An annual competition for ages 13-18 and a collection of classroom activities and lessons for educators focused on problem solving in science, technology, engineering, and math.
This activity card provides 8 simple challenges for youth to complete during a STEM library program.
Get started facilitating Lego Mindstorms activities by using this lesson plan that includes a series of activities to facilitate with youth and also includes information on the role of the lesson facilitator.
Science Journal transforms a device into a pocket-size science tool that encourages students to explore their world. As they conduct eye-opening experiments, they’ll record observations and make new, exciting discoveries.
Step-by-Step directions on how to facilitate a Kano Kit Motion Sensor activity with youth including information on how to set up for the program, roles of the facilitator, and project screenshots.
All of the information needed to organize and facilitate a library activity focused on learning how to use Spheros robots. Includes information on setup and equipment needed, details on each of the components of the activity, and an overview of how Spheros robots work.
Code Your World is a four-part challenge that teaches youth to apply CS to the world around them through hands-on activities - online and offline.
A step-by-step lesson plan for a program that uses the Osmo hardware and app to teach youth about computational thinking and music.
A complete lesson plan that focuses on participating youth designing a dance for Spheros robot and includes a robot dance party as a final part of the activity.
Four activities that help youth learn about computational thinking from learning through unplugged activities to robots and block-based coding.