This STEM curriculum has been curated for introducing students to STEM with an interdisciplinary hands-on approach.
The curriculum is accompanied by lesson plans, activity sheets, and teaching slides for educators. After completion, students will have a basic understanding of electronics, physical computing, and robotics.
Happy Learning!!
This document provides a contextualized learning activity sheet for a Computer Systems Servicing course. It includes lessons on assessing the quality of received materials, identifying common electronic components and their functions. The activity sheet defines terms, provides examples of different connection types and components, and includes exercises for students to practice identifying, drawing and explaining electronic materials and components.
The document discusses entity-relationship (ER) modeling concepts including:
- Entity types such as EMPLOYEE, DEPARTMENT, PROJECT, and DEPENDENT that will be part of the example COMPANY database.
- Relationship types such as WORKS_FOR, MANAGES, WORKS_ON, CONTROLS, SUPERVISION, and DEPENDENTS_OF that relate the entity types.
- ER diagram notation used to visually represent the entities, attributes, and relationships between entities for the COMPANY schema.
Soal Packet Tracer Troubleshooting - ITNSA LKS SMK Tingkat Provinsi NTB 2021I Putu Hariyadi
Soal Packet Tracer Troubleshooting (TSHOOT) untuk lomba Information Technology Network System Administration (ITNSA) pada LKS SMK Tingkat Provinsi NTB tahun 2021
Computers are electronic devices that process data into information. The main components of a computer are the input devices, output devices, system unit, storage, and communications devices. Computers provide advantages like storage, speed, and reliability but also disadvantages such as impact on jobs, privacy issues, and health risks. Networks connect computers together to share resources and information. The internet is a worldwide network that allows users to access websites, share information, and use applications. There are different types of computers including personal computers, mobile devices, servers, and embedded systems.
The document outlines occupational health and safety policies and procedures for working with computer systems. It states that safety practices should be learned and adhered to when working with electrical devices like computers. The basis for safety begins with following the organization's OHS policies. It provides several precautionary measures for personal safety like wearing non-conductive shoes, not working on powered components, removing jewelry, avoiding water, and handling components by the edges.
This document provides a contextualized learning activity sheet for a Computer Systems Servicing course. It includes lessons on assessing the quality of received materials, identifying common electronic components and their functions. The activity sheet defines terms, provides examples of different connection types and components, and includes exercises for students to practice identifying, drawing and explaining electronic materials and components.
The document discusses entity-relationship (ER) modeling concepts including:
- Entity types such as EMPLOYEE, DEPARTMENT, PROJECT, and DEPENDENT that will be part of the example COMPANY database.
- Relationship types such as WORKS_FOR, MANAGES, WORKS_ON, CONTROLS, SUPERVISION, and DEPENDENTS_OF that relate the entity types.
- ER diagram notation used to visually represent the entities, attributes, and relationships between entities for the COMPANY schema.
Soal Packet Tracer Troubleshooting - ITNSA LKS SMK Tingkat Provinsi NTB 2021I Putu Hariyadi
Soal Packet Tracer Troubleshooting (TSHOOT) untuk lomba Information Technology Network System Administration (ITNSA) pada LKS SMK Tingkat Provinsi NTB tahun 2021
Computers are electronic devices that process data into information. The main components of a computer are the input devices, output devices, system unit, storage, and communications devices. Computers provide advantages like storage, speed, and reliability but also disadvantages such as impact on jobs, privacy issues, and health risks. Networks connect computers together to share resources and information. The internet is a worldwide network that allows users to access websites, share information, and use applications. There are different types of computers including personal computers, mobile devices, servers, and embedded systems.
The document outlines occupational health and safety policies and procedures for working with computer systems. It states that safety practices should be learned and adhered to when working with electrical devices like computers. The basis for safety begins with following the organization's OHS policies. It provides several precautionary measures for personal safety like wearing non-conductive shoes, not working on powered components, removing jewelry, avoiding water, and handling components by the edges.
Coding: Year 3-4 Teaching Ideas by Joanne VillisJoanne Villis
Coding is part of the curriculum which is relatively new and often a part which teachers struggle with. I have created a presentation to show how I taught coding with my Year 3 students this year and I have provided some work samples. Tasks can be adapted or modified for other year levels. I have also provided additional lesson ideas which I have not tried myself.
This document provides information about a coding session for primary school students. It will introduce students to various coding apps like Scratch Jr, Bee-Bot and Hopscotch. The session is divided into levels for foundation stage, key stage 1 and key stage 2. It includes lesson plans, curriculum links and classroom activities for each app. The goal is to give students an understanding of coding concepts and how these apps can support teaching and learning across different key stages.
How to integrate technology into your classroomtnjestes
This document provides an overview of a workshop on integrating technology into K-8 classrooms. The workshop will introduce educators to reasons for and methods of technology integration, and provide resources to help develop lesson plans incorporating technology. Educators will learn about ideas like using PowerPoint, online games and simulations, virtual field trips, and more. They will be asked to modify an existing lesson plan to integrate one of the workshop concepts. The goal is to help educators prepare students for an increasingly technology-focused world.
How to integrate technology into your classroomtnjestes
This document provides an overview of a workshop on integrating technology into K-8 classrooms. The workshop introduces teachers to reasons why technology is important, ideas for incorporating it, and resources to support lesson planning. Teachers will learn about standards for technology use, participate in a lesson planning activity, and provide feedback through an evaluation. Suggestions are given for daily technology integration like using online resources and creating ebooks. Specific programs like PowerPoint, gaming sites, and virtual field trips are also discussed.
The document discusses how technology can be integrated into instruction as a tool to help prepare students for the 21st century workforce. It provides various examples of how schools can access technology through laptop carts, computer labs, and workstations. It then outlines specific ways teachers can use technology to enhance learning, from collaboration projects to computer-assisted design, programming, robotics, and digital storytelling. The goal is to engage students and help them develop skills applicable to their future.
Mobile devices like the iPod Touch can be used as learning tools in the classroom through educational apps, eBooks, collaborative projects, and just-in-time learning. A pilot program purchased 20 iPod Touches to create a 1:1 learning environment and measure the impact on literacy and math skills. The document outlines many ways the iPod Touch can be used for reading, writing, math, science, social studies, foreign language learning, communication, and assessment.
This document provides information about the Computer Explorers afterschool program. It offers a variety of technology courses for students aged 3 and older, including programming, engineering, filmmaking, and graphic design. Courses are taught using hands-on projects and the latest technology tools. Computer Explorers has over 30 years of experience and 600 teachers who teach over 25,000 students per week across the US and internationally. Recommended courses combine skills like robotics, Minecraft, and coding to engage students in STEM learning.
Shut Up! No one is listening! Web 2.0 and Mobile Media Are Speaking.Courtney Teague
These slides were used in support of a professional development workshop I delivered for Jones County School District. If you are interested in bringing this workshop/course into your school district or organization, please contact me at techie@techtechteach.com
This document provides an introduction and instructions for using Assemblr EDU, an augmented reality education platform, in the classroom. It includes examples of ready-to-use lesson plans and classroom activities that incorporate Assemblr EDU. Teachers can view examples of activities like having students name parts of 3D models, create quizzes, and tell stories using the platform. The document also includes an editable template for teachers to submit their own lesson plans and activities. Teachers are encouraged to explore the possibilities of teaching with Assemblr EDU and enhancing student learning through augmented reality.
Tinker Education is a STEM curriculum-based program designed by Emcast, South Korean Education Technology Company.
At our Nairobi (Kenya) learning centre kids explore computer science skills through programming & physical computing activities to maximize student's critical thinking and 21st century skills.
Visit www.tinkeredu.net to learn more.
The webinar gave participants an exploration into how to use and incorporate coding activities in everyday learning as well as identifying web 2.0 tools and apps to support engaging students in coding activities across the school. The session also provided practical examples of how to implement coding activities and highlighted the value of coding in relation to curriculum needs.
The document discusses how a 7th grade math teacher integrates technology into lessons. It mentions that technology motivates and engages students by addressing different learning styles and exposing them to real-world tools. Examples provided include having students use Word to create tables and PowerPoint for presentations using data from an online source. The document also discusses using Inspiration for a computer-based problem solving strategy and finding content-specific websites to supplement lessons.
The document discusses how a 7th grade math teacher integrates technology into lessons. It mentions that technology motivates and engages students by addressing different learning styles and exposing them to real-world tools. Examples provided include having students use Word to create tables and PowerPoint for presentations using data from an online source. The document also discusses using Inspiration for a computer-based problem solving strategy and finding content-specific websites to supplement lessons.
This syllabus outlines the expectations and units for a design technology class across 3 grade levels. Students will learn the design cycle and use tools like SketchUp, iMovie, and GarageBand to design solutions to real-world problems. Assignments are submitted digitally and late work loses points. Plagiarism is not allowed and copyright rules will be discussed. The goal is for students to work hard and enjoy creating original work.
This document reviews three different WebQuests:
1) A Geometry WebQuest where students analyze geometric shapes in art and create their own examples. It received full marks for design, ease of use, and promoting higher-order thinking.
2) An Algebra functions WebQuest where students investigate and transform absolute value functions using online tools. It received high marks except for promoting higher-order thinking.
3) A Digital Citizenship WebQuest where students examine topics like access, communication, and rights/responsibilities online. They create a word cloud and bills of rights. It received full marks and was praised for benefiting students and being engaging.
This proposal outlines porting activities from the GCompris educational software to QtQuick and adding new computer science activities. The proposal includes porting the existing language learning activities and adding six new activities: two to teach basic computer programming concepts like logic and algorithms through maze and bird games, and four to teach vocabulary in different languages. The activities will be developed over 10 weeks, with the first 4 weeks focusing on porting the language activities and the remaining 6 weeks on developing the new computer science activities.
Technology in Mathematics and Science IDT285psych369
Technology can enhance mathematics and science education in several ways. Spreadsheets, graphing calculators, and interactive geometry software give students hands-on experience solving problems. Reasoning and skill-building software help increase sub-skills while developing logic and comprehension. Digital tools like simulations and imaging allow experiments to be observed more easily. Communication between students and teachers is improved through tools like interactive whiteboards, class websites, and email. Various instructional software, simulations, and online resources provide interactive learning experiences across math and science topics.
This document discusses how various schools in different countries use games-based learning and ICT tools in primary education. It provides examples of tools used for subjects like literacy, math, assessment, and special education needs. Popular tools mentioned include Kahoot, Scratch, Storynory, and Seesaw. The document also shares situations in different school computer labs, use of projectors, and digital workspaces. Games-based learning is said to make learning more fun, collaborative and motivating for students.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
Coding: Year 3-4 Teaching Ideas by Joanne VillisJoanne Villis
Coding is part of the curriculum which is relatively new and often a part which teachers struggle with. I have created a presentation to show how I taught coding with my Year 3 students this year and I have provided some work samples. Tasks can be adapted or modified for other year levels. I have also provided additional lesson ideas which I have not tried myself.
This document provides information about a coding session for primary school students. It will introduce students to various coding apps like Scratch Jr, Bee-Bot and Hopscotch. The session is divided into levels for foundation stage, key stage 1 and key stage 2. It includes lesson plans, curriculum links and classroom activities for each app. The goal is to give students an understanding of coding concepts and how these apps can support teaching and learning across different key stages.
How to integrate technology into your classroomtnjestes
This document provides an overview of a workshop on integrating technology into K-8 classrooms. The workshop will introduce educators to reasons for and methods of technology integration, and provide resources to help develop lesson plans incorporating technology. Educators will learn about ideas like using PowerPoint, online games and simulations, virtual field trips, and more. They will be asked to modify an existing lesson plan to integrate one of the workshop concepts. The goal is to help educators prepare students for an increasingly technology-focused world.
How to integrate technology into your classroomtnjestes
This document provides an overview of a workshop on integrating technology into K-8 classrooms. The workshop introduces teachers to reasons why technology is important, ideas for incorporating it, and resources to support lesson planning. Teachers will learn about standards for technology use, participate in a lesson planning activity, and provide feedback through an evaluation. Suggestions are given for daily technology integration like using online resources and creating ebooks. Specific programs like PowerPoint, gaming sites, and virtual field trips are also discussed.
The document discusses how technology can be integrated into instruction as a tool to help prepare students for the 21st century workforce. It provides various examples of how schools can access technology through laptop carts, computer labs, and workstations. It then outlines specific ways teachers can use technology to enhance learning, from collaboration projects to computer-assisted design, programming, robotics, and digital storytelling. The goal is to engage students and help them develop skills applicable to their future.
Mobile devices like the iPod Touch can be used as learning tools in the classroom through educational apps, eBooks, collaborative projects, and just-in-time learning. A pilot program purchased 20 iPod Touches to create a 1:1 learning environment and measure the impact on literacy and math skills. The document outlines many ways the iPod Touch can be used for reading, writing, math, science, social studies, foreign language learning, communication, and assessment.
This document provides information about the Computer Explorers afterschool program. It offers a variety of technology courses for students aged 3 and older, including programming, engineering, filmmaking, and graphic design. Courses are taught using hands-on projects and the latest technology tools. Computer Explorers has over 30 years of experience and 600 teachers who teach over 25,000 students per week across the US and internationally. Recommended courses combine skills like robotics, Minecraft, and coding to engage students in STEM learning.
Shut Up! No one is listening! Web 2.0 and Mobile Media Are Speaking.Courtney Teague
These slides were used in support of a professional development workshop I delivered for Jones County School District. If you are interested in bringing this workshop/course into your school district or organization, please contact me at techie@techtechteach.com
This document provides an introduction and instructions for using Assemblr EDU, an augmented reality education platform, in the classroom. It includes examples of ready-to-use lesson plans and classroom activities that incorporate Assemblr EDU. Teachers can view examples of activities like having students name parts of 3D models, create quizzes, and tell stories using the platform. The document also includes an editable template for teachers to submit their own lesson plans and activities. Teachers are encouraged to explore the possibilities of teaching with Assemblr EDU and enhancing student learning through augmented reality.
Tinker Education is a STEM curriculum-based program designed by Emcast, South Korean Education Technology Company.
At our Nairobi (Kenya) learning centre kids explore computer science skills through programming & physical computing activities to maximize student's critical thinking and 21st century skills.
Visit www.tinkeredu.net to learn more.
The webinar gave participants an exploration into how to use and incorporate coding activities in everyday learning as well as identifying web 2.0 tools and apps to support engaging students in coding activities across the school. The session also provided practical examples of how to implement coding activities and highlighted the value of coding in relation to curriculum needs.
The document discusses how a 7th grade math teacher integrates technology into lessons. It mentions that technology motivates and engages students by addressing different learning styles and exposing them to real-world tools. Examples provided include having students use Word to create tables and PowerPoint for presentations using data from an online source. The document also discusses using Inspiration for a computer-based problem solving strategy and finding content-specific websites to supplement lessons.
The document discusses how a 7th grade math teacher integrates technology into lessons. It mentions that technology motivates and engages students by addressing different learning styles and exposing them to real-world tools. Examples provided include having students use Word to create tables and PowerPoint for presentations using data from an online source. The document also discusses using Inspiration for a computer-based problem solving strategy and finding content-specific websites to supplement lessons.
This syllabus outlines the expectations and units for a design technology class across 3 grade levels. Students will learn the design cycle and use tools like SketchUp, iMovie, and GarageBand to design solutions to real-world problems. Assignments are submitted digitally and late work loses points. Plagiarism is not allowed and copyright rules will be discussed. The goal is for students to work hard and enjoy creating original work.
This document reviews three different WebQuests:
1) A Geometry WebQuest where students analyze geometric shapes in art and create their own examples. It received full marks for design, ease of use, and promoting higher-order thinking.
2) An Algebra functions WebQuest where students investigate and transform absolute value functions using online tools. It received high marks except for promoting higher-order thinking.
3) A Digital Citizenship WebQuest where students examine topics like access, communication, and rights/responsibilities online. They create a word cloud and bills of rights. It received full marks and was praised for benefiting students and being engaging.
This proposal outlines porting activities from the GCompris educational software to QtQuick and adding new computer science activities. The proposal includes porting the existing language learning activities and adding six new activities: two to teach basic computer programming concepts like logic and algorithms through maze and bird games, and four to teach vocabulary in different languages. The activities will be developed over 10 weeks, with the first 4 weeks focusing on porting the language activities and the remaining 6 weeks on developing the new computer science activities.
Technology in Mathematics and Science IDT285psych369
Technology can enhance mathematics and science education in several ways. Spreadsheets, graphing calculators, and interactive geometry software give students hands-on experience solving problems. Reasoning and skill-building software help increase sub-skills while developing logic and comprehension. Digital tools like simulations and imaging allow experiments to be observed more easily. Communication between students and teachers is improved through tools like interactive whiteboards, class websites, and email. Various instructional software, simulations, and online resources provide interactive learning experiences across math and science topics.
This document discusses how various schools in different countries use games-based learning and ICT tools in primary education. It provides examples of tools used for subjects like literacy, math, assessment, and special education needs. Popular tools mentioned include Kahoot, Scratch, Storynory, and Seesaw. The document also shares situations in different school computer labs, use of projectors, and digital workspaces. Games-based learning is said to make learning more fun, collaborative and motivating for students.
Similar to Stem Education Curriculum by STEMpedia (20)
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
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How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
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For more information about PECB:
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Slideshare: http://www.slideshare.net/PECBCERTIFICATION
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
1. This modular STEM curriculum has carefully been curated by experts at STEMpedia and other
educational institutes for introducing students to STEM with an interdisciplinary hands-on approach.
With experiential learning as its prime focus, the curriculum will help students develop important life
skills such as creativity, critical thinking, problem-solving, teamwork, and attention to detail.
The curriculum is accompanied by lesson plans, activity sheets, and teaching slides for educators.
Based on different grades, it has been divided into the following levels:
Lessons for educating students in STEM with a hands-on approach
STEM Education Curriculum
Grade 2+ Hands-On STEM for Elementary Kids 20 lessons 30+ Hours
Grade 5+
Electronics for Kids – Level 1 8 lessons 12+ Hours
Introduction to Programming for Kids 7 lessons 10+ Hours
Physical Computing for Kids – Level 1 13 lessons 18+ Hours
Robotics for Kids – Level 1 8 lessons 14+ Hours
Grade 7+
Electronics for Kids – Level 2 7 lessons 10+ Hours
Physical Computing for Kids – Level 2 15 lessons 24+ Hours
Robotics for Kids – Level 2 11 lessons 15+ Hours
Interent of Thing (IoT) for Kids (Add-On) 12 lessons 15+ Hours
Industrial Robotic Arm for Kids (Add-On) 9 lessons 12+ Hours
contact@thestempedia.com | +91 - 9044 287 470, +91 - 8849 348 608
2. <Descripotion of Curriculum>
<Curriculum Name>
2
8
Lessons
8+
Learning Hours
7+
Grade bit.ly/2lYdFfw
20
Lessons
30+
Hours
2+
Grade
Hands-On STEM for Elementary Kids has specially been designed for pre-teens to introduce them
to the wonders of electronics, physical computing, and robotics through exciting hands-on STEM
activities designed keeping in mind the fact that these years are when the skill development process
in children is the most active.
With its clear explanations and an assortment of exciting STEM activities for kids, Hands-On STEM for
Elementary Kids will have students building their own DIY projects with ease.
Material Required
STEM classroom bundle, activity sheets, and creative cut-outs.
Prerequisites
Enthusiasm for exploring the unexplored!
Learning Outcomes
After completing this curriculum, students will have a basic understanding of electronics, physical
computing, and robotics. The activities in this curriculum, focusing on experiential learning, will help
them develop skills such as DIY-ing, problem-solving, critical thinking, creativity,
and teamwork.
Hands-On STEM for Elementary Kids
Introduction to STEM with exciting hands-on activities
3. 3
STEMpedia | Agilo Research
Section 1 Plug and Play
Students will be introduced to the basic electronic components with the help of engaging hands-on
STEM activities based on evive.
Lesson 1.1 - Conductors and Insulators
What are conductors and insulators? How to categorise different things
into conductors and insulators using evive's touch sensors?
Activity
Classifing different materials into conductors and insulators using evive
capacitive touch sensors.
Lesson 1.2 - Touch Piano
How to make a touch piano using evive and conductors?
Activity
Making a touch piano by attaching 6-8 conductors to evive capacitive
touch channels.
Lesson 1.3 - Mini Fan
What is a motor? How to control a motor's direction and speed of rotation
using evive's menu?
Activity
Making a mini Fan using a motor and cardboard and controlling it with
evive.
Lesson 1.4 - Tobi's Head Moves
What is a servo motor? How to control the angle of a servo motor using
evive's menu?
Activity
Moving the head of Tobi's cutout with the help of a servo motor and evive.
Section 2 Basics of Scratch Programming
Students will be introduced to the basecs of programming and will learn how to create animations,
stories, and their own games in PictoBlox, a Scratch blocks based graphical programming software.
Lesson 2.1 - Animating a Sprite
What is Scratch programming? Exploring the different elements of Scratch
in PictoBlox - sprite, backdrop, and blocks.
Activity
Adding a backdrop and a sprite on the Stage. Creating a small animation
of Tobi moving around on the stage.
4. 4
STEMpedia | Agilo Research
Lesson 2.2 - Walking Animation
What are costumes? How to make an animation in PictoBlox by switching
between the costumes?
Activity
Making Tobi walk by switching between his costumes.
Lesson 2.3 - Playing Sounds
How to play sounds in PictoBlox using the Sound palette? How to sense
when a sprite is clicked?
Activity
Making a barking dog animation where when the dog is clicked it barks
and go to a random location on the stage.
Lesson 2.4 - Let's Chat!
How to make a sprite speak in PictoBlox? How to take user input by asking
questions?
Activity
Creating a script where a friendly goblin chats with you.
Lesson 2.5 - Once Upon a Time
Howtomaketwospritescommunicateand turn it into astoryin PictoBlox?
Activity
Creating a story in which a fox and lion talk about the problems they are
facing in the forest.
Lesson 2.6 - Let's Play!
How to make a sprite move with the keys of a keyboard? How to make a
game in PictoBlox?
Activity
Creating a game to catch the falling fruits in the basket.
Section 3 Capstone Project
Now that you've completed the sections plug and play and basic Scratch programming, it's time
to showcase your skills by making a project! The project can be anything based on the concepts
introduced to you in this course. The project must be done in three stages: ideation - figuring out
what you want to make and drawing a plan, prototyping - gathering the material and start making,
and testing - checking if the project works satisfactorily and refining it if it doesn't. These stages are
to be completed in 3-4 sessions.
5. 5
STEMpedia | Agilo Research
Section 4 Physical Computing for Pre-teens
Students will be introduced to physical computing with the help of several hands-on STEM activities
based on evive.
Lesson 4.1 - Jumping Tobi
How to interface evive with PictoBlox? How to detect if evive's tactile
switch is pressed or not?
Activity
Creating a script to make Tobi jump by pressing evive's tactile switch.
Lesson 4.2 - Musical Party
What is a slide switch and how to read its state (up, down, or center) in
PictoBlox?
Activity
Making a musical party in which sprites dance to the music that can be
changed using evive's slide switch.
Lesson 4.3 - Scuba Diving
What is a potentiometer and how to control a sprite using it?
Activity
Making a underwater animation in which a scuba diver swims among fish
appearing at and moving to random positions on the Stage.
Lesson 4.4 - Beetle in the Maze (2 Sessions)
What is a navigation key? How to read the state of evive's navigation key
in PictoBlox?
Activity
Creating a game whose aim is help to a beetle reach the end of the maze
without touching the boundaries using evive's navigation key.
Lesson 4.5 - Musical Drums using Touch Sensors
How to detect touch in PictoBlox?
Activity
Creating a script to make virtual musical drums that can be played by
touching the objects connected to evive's touch sensors.
6. 6
STEMpedia | Agilo Research
Lesson 4.6 - Programmable Fan
How to control a motor in PictoBlox and change its direction of rotation
using evive's slide switch?
Activity
Creating a script to run a fan and control the direction of its rotation using
evive's slide switch.
Lesson 4.7 - DIY Tollbooth
How to control the angle of a servo motor in PictoBlox?
Activity
Making a DIY tollbooth using cardboard and servo motor that can be
controlled using evive's tactile switch.
Lesson 4.8 - Animating emojis on evive Display
How to display custom emojis on evive's display using PictoBlox?
Activity
Displaying emojis on evive's display that change every second.
Lesson 4.9 - Programming a Robot
How to move a robot forward, backward, left and right?
Activity
Makingscriptstoruntherobotforward,backward,leftandrightwhenever
the up, down, left and right key is pressed on the keyboard. Using the
controls, the robot has to navigate through a path.
Lesson 4.10 - Running a Robot Along a Square
How to ideate an algorithm to make a robot run along a predefined path?
Activity
Creating a code to run a robot along the edge of a square.
Section 5 Capstone Project
Now that you’ve completed all the sessions and discovered how exciting STEM is, it's time to showcase
your skills by making a project! The project can be anything based on the concepts introduced to you
in this course. The project must be done in three stages: ideation - figuring out what you want to make
and drawing a plan, prototyping - gathering the material and start making, and testing - checking if
the project works satisfactorily and refining it if it doesn't. These stages are to be completed in 3-4
sessions.
7. 7
<Descripotion of Curriculum>
<Curriculum Name>
8
Lessons
12+
Hours
5+
Grade bit.ly/2mcOiqG
Electronics for Kids - Level 1 is a specially-designed STEM middle school curriculum curated by STEM
curriculum experts for teaching the basics of electronics to kids through STEM activities such as
glowing an LED, making a DIY turntable, control DC and servo motors, using touch sensors to classify
objects and conductors and insulators, etc.
With its clear explanations and an assortment of exciting STEM activities for kids, Electronics for Kids
- Level 1 will have students building their own DIY electronics projects in no time.
Material Required
STEM classroom bundle, activity sheets, and creative cut-outs.
Prerequisites
None. Just enthusiasm.
Learning Outcomes
After completing this curriculum, students will have a basic understanding of electronics, circuit
design, actuators and sensors with the help of a wide variety of STEM activities.
The activities in this curriculum will help them develop skills such as problem-solving and debugging
techniques, DIY-ing, teamwork, and creativity.
Electronics for Kids – Level 1
ABC of electronics with exciting hands-on STEM activities
8. 8
STEMpedia | Agilo Research
Section 1 Basics of Electronics
Students will be introduced to the building blocks of electronics - voltage, current, resistance, Ohm’s
Law, how circuits work, and the basics of LEDs with the help of hands-on STEM activities based on
evive.
1.5V
Battery1.5V
+
-
Lesson 1.1 - Voltage
What is electronics? What is an electronic circuit? What is voltage and
how to measure it using evive?
Activity
Measuring the voltage of a battery using evive.
Wire
Current
Resistance
Wire
Battery
+
-
Lesson 1.2 - Current and Resistors
What is current? What is resistance? How to calculate the resistance of a
resistor using color code?
Activity
Calculating the resistance of 5 unknown resistors using color code.
Lesson 1.3 - Ohm’s Law and LED Basics
What is the relationship between voltage, current, and resistance and
how to use it to light up an LED?
Activity
Glowing an LED using evive.
Section 2 Basics of Actuators
Students will learn how simple actuators like the DC motor and servo motor work with the help of
hands-on STEM activities based on evive.
Lesson 2.1 - Introduction to DC Motors
What are DC motors? What's inside a DC motor? How to control its
direction and speed using evive?
Activity
Controlling the direction and speed of a DC motor using evive.
Lesson 2.2 - DIY Turntable
How does a DC motor work? How to make a DIY turntable using a DC
motor?
Activity
Making a turntable to create beautiful patterns.
9. 9
STEMpedia | Agilo Research
Lesson 2.3 - Introduction to Servo Motors
What are servo motors and why are they important? How do they work?
Activity
Moving the head of a cutout with the help of a servo motor and evive.
Section 3 Basics of Sensors
Students will learn how sensors work and how to visualize the output of different sensors with the
help of hands-on STEM activities based on evive.
Lesson 3.1 - Introduction to Sensors
What are sensors? How are they categorized based on the output they
provide? How to read digital and analog sensor using evive?
Activity
1. Understanding the working of evive's Pin State Monitor.
2. Visualizing the light sensor using evive.
Lesson 3.2 - Touch Sensors - Conductors or Insulators?
What is a conductor? What is an insulator? How does evive's touch sensor
work?
Activity
Classifying objects as conductors and insulators using evive's capacitive
touch sensor.
Section 4 Capstone Project
Now that you’re familiar with the basics of electronics, it's time to showcase your skills by making
a project! The project can be anything based on the concepts introduced to you in this course. The
project must be done in three stages: ideation - figuring out what you want to make and drawing a
plan, prototyping - gathering the material and start making, and testing - checking if the project works
satisfactorily and refining it if it doesn't. These stages are to be completed in 3-4 sessions.
10. 10
Introduction to Programming for Kids
7
Lessons
10+
Hours
5+
Grade bit.ly/2lPOmws
Introduction to Programming for Kids is a creative computing curriculum designed by curriculum
experts for teaching programming to kids through coding activities such as animating characters,
drawing shapes, making an automatic grading system, etc.
With its clear explanations and a variety of exciting coding activities for kids, Introduction to
Programming for Kids will help students develop basic coding skills and computational thinking.
Material Required
Activity sheets, and computers.
Prerequisites
None. Just enthusiasm.
Learning Outcomes
After completing this curriculum, students will become familiar with programming basics, algorithms,
logical reasoning, and conditional programming with the help of a variety of coding activities.
The activities in this curriculum will help them develop important skills such as problem-solving,
critical thinking, and teamwork.
Basic coding for kids with Scratch blocks-based graphical coding
11. 11
STEMpedia | Agilo Research
Section 1 Getting Started with Programming
Students will be introduced to coding and its elements with a Scratch blocks-based graphical coding
software - PictoBlox - and interesting hands-on coding activities.
Lesson 1.1 - Introduction to Programming
What is a program? What are the different stages of writing a program?
Introduction to PictoBlox software and its interface.
Activity
Creating a script to make Tobi (a sprite) walk on the Stage.
Lesson 1.2 - Backdrop, Costume, and Animations
What is a backdrop and a costume in PictoBlox? How to add them to a
project to make cool animations?
Activity
Animating Tobi to make it walk by changing its costumes.
Lesson 1.3 - Backdrop, Costume, and Animations
How to draw lines in PictoBlox using the Pen extension? How to use the
repeat block to make the script easy to debug?
Activity
Creating scripts for drawing different angles and shapes such as a triangle,
rectangle, and circle on the Stage
Section 2 Basic Coding Concepts
Students will be introduced to basic coding concepts such as variables, arithmetic operators, logical
operators, and conditional statements.
Lesson 2.1 - Variables
What is a variable and its purpose in a program? How to create a variable
and manipulate its value in PictoBlox?
Activity
1. Making Tobi move in different directions using keyboard keys and
tracking its X and Y position using variables.
2. Creatingascripttoasktheusertoenterinputandstoreitinavariable.
Lesson 2.2 - Arithmatic Operators
What is an operator? What are the different kinds of operators in
PictoBlox? What are arithmetic operators?
Activity
1. Creating a script that ask users to input two numbers and gives the
sum of the numbers as output - Addition Calculator.
2. Creating a script to draw the shape specified by the user in the input.
like square.
12. 12
STEMpedia | Agilo Research
Lesson 2.3 - Conditional Statements
How do the various conditional statements in PictoBlox - if, if-else, repeat,
forever - function?
Activity
Creating different scripts to understand the flow of execution of a program
when using conditional statements.
Lesson 2.4 - Logical Operators
How do the various logical operators in PictoBlox - AND, OR and NOT -
function? What are the different uses of logical operators?
Activity
Creating a script to make an Automatic Grading System that takes marks
from the user and gives a grade based on the marks.
Section 3 Capstone Project
Now that you’re familiar with the basics of Scratch programming, it's time to showcase your skills by
making a project! The project can be anything based on the concepts introduced to you in this course.
The project must be done in three stages: ideation - figuring out what you want to make and drawing
a plan, prototyping - gathering the material and start making, and testing - checking if the project
works satisfactorily and refining it if it doesn't. These stages are to be completed in 3-4 sessions.
13. 13
<Descripotion of Curriculum>Basics of physical computing with coding activities and games for kids
Physical Computing for Kids – Level 1
Physical Computing for Kids - Level 1 is a coding curriculum for middle school designed by computing
curriculum experts for teaching physical computing through exciting activities such as controlling
characters using evive, creating exciting games, making a smart LED street light, etc.
With its clear explanations and a variety of exciting coding activities and games, Physical Computing
for Kids - Level 1 will help students develop basic physical computing skills in no time.
Material Required
STEM classroom bundle, computers, activity sheets, and creative cut-outs.
Prerequisites
CompletedElectronicsforKids-Level1andIntroductiontoProgrammingforKidsorhaveworkedonScratch.
Learning Outcomes
After completing Physical Computing for Kids - Level 1, students will become familiar with the basics of
physical computing and gamification, algorithms, and logical reasoning with the help of a wide variety
of coding activities.
Apart from the aforementioned learning outcomes, this STEM curriculum will also help them develop
important skills such as problem-solving, attention to detail, and abstract thinking.
13
Lessons
18+
Learning Hours
5+
Grade bit.ly/2k8VgMy
14. 14
STEMpedia | Agilo Research
Section 1 ABC of Physical Computing
Students will be introduced to the basics of physical computing with the help of engaging coding
activities based on evive.
Lesson 1.1 - Digital Output – LED State Control
What is physical computing? How to interface evive with PictoBlox in
Stage mode? How to control the digital state of a pin to turn an LED ON
and OFF?
Activity
1. Making an LED blink for 1 second.
2. Controlling the LED using a keyboard's space key as switch.
Lesson 1.2 - Analog Output – LED Brightness Control
How to control the brightness of an LED in PictoBlox using analog output?
Activity
Creating a script to control an LED's brightness using the variable slider.
Lesson 1.3 - Digital Input – Reading the State of Switches
What is digital input? How to read the state of a digital pin in PictoBlox?
How to read the state (pressed or not) of evive tactile switch? How to read
the state (up, down, or center) of evive's slide switch?
Activity
Making the sprite to rotate when the tactile switch is pressed.
Lesson 1.4 - Analog Input – Reading Potentiometer
What is analog input? What is its range? How to read the analog state of
pins in PictoBlox? How to read the state of evive's potentiometer?
Activity
1. Creating a script to control a sprite's direction using potentiometer to
make it move across the Stage.
2. CreatingascripttocontrolanLED'sbrightnessofusingpotentiometer.
Lesson 1.5 - evive's Display – Hello World!
What are the specifications of evive's display? How to display and
manipulate text on the display using the evive Display Extension?
Activity
Creating a script to display potentiometer reading on evive's display.
15. 15
STEMpedia | Agilo Research
Section 2 Ready. Set. Play!
Students will learn the basic elements that make up a game and will code two simple games on their
own in PictoBlox that can be played using evive.
Lesson 2.1 - Beetle in the Maze
How to make games and animations in PictoBlox? How to read the sate of
evive's navigation key?
Activity
Creating a game in PictoBlox whose aim is help a beetle reach the end
of the maze without touching the boundaries. The beetle will navigate
around using the navigation key of evive.
Lesson 2.2 - The Hungry Shark
How to create clones in PictoBlox? How to detect contact between two
sprites and perform actions accordingly?
Activity
Creating a game in PictoBlox whose aim is to feed a super hungry shark as
many fish as you can by controlling it using evive’s potentiometer.
Section 3 Do It Yourself!
After gaining ample knowledge about physical computing, students will make various exciting DIY
projects using PictoBlox and evive by implementing the knowledge.
Lesson 3.1 - Displaying Patterns on RGB LED Strip
What is an RGB LED strip? How to connect the RGB strip to evive and
program it to display different patterns?
Activity
Creating scripts to play and understand the different pre-defined patterns
on a RGB LED strip.
Lesson 3.2 - Making Custom Patterns on RGB LED Strip
How to program individual LEDs in an RGB LED strip to make custom
patterns?
Activity
1. Creating a script to glow all the LEDs to different colors.
2. Creating a script to simulate the traffic signal rules using 3 LEDs.
Lesson 3.3 - Controlling a DC Motor using PictoBlox
How to program evive to control the direction and speed of a DC motor
in PictoBlox?
Activity
Creating a script to control the speed and direction of a DC motor using
evive's potentiometer slide switch respectively.
16. 16
STEMpedia | Agilo Research
Lesson 3.4 - Smart Hand Band for Blind People
What is an ultrasonic sensor? How does it work? How to connect it to
evive? How to get the distance of an object using the sensor in PictoBlox?
Activity
Making a distance alarm system that will notify the user his/her distance
from the object by changing the sound.
Lesson 3.5 - Controlling a Servo Motor using PictoBlox
How to control the angle of a servo motor in PictoBlox?
Activity
Making a smart intrusion detection system that detects intrusion with the
help of an ultrasonic sensor and prevents someone from stealing the egg
by controlling the bird's movement using a servo motor.
Lesson 3.6 - Smart LED Street Light
How to read the reading of analog sensors in PictoBlox? How to automate
something based on a sensor's data?
Activity
Making a smart LED street light using an LED and a light sensor that turns
ON when the sensor detects low light in the surrounding.
Section 4 Capstone Project
Now that you’re familiar with the basics of physical computing, it's time to showcase your skills by
making a project! The project can be anything based on the concepts introduced to you in this course.
The project must be done in three stages: ideation - figuring out what you want to make and drawing
a plan, prototyping - gathering the material and start making, and testing - checking if the project
works satisfactorily and refining it if it doesn't. These stages are to be completed in 3-4 sessions.
17. 17
8
Lessons
14+
Hours
5+
Grade bit.ly/2kvYEl7
Robotics for Kids - Level 1 is a middle school STEM robotics curriculum designed by curriculum experts
for teaching kids robotics with hands-on robotics activities such as assembling a basic mobile robot,
building a Smartphone-controlled robot, a Follow Me robot, etc.
With its clear explanations and a variety of exciting simple yet exciting robotics projects for school
students, Robotics for Kids - Level 1 is the perfect way to learn to build robots.
Material Required
STEM classroom bundle, activity sheets, and creative cut-outs.
Prerequisites
Completed Physical Computing for Kids - Level 1.
Learning Outcomes
Aftercompletingthiscurriculum,studentswillbeabletounderstandthebasicsofrobotics,algorithms,
etc with the help of a wide variety of hands-on activities.
The activities in this curriculum will help them develop important skills such as problem-solving,
attention to detail, patience, and debugging.
Robotics basics with the help of fun robotics projects for kids
Robotics for Kids – Level 1
18. 18
STEMpedia | Agilo Research
Section 1 Basics of Robotics
Students will first be introduced to robotics and then to the essentials of building a robot the DIY way
as they learn how to build a Smartphone-controlled robot, a follow-me robot, and a gripper.
Lesson 1.1 - Introduction to Robotics
What are robots? Basic components of a mobile robot - chassis, sensors,
brain (evive). What is the importance of programming in robotics?
Activity
Demonstration of a Smartphone Controlled Robot, Follow Me Robot, and
Obstacle Avoidance Robot.
Lesson 1.2 - Smartphone-Controlled Robot - Assembly
How to assemble the basic structure of a mobile robot?
Activity
Assembling a two wheel drive robot.
Lesson 1.3 - Smartphone-Controlled Robot - Circuitry
How to control the movement of a two wheel mobile robot using evive?
Activity
Connecting the motors of the robot to evive. Making the robot move
forward, backward, left, and right using evive's menu.
Lesson 1.4 - Smartphone-Controlled Robot - Programming
How to make a custom block (function) in PictoBlox? How to control a
robot using Dabble's Gamepad module?
Activity
Programming the robot to move forward, backward, left and right when
pressing the up, down, left and right switch respectively on the Gamepad
module.
Lesson 1.5 - Follow Me Robot - Calibrating IR Sensors
What is an IR sensor? How does it work? How to connect it to evive and
calibrate it to detect objects in close proximity?
Activity
Connecting two IR sensors in front of the robot chassis and calibrating
them to detect objects at a distance of 5cm.
19. 19
STEMpedia | Agilo Research
Lesson 1.6 - Follow Me Robot - Programming
How to program the IR sensors of the robot to detect objects in front of it
and follow them?
Activity
Programming the robot to follow the object according to the sensor
readings.
Lesson 1.7 - Shy Robot - Programming Challenge
Students have to make a robot that runs away from the object in front of
it - opposite to follow me robot.
Activity
Programming the Follow Me robot such that it runs away from the object
in front of it. No assistance from the educator.
Lesson 1.8 - Assembling a Gripper
What is a gripper? How to use a gripper to automate tasks such as picking
and placing objects?
Activity
Making a gripper using acrylic parts, a servo motor, and evive, and
programming it in PictoBlox.
Section 2 Capstone Project
Now that you’re familiar with the basics of robotics, it's time to showcase your skills by making a
project! The project can be anything based on the concepts introduced to you in this course. The
project must be done in three stages: ideation - figuring out what you want to make and drawing a
plan, prototyping - gathering the material and start making, and testing - checking if the project works
satisfactorily and refining it if it doesn't. These stages are to be completed in 3-4 sessions.
20. 20
7
Lessons
10+
Hours
7+
Grade bit.ly/2kweqwi
Electronics for Kids - Level 2 is a specially-designed high school STEM curriculum curated by curriculum
experts for kids to delve deeper into electronics through STEM projects such as understanding the
effect of series and parallel connections in a circuit, visualizing analog and digital signals, visualizing
an RC circuit, making DIY goggles, etc.
With its clear explanations and an assortment of exciting STEM projects, Electronics for Kids - Level 2
will have students building complex yet exciting DIY electronics projects in no time.
Material Required
STEM classroom bundle, activity sheets, and creative cut-outs.
Prerequisites
Completed Electronics for Kids - Level 1 or have a basic understanding of electronic circuits.
Learning Outcomes
After completing this curriculum, students will have a basic understanding of analog and digital
electronic circuits with the help of a wide variety of projects.
The projects in this curriculum will help them develop important skills such as problem-solving and
debugging techniques, DIY-ing, teamwork, and creativity.
A step ahead into electronics with exciting hands-on STEM activities
Electronics for Kids – Level 2
21. 21
STEMpedia | Agilo Research
Section 1 A Little More About Electronics
This module begins with recapitulation of the basics from Electronics for Kids Level 1 after which
students will be introduced to series and parallel connections and their effect on the circuit.
Lesson 1.1 - Ohm’s Law and LED Basics
What are voltage, current, and resistance? Find out the relationship
between voltage, current, and resistance and use it to light up an LED.
Activity
Glowing a LED using evive.
Lesson 1.2 - Series and Parallel Connection
What are resistor series and parallel connections? How do they affect the
brightness of an LED in an electronic circuit?
Activity
Making LED circuits with single, series, and parallel resistors. Reporting
the circuit with maximum and minimum LED brightness.
Section 2 All About Signals
Students will be introduced to digital signals, analog signals, tactile switches, potentiometers, and
capacitors with the help of hands-on STEM activities based on evive.
Lesson 2.1 - ABC of Analog Signals
What is an electrical signal? What is an analog signal? What are its
characteristics? What is a potentiometer? How to visualize a signal on
evive's mini oscilloscope?
Activity
Visualizing the signal generated by evive's potentiometer on the mini
oscilloscope.
Lesson 2.2 - ABC of Digital Signals
What is a digital signal? What are its characteristics? What is a switch?
What are its types? How does it behave?
Activity
Making a switch circuit and visualizing the signal generated by a switch on
evive's mine oscilloscope.
Lesson 2.3 - LED Circuit with Switch and Potentiometer
How to control the brightness and the state of a LED using a potentiometer
and a switch?
Activity
1. Making a circuit to control an LED's brightness using evive's
potentiometer.
2. Making a circuit to control an LED's state - (ON/OFF) using a switch.
22. 22
STEMpedia | Agilo Research
Lesson 2.4 - Visualizing Resisitor-Capacitor Circuits
What are capacitors and their effect on a circuit? Why does an LED's
brightness vary slowly due to capacitor charging and discharging?
Activity
Making an RC circuit and visualizing the charging and discharging of a
capacitor on evive's mini oscilloscope.
Section 3 Do It Yourself!
After gaining ample knowledge of the basics of electronics, students will make an exciting DIY
electronics project using evive by implementing that knowledge.
Lesson 3.1 - DIY Goggles
How to control a servo motor using evive?
Activity
Making a pair of goggles that open and close the protective shades with
the help of servo motor.
Section 4 Capstone Project
Now that you’re a pro in electronics, it's time to showcase your skills by making a project! The project
can be anything based on the concepts introduced to you in this course. The project must be done in
three stages: ideation - figuring out what you want to make and drawing a plan, prototyping - gather-
ing the material and start making, and testing - checking if the project works satisfactorily and refining
it if it doesn't. These stages are to be completed in 3-4 sessions.
23. 23
15
Lessons
20+
Hours
7+
Grade bit.ly/2kIppT8
Physical Computing for Kids - Level 2 is a coding curriculum for high school students designed by
curriculum experts for teaching physical computing activities such as making a DIY touch-based piano,
controlling an LED with voice commands, etc.
With its clear explanations and a variety of exciting coding activities for high school students, Physical
Computing for Kids - Level 2 will help them dive deep into physical computing.
Material Required
STEM classroom bundle, computers, activity sheets, and creative cut-outs.
Prerequisites
Completed Physical Computing for Kids - Level 1.
Learning Outcomes
After completing this curriculum, students will get a betting understanding of physical computing,
gamification, algorithms, logical reasoning, and conditional programming with the help of a variety
of coding activities.
The activities in this curriculum will help them develop important skills such as problem-solving,
attention to detail, abstract thinking, communication, and empathy.
A step ahead into physical computing with engineering activities for kids
Physical Computing for Kids – Level 2
24. 24
STEMpedia | Agilo Research
Section 1 Basics of Programming
Students will be introduced to programming and its elements with a Scratch blocks-base graphical
coding software - PictoBlox - and interesting hands-on coding activities.
Lesson 1.1 - Your First Animation!
What is a program? What are the different stages of writing a program?
What is PictoBlox? How to create scripts in it? What are a backdrop and a
costume? How to make animations using them?
Activity
Creating a script to make a sprite walk on the Stage by changing costumes.
Lesson 1.2 - Variables and Arithmetic Operators
What is a variable? How to create a variable and manipulate its value in
PictoBlox? What is an operator? What are arithmetic operators?
Activity
1. Tracking Tobi's X and Y positions using variables.
2. Making a calculator.
Lesson 1.3 - Conditional Statements and Logical Operators
What are conditional statements? What are logical operators? What are
the different uses of logical operators?
Activity
1. Creating scripts to understand the flow of execution of a program when
using conditional statements.
2. Creating a script to make an Automatic Grading System that takes marks
from the user and gives a grade based on the marks.
Section 2 ABC of Physical Computing
Students will be introduced to the basics of physical computing with the help of engaging coding
activities based on evive.
▶
Lesson 2.1 - Analog Input/Output in PictoBlox
How to implement the concept of analog input (reading the voltage at a
pin) and analog output (setting the voltage between 0 to 5V) in PictoBlox?
Activity
Controlling the brightness of an LED using evive's potentiometer.
Lesson 2.2 - Digital Input/Output in PictoBlox
How to implement the concept of digital input (reading the state of a pin)
and digital output (setting the state to 0 or 5V) in PictoBlox?
Activity
1. Glowing an LED using evive.
2. Controlling the LED using evive's tactile switch.
25. 25
STEMpedia | Agilo Research
Lesson 2.3 - Draw shapes on evive's Display
How to draw different shapes on evive's display?
Activity
Creating a flag on evive display using different shapes.
Lesson 2.4 - Animating Shapes on evive's Display
How to draw characters of different size and color on evive's display and
animating them to make a game?
Activity
Creating a script to draw a smiley face on evive display and make it go up,
down, left, and right using keyboard keys.
Lesson 2.5 - Touch-Based Piano
How does evive's touch sensor work? How to program it in PictoBlox?
Activity
Making a touch-based piano using evive's capacitive touch channels and
programming it in PictoBlox.
Section 3 Ready. Set. Play!
In this section, students will code three advanced games on their own in PictoBlox and play them
based on evive.
Lesson 3.1 - Shoot the Bat (2 Sessions)
Introduction to game theory and its concepts - animation, randomness,
scoring and time constraints. How to interface a Joystick with evive?
Activity
Making a game whose aim is to eliminate the bats appearing randomly on
the screen by aiming at them using a Joystick.
Lesson 3.2 - Dodge (2 Sessions)
Application of the game theory concepts - animation, randomness, scoring
and time constraints.
Activity
Making a game whose aim is to help the character dodge the obstacles
coming its way jumping and sliding.
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Lesson 3.3 - Space Battle Game (2 Sessions)
How to play a game using Dabble's Gamepad module?
Activity
Making a game whose aim is to control shoot down the enemy by
firing bullets and controlling the movement of the rocket ship using a
Smartphone.
Section 4 Do It Yourself!
In this section, students will get to make exciting DIY projects based on the concepts learned in the
preceding sections.
Lesson 4.1 - Real-TIme Clock
What is a Real Time Clock? How to set the time and date in an RTC? How
to retrieve the time and date from the RTC in PictoBlox?
Activity
Making a digital clock which displays the time on evive's display.
Lesson 4.2 - Music Reactive RGB LED Strip
How to read the sound sensor data from a Smartphone and control the
color of an RGB LED strip according to the noise level?
Activity
Making a music reactive RGB LED strip box that changes color based on
the sound sensor reading from Dabble.
Lesson 4.3 - Mini Safe Locker
How to make a DIY safe locker using a servo motor?
Activity
Making and programming safe locker.
Lesson 4.4 - Automatic Toll Booth
How to make a DIY toll booth using a servo motor and IR sensors?
Activity
Making and programming toll booth.
Section 5 Capstone Project
Now that you’re a pro in physical computing, it's time to showcase your skills by making a project! The
project can be anything based on the concepts introduced to you in this course. The project must be
done in three stages: ideation - figuring out what you want to make and drawing a plan, prototyping -
gathering the material and start making, and testing - checking if the project works satisfactorily and
refining it if it doesn't. These stages are to be completed in 3-5 sessions.
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11
Lessons
15+
Hours
7+
Grade bit.ly/2kvYEl7
A step ahead into robotics with the help of fun robotics projects for kids
Robotics for Kids – Level 2
Robotics for Kids - Level 2 is a high school STEM robotics curriculum designed by curriculum experts
for teaching kids robotics with fun hands-on robotics projects such as building a gesture-controlled
robot, obstacle avoiding robot, line following robot, etc.
With its clear explanations and a variety of simple robotics projects for school students, Robotics for
Kids - Level 2 will have high school students building their own robots in no time.
Material Required
STEM classroom bundle, activity sheets, and creative cut-outs.
Prerequisites
Completed Robotics for Kids - Level 1 and Physical Computing for Kids - Level 2.
Learning Outcomes
After completing this curriculum, students will have a better understanding of robotics, algorithms,
etc with the help of a wide variety of hands-on activities.
The activities in this curriculum will help them develop important skills such as problem-solving,
attention to detail, patience, and debugging.
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Section 1 Robotics the DIY Way
Students will get to build robots on their own right from the assembly to logic to writing the code to
debugging the robot wherein they’ll get learn several concepts that are widely used in the robotics
industry.
Lesson 1.1 - Joystick-Controlled Robot - Assembly
How to assemble the basic structure of a mobile robot?
Activity
Assembling a two wheel drive robot.
Lesson 1.2 - Joystick-Controlled Robot - Circuitry
How to control movements of a two-wheel mobile robot? Visualizing
Joystick on evive's Pin State Monitor.
Activity
Connecting the motors of the robot to evive. Making the robot move
forward, backward, left, and right using evive's menu. Connecting the
Joystick to evive and visualizing the reading on the Pin State Monitor.
Lesson 1.3 - Joystick-Controlled Robot - Programming
How to make a custom block (function) in PictoBlox?
Activity
Programming the robot to move forward, backward, left, and right
according to the Joystick's movements.
Lesson 1.4 - Gesture-Controlled Robot - Sensor
What is an accelerometer and how to read a Smartphone's accelerometer
on evive using Dabble? How does a gesture-controlled robot work?
Activity
Creating a script to display the accelerometer data on evive display.
Lesson 1.5 - Gesture-Controlled Robot - Programming
How to program a gesture-controlled robot that moves based on the
movement of a Smartphone?
Activity
Programming the robot according to the logic.
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Lesson 1.6 - Obstacle Avoiding Robot - Part 1
How does an obstacle avoiding robot work?
Activity
Assembling the servo motor and ultrasonic sensor on the basic robot and
understanding logic behind the working of the autonomous robot.
Lesson 1.7 - Obstacle Avoiding Robot - Part 2
How to program and debug an autonomous robot?
Activity
Writing a program for the robot to detect objects in front of it and scan
the area to find a obstacle-free path.
Lesson 1.8 - Pick-and-Place Robot - Assembly
How does a pick-and-place robot work? How to calibrate a servo for
optimal use?
Activity
Assembling a gripper using two servos and attaching it in the front of the
robot. Calibrating the servo to define the exact range of operation.
Lesson 1.9 - Pick-and-Place Robot - Programming
How to program a Smartphone-controlled pick-and-place robot in
PictoBlox?
Activity
Writing a program to run the robot and control gripper movements (open/
close, up/down) using a Smartphone.
Lesson 1.10 - Line-Following Robot - Circuitry
How to use IR sensors to detect a black line in a white region?
Activity
Completing the assembly and circuitry of IR sensors. Calibrating the
sensors to detect black and white regions.
Lesson 1.11 - Line-Following Robot - Programming
How to program and debug a line follower robot?
Activity
Writing a program to detect a black line a white region using IR sensors
and follow it.
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Section 2 Capstone Project
Now that you’re a pro in robotics, it's time to showcase your skills by making a project! The project
can be anything based on the concepts introduced to you in this course. The project must be done
in three stages: ideation - figuring out what you want to make and drawing a plan, prototyping -
gathering the material and start making, and testing - checking if the project works satisfactorily and
refining it if it doesn't. These stages are to be completed in 3-5 sessions.
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12
Lessons
15+
Hours
7+
Grade bit.ly/2kIppT8
Internet of Things (IoT) for Kids is a specially-designed STEM high school curriculum curated by experts
for teaching the basics of the Internet of Things and home automation to kids through STEM activities
such as retrieving data from the cloud, voice-controlled home automation, etc.
With its clear explanations and an assortment of exciting STEM activities for kids, Electronics for Kids
Level 1 will have students building their own DIY electronics projects in no time.
Material Required
STEM classroom bundle, robotic arm kit add-on bundle, activity sheets, and computers.
Prerequisites
Completed Physical Computing for Kids - Level 1.
Learning Outcomes
After completing this curriculum, students will get a betting understanding of physical computing,
gamification, algorithms, logical reasoning, and conditional programming with the help of a variety
of coding activities.
The activities in this curriculum will help them develop important skills such as problem-solving,
attention to detail, abstract thinking, communication, and empathy.
A step ahead into home automation with hands-on engineering activities
Internet of Things (IoT) for Kids
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Section 1 Basics of IoT
Students will be introduced to basic concepts of IoT with the help of engaging hands-on activities
based on Adafruit.
Lesson 1.1 - Introduction to IoT
What is the Internet of Things? What is the cloud? What are the different
components of an IoT system? What are the areas of application of IoT?
Activity
1. Creating an Adafruit IO account.
2. Making a simple API request.
Lesson 1.2 - Voice-Controlled Light Bulb
What is a relay? How to control a relay using evive? How to use Dabble to
send voice commands?
Activity
1. Assembling a light bulb and relay system.
2. Programming evive to control the light bulb using voice commands.
Lesson 1.3 - IoT-Enabled Lighting System
What is an ESP8266 Wi-Fi module? How to create a dashboard and feed
in Adafruit IO?
Activity
Programming evive to read the feed from Adafruit IO and control the state
of the light bulb.
Lesson 1.4 - IoT-Enabled Temperature Monitoring System
What is a DHT11 sensor? How interface it with evive? How to send sensor
readings to Adafruit IO feed?
Activity
Programming evive to read temperature and humidity from DHT11 and
send it to the cloud.
Lesson 1.5 - IoT-Based Weather Reporting System
What is weather monitoring? How to read different weather parameters
of a location from OpenWeatherMap API?
Activity
Programming evive to read weather data of a location and display it on
evive’s TFT.
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Students will learn smart techniques to take care of their plants with the help of hands-on activities.
Lesson 2.1 - Drip Irrigation System
What is a soil moisture sensor? How to interface it with evive to get soil
moisture reading?
Activity
Making a drip irrigation system for one plant that waters it whenever a
switch is pressed.
Lesson 2.2 - Automatic Plant Watering System
What is a soil moisture sensor? How to interface it with evive to get soil
moisture reading?
Activity
Automating plant watering by sensing the plant moisture reading and
controlling the pump accordingly.
Lesson 2.3 - IoT-Enabled Plant Watering System
What is IFTTT? How to send an SMS using IFTTT?
Activity
Extending the previous project to send plant moisture data to the cloud
and then send an SMS to the user to water the plant using IFTTT.
Section 3 IoT in the Real World
Students will get to explore the possibilities of incorporating IoT in the real world with the help of
exciting DIY projects.
Lesson 3.1 - IoT-Based Air Pollution Monitoring System
What is an MQ sensor? How does it work? How to calculate smoke PPM?
Activity
Making a smoke monitor that sends PPM reading to the cloud.
Lesson 3.2 - IoT-Enabled Home Security System
What is a PIR motion sensor? How to interface it with evive to make a
security system for home?
Activity
Making a security system to detect a person and send an SMS with IFTTT.
Section 2 Smart Gardening
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Lesson 3.3 - Home Automation Using Google Assistant
What is Google Assistant? How to use it to control the different devices
at home?
Activity
Controlling a light bulb using Google Assistant and IFTTT.
Lesson 3.4 - IoT-Enabled RGB Lighting
How to create a color picker in an Adafruit IO dashboard and how to
control an RGB light using it?
Activity
Controlling an RGB LED strip using the Adafruit IO color picker.
Section 4 Capstone Project
Now that you’re familiar with the basics of the Internet of Things, it's time to showcase your skills by
making a project! The project can be anything based on the concepts introduced to you in this course.
The project must be done in three stages: ideation - figuring out what you want to make and drawing
a plan, prototyping - gathering the material and start making, and testing - checking if the project
works satisfactorily and refining it if it doesn't. These stages are to be completed in 3 sessions.
35. 35
9
Lessons
12+
Hours
7+
Grade bit.ly/2kIppT8
Robotic Arm for Kids is a specially-designed STEM high school curriculum curated by experts for
teaching the basics of the Internet of Things and home automation to kids through STEM activities
such as retrieving data from the cloud, voice-controlled home automation, etc.
With its clear explanations and an assortment of exciting STEM activities for kids, Electronics for Kids
Level 1 will have students building their own DIY electronics projects in no time.
Material Required
STEM classroom bundle, robotic arm kit add-on bundle, activity sheets, and computers.
Prerequisites
Completed Robotics for Kids - Level 1.
Learning Outcomes
After completing this curriculum, students will get a betting understanding of physical computing,
gamification, algorithms, logical reasoning, and conditional programming with the help of a variety
of coding activities.
The activities in this curriculum will help them develop important skills such as problem-solving,
attention to detail, abstract thinking, communication, and empathy.
Introductory industrial robotics concepts with hands-on engineering activities
Industrial Robotic Arm for Kids
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Section 1 Basics of a Robotic Arm
Students will learn the basics 5 DoF robotic arm first-hand by assembling a robotic arm and calibrating
it on their own.
Lesson 1.1 - Introduction
What is a robotic arm? How does it work? What is DOF in a robotic Arm?
Demonstration of a robotic arm.
Activity
Controlling a robotic arm to understand its working.
Lesson 1.2 - Base Assembly
Understanding the various parts of a robotic arm. How to set the initial
angles of servos using evive? How to assemble the robotic arm?
Activity
Step-by-step assembly of the robotic arm base.
Lesson 1.3 - Gripper Assembly
Understanding the various parts of a pick and place gripper. How to
assemble the gripper? How to attach it to the robotic arm?
Activity
Step-by-step assembly of the gripper.
Lesson 1.4 - Connections
Understanding the circuitry of the robotic arm. How to use an external
power source and vary its voltage using evive?
Activity
Making connections of the micro and metal servo motors of the robotic
arm.
Lesson 1.5 - Calibration
Understanding the circuitry of the robotic arm. How to use an external
power source and vary its voltage using evive?
Activity
Finding gripper angles.
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Students will learn ways in which they can control their robotic arm and transform it into an automated pick
and place robotic arm.
Lesson 2.1 - Computer-Controlled Robotic Arm
How to control the robotic arm using a desktop in real-time?
Activity
Making a program to control the movements of a robotic arm using the
Keyboard of a desktop.
Lesson 2.2 - Smartphone-Controlled Robotic Arm
How to control the robotic arm using a Smartphone?
Activity
Making a program to control the movements of a robotic arm using a
Smartphone.
Lesson 2.3 - Automated Pick and Place Robotic Arm -
Connections
How to automate the Pick and Place operation as in the case of in real-
world industrial robots? How to detect an object and determine its color
using a combination of an IR and Ultrasonic sensor?
Activity
Making connections of the IR and ultrasonic sensors and calibrating them.
Lesson 2.4 - Automated Pick and Place Robotic Arm -
Programming
Finding values of the pickup and dropping points by hit and trial and
automate the procedure.
Activity
Making a program to automate the pick and place operation using the IR
& Ultrasonic sensor.
Section 3 Capstone Project
Now that you’re familiar with the basics of the Internet of Things, it's time to showcase your skills by
making a project! The project can be anything based on the concepts introduced to you in this course.
The project must be done in three stages: ideation - figuring out what you want to make and drawing
a plan, prototyping - gathering the material and start making, and testing - checking if the project
works satisfactorily and refining it if it doesn't. These stages are to be completed in 3 sessions.
Section 2 Fun with Robotic Arm