• DM Campus Makerspace

    The Daniel Morgan Campus is in the process of creating a Makerspace for students in a designated portion of the school library.  The purpose of this space is to encourage creativity, allow for individual curiosity, and to expose students to technologies and activities that they may not otherwise get an opportunity to explore.  The Makerspace will include numerous learning stations including arts and crafts, sewing machines, virtual reality, 3D printing, vinyl cutting, broadcasting, movie editing, gardening, and silk screening just to name a few.  There will also be opportunities to learn computer coding using Ozobots, Rasberry Pi, Arduino boards, and flying drones coded with arduino boards and C++.  While the exact details and implementation of this space have not been worked out, it will be available to all students throughout the course of the year.  Trainings will be held for students so that they may earn badges which will enable them to visit the space and work at a desired station on their own without direct supervision from the Makerspace facilitator.  Students will also be asked to sign a contract which will specify code of conduct and care for the materials and machines that they will be manipulating in order to ensure that this endeavor is sustainable.  

  • Social Studies T-shirts Students in the 7th grade are designing, cutting, and
    printing their own T-shirts to complete a project
    given to them by their teachers.  

  • Keva Plank building challenge Students use Keva Planks to complete building challenges in the Makerspace.  Here, students tried to build the tallest structure possible with only two planks touching the floor.

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

  • Students teaching students
    Students who show proficiency in a maker area are called upon to teach what they have learned so that other students can begin using that equipment.

  • Coding with Ozobots Students work with Ozobots to learn about coding.  They can code using color patterns or by typing  actual code into a computer and programming the Ozobot using the code that they create.