• Recycling and Robotics

    This workshop uses the incredible Hummingbird Robotics Kit to show how a powerful and easy-to-use microntroller designed for the classroom, common electronic parts (motors, lights, sensors) may be combined with recycled “found” materials and craft supplies to create unique interactive robots from Kindergarten thru high school. Scratch and Snap! programming brings these creations to life. No experience is required to become a master robotics engineer! Cross-curricular project ideas will be shared.

  • Wearable Technology

    Moore’s Law observes that the number of transistors in an integrated circuit doubles approximately every two years. We’re now at the point where these tiny circuits can fit into our clothes and other wearable objects. This is transforming the way we use technology and experience everyday life. This course will take participants on a journey through a design process to create wearable interactive devices.


    In this strand, participants will:

    • Design and make wearable prototypes that use circuits to solve problems

    • Learn about e-textiles and smart materials that transform fabrics and thread into sensors, buttons, and electronic components

    • Design, stitch, and code a piece of wearable circuitry

    • Create a lesson that can be immediately used in the classroom
  • Coding for All Ages

    In the mid-1960s, Seymour Papert asked, “Does the computer program the child or does the child program the computer.” Programming is a way of thinking, Making and experiencing the world. Beyond vocational benefits, computer programming gives young people agency and power in an increasingly complex technologically sophisticated world. Programming is also fundamental to engineering, science, and making sense of data. It also mirrors the writing process.


    In this strand, participants will:

    • Develop an understanding of the core concepts of programming and their applications

    • Learn how programming can be used to increase students’ engagement

    • Explore how programming affects real-world machines and automates tasks

    • Create a lesson to use in their classrooms