          2. Controlling a Robot
          3. Powering a Robot
        3. Quadcopter Drones
        4. Robotics as a Competitive Sport
        5. What Do You Need to Know to Get Started?
          1. Kits
          2. Safety
        6. What Does It Cost to Get Started?
        7. Summary
    12. Part II: Applications and Communities
      1. Chapter 5: What’s a Makerspace (or Hackerspace)?
        1. Types of Maker/Hackerspaces
        2. Why Are Makerspaces Important?
        3. Case Studies: Community Maker/Hackerspaces
          1. Crashspace, Culver City, California
          2. Vocademy: The Makerspace, Riverside, California
          3. Artisan’s Asylum, Somerville, Massachusetts
          4. Fab Labs, Worldwide
          5. TechShop
          6. Equipment Considerations
        4. Biohacking
        5. Makerspaces at Museums, Schools, and Libraries
          1. Museums and Libraries
          2. Case study: Windward School, West Los Angeles
          3. How Students Use Creative Space
          4. The Younger Set
        6. What Do You Need to Learn to Start a Makerspace?
        7. What Does It Cost to Start a Makerspace?
        8. Summary
      2. Chapter 6: Citizen Science and Open Source Labs
        1. Types of Citizen Science Projects
          1. Amateurs Analyze Professionally Generated Data
          2. Amateurs Take Data, Scientists Analyze It
          3. Amateurs Take And Analyze Data
        2. Citizen Science Case Study: Invasive Species
          1. PSHB
          2. iNaturalist.org
        3. Instrumentation
          1. Building Your Own Sensor Networks
          2. Storing Data
          3. Centralized Data Collection
          4. Weather Considerations
        4. Open Source Labs
        5. Challenges and Constraints of DIY Lab Equipment
        6. What Do You Need to Know to Get Started?
          1. Websites
          2. University Labs
          3. Other Sources
        7. What Does It Cost to Get Started?
        8. Summary
      3. Chapter 7: Cosplay, Wearable Tech, and the Internet of Things
        1. Basics of Arduino-type Wearables
        2. Fashiontech
        3. Cosplay
          1. Georgian Gown Structural Analysis
          2. From Knitting to Programmable Textiles
        4. The Internet of Things
        5. What Do You Need to Know to Get Started?
        6. What Does It Cost to Get Started?
        7. Summary
      4. Chapter 8: Circuits and Programming for Kids
        1. Crowdfunded Inventions
        2. Learning Programming
        3. Learning About Hardware
          1. MaKey MaKey
          2. Drawing Circuits
          3. Magnetic-Connector Circuits
          4. Robot Kits with Programmable Microprocessor Boards
        4. What Do You Need to Know to Get Started?
        5. What Does It Cost to Get Started?
        6. Summary
      5. Chapter 9: Open Source Mindset and Community
        1. What Is Open Source?
          1. The Early Days of Open Source
          2. Perspectives on Collaboration
          3. The Internet and the Open Source Hacker Learning Style
        2. Open Hardware
        3. Free Speech vs. Free Beer
          1. Share Alike
        4. What Does a Beginning Open Source User Need to Know?
          1. Contributing to Open Source Yourself
          2. Hackathons
        5. The Challenges of Open Source
        6. Summary
      6. Chapter 10: Creating Female Makers
        1. The Engineering Life
          1. Quiet, Please
          2. Stupid Girl
          3. About Bias
          4. Purposeful Making
          5. Getting More Girls Into Tech
          6. One View: Why Are There So Few Women at Hackerspaces?
        2. Why Focus on Female Makers?
          1. The Numbers
          2. The Problem
        3. Case Studies
          1. Marlborough School: Robots, Visual Arts, and More
          2. Castilleja School
          3. Bridgette Mongeon
          4. Vocademy: The Makerspace
          5. Construction Toys for Girls
          6. One Girl at a Time
        4. What Do You Need to Learn To Get Started?
        5. What Does It Cost to Start a “Maker Girls” Group?
        6. Summary
      7. Chapter 11: Making at a Community College and Beyond
        1. The Design Technology Pathway
          1. The Facility
          2. The Project
        2. The Tactile Models
          1. The Map
          2. The Chemistry Models
          3. The Eye
          4. Further Implications
        3. The Students Reflect on the Experience
        4. Summary
    13. Part III: How Scientists Get Started
      1. Chapter 12: Becoming a Scientist
        1. Beginnings
          1. Joan’s Start
          2. Building on Experience
          3. The Equation
          4. The Spark
          5. Cowboys, Spaceships, and Baker Street
          6. Finding Proto-Scientists
        2. How Do We Imagine Scientists and Science?
          1. Science Reality Meets Science Fiction
        3. Summary
      2. Chapter 13: How Do Scientists Think?
        1. We See Only What We Believe
        2. Different Ways of Doing Science
          1. Observing
          2. Curating and Protecting
          3. Science Philosophy
          4. Indirect Measurement
          5. Beyond What We Can See
          6. Designing Good Experiments
          7. Developing a Theory
        3. Science at All Ages
        4. Summary
      3. Chapter 14: What Do Scientists Do All Day?
        1. Science vs. Engineering
          1. The Business of Science
          2. The Daily Grind
        2. Some Typical Scientists (and Engineers, and Mathematicians…)
          1. Southern Crossings
          2. Mental Frontiers
          3. Bird Societies
          4. Robot Crew
        3. Looking Back, Looking Forward
        4. Summary
    14. Part IV: Tying It All Together
      1. Chapter 15: Learning by Iterating
        1. Failing and Frustration
        2. Failures vs. Iteration
          1. Grand Failures
          2. Problem-Based Learning
          3. Iteration for Robust Design
        3. Case Study: Bar Clamps
        4. Iterative Problem Solution as Career Training
        5. Summary
      2. Chapter 16: Learning Science By Making
        1. Learning the Science of Making
          1. Learning by 3D Printing
          2. Learning by Using Arduinos, Wearable Tech, and Sensors
        2. Adding Making to a Traditional Science (or Math) Curriculum
          1. Creating Equipment for Experiments
          2. Visualizing Difficult Concepts
          3. Mechanical Learning
          4. Creating Instrumentation
          5. Making Learning Aids for the Visually Impaired Student
        3. Overcoming Barriers
        4. Just Make Something!
        5. Summary
      3. Chapter 17: What Scientists Can Learn from Makers
        1. Practical Things Scientists Can Learn from Makers
          1. 3D-Printed Insect Traps
          2. One-off Lab Automation
          3. Using Maker Technologies to Visualize (or Teach) Abstract Concepts
        2. How Hackers and Scientists Are Similar (and How They Differ)
          1. Hacker Peer Review
          2. Taking Risks
        3. Making Change
        4. Summary
      4. Appendix: Links
    15. Index