Building S.T.E.A.M.( Science | technology | engineering | arts | math )
One School at a Time
We prepare students for careers in technical fields by utilizing S.T.E.A.M. curriculum to assist them.
To partner with school districts to expose, educate and empower students with tools to compete.
The Next Global Leaders
Our program will transform kids to become S.T.E.A.M. fluent- global leaders.
Why S.T.E.A.M ?
There’s a big push for incorporating lessons and activities that use S.T.E.A.M.: science, technology, engineering, art and math. But how does these multi-layered projects help students?
When students engage in activities that combine different elements of STEAM, they experience guided inquiry in which they must ask thoughtful questions, discover answers, apply what they learn, and problem-solve creatively.
Many STEAM projects involve teamwork and thoughtful dialogue in which students exchange ideas and discuss ways to problem-solve.
STEAM projects require students to systematically think through problems, applying the information they learn along the way about technology and engineering to figure out the best solutions. Cross-curricular projects also engage different parts of students’ brains so that they are seeing the project through different lenses, focusing on details while also learning to step back and look at the bigger picture.
STEAM projects give students a chance to problem-solve in unique ways because they’re forced to use a variety of methods to solve problems that pop up during these types of activities. By experiencing trial and error, learning how to take risks, and figuring out how to really “think outside the box”, students get away from the commonly used approach of applying a known method or formula to solve a set of problems in a step-by-step way.
STEAM projects give students a chance to engage in hands-on, experiential learning. Students are often using different materials and tools in order to discover how something works, how to build it, and how to fix it. This levels the playing field so that all students acquire these crucial skills, regardless of their gender, socioeconomic status, or race.
Since girls and women are underrepresented in the fields of science, technology, engineering, and math, developing STEAM projects helps girls become familiar with these fields at an early age.
Using art in STEAM projects helps students understand how varied the arts are, and how they’re an integral part of products that involve engineering, technology, and mathematics. The arts can help increase engagement in STEAM projects since students can connect artistic mediums that they enjoy (like visual arts and music) with more technical projects that may seem daunting at first, such as building an app or programming a robot.
Quick Course Overview
Intro to Programming with Turtle Graphics ( 6 weeks / 30 Hours).
Basic Python and Console Interactions ( 3 weeks/ 15 hours)
Intro to Arduino (1-2 weeks/ 5-10 hours)
Conditionals (2 weeks/ 10 hours)
Strings (3 weeks/ 15 hours)