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Grow big ideas with this open-ended, 3D building system. Brackitz building pieces connect at any point and any angle, enabling students to design anything they can imagine. As kids build, they develop design thinking and spatial reasoning skills.
Build any structure with Strawbees reusable connectors and straws. The modification state never ends - just keep adding, updating or removing pieces. Experiment by adding different building materials or maker tools.
Create impressive stop-motion animations with this all-in-one kit. Stop-motion animation is a great team-building activity that encourages problem-solving, collaboration and creativity for kids at all experience levels. Software included.
Teach the basics of computer programming - no screen required! Cubetto is a friendly, wooden robot that teaches the basics of coding through hands-on play. Each block is a command, creating a programming language that kids can touch and manipulate.
These smart little robots teach higher-level coding concepts and help kids develop logical reasoning skills. Ozobots are preprogrammed to read hand-drawn lines of color, moving along the lines using sensors to read the codes and act.
Rokenbok Education is now Kid Spark Education, but the STEM labs are the same. Teach students to see like designers and think like engineers with comprehensive, project-based curriculum and carefully engineered 3D building blocks.
These proprietary projects were developed exclusively for Demco Makerspace by Stanford Fellow and founder of Design Case Consulting, Mark Schreiber. These projects make use of some of the most popular makerspace products.
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In this first lesson, students are introduced to a small character to compare with known objects and use Brackitz planks to measure height and width.
In this lesson, students reconsider the figure from the first lesson by exploring the third dimension and using Brackitz planks to measure height, length and depth.
This guide introduces the key concepts of media literacy and illustrates the need for us to become better informed about mass media. Students will view and discuss examples of advertising and critically analyze an animated film.
This guide explores the history and types of animation and introduces the many forms of stop-motion animation. Students will watch examples of stop-motion and direct-on-film animation and discuss the differences between them.
This guide provides an overview of the basic equipment required for stop-motion animation. Students will learn about timing and the Three Main Principles of Animation. They will also make a flipbook and discover the Twelve Principles of Animation.
This guide outlines the important stage of "planning" and introduces the process of storyboarding and storytelling. Students will view examples of each other's work and learn the process of creating a collaborative storyboard.
This guide offers ideas to help students make 2D or 3D sets or backgrounds for their animated videos. Students will also learn about lighting techniques and critique a scene from an animated film using the elements and principles of design.
In this collection of eight activities, students will learn to control a digital device, understand what an algorithm is, use logical reasoning to predict behavior of simple programs and create their own simple program.
In these eight activities, students continue to explore algorithms and programs with number matching, opposites, shapes, space and measurement.
This series of eight activities centers on tinkering, collaborating, creating, and identifying and sorting 2D and 3D shapes.
This collection of eight activities introduces the programming concepts of testing and debugging through shapes, space, measurement, days of the week and more.
In this lesson, students will use directional OzoCodes to guide their Ozobot on a path to visit clean, renewable energy sources.
In this cooperative game, students will compare two numbers to determine which one is greater and count out food pieces, so their Hungry, Hungry Ozobots can collect the food!
Introduce students to Ozobot and its line-following and color-sensing visual coding. Students will learn how to give commands to make Ozobot navigate paths to arrive at a finish point. They will also make real-world connections by identifying similarities to other line-following robots.
This is a fun game that challenges your students to program Ozobot to find the pot of gold. You can even make a race out of it and see who can get there first! Students will work on their ability to decipher and think "in code" while they are playing this game. The activity can be adjusted to your students' abilities, making it perfect for all ages.
Introduce students to robots, how they work, and the places they show up in our lives. Use color sequencing to introduce the coding language of Ozobot. After learning the basics, students face challenges to practice skills. This activity is designed for four sessions of 50 minutes each.
This lesson introduces students to the design and engineering process. Students will listen to a story, then practice problem-solving skills by using Strawbees to build and test a bridge.
Introduce students to Strawbees connectors and have them design a 3D wearable - a fun way to introduce concepts of design and prototyping.
In this lesson, students will listen to a story, then design and make a parachute for the characters Mio and Ley to safely fly home from their mountain climb.
In this lesson, students will listen to a story, then use their imaginations to design a tool with Strawbees that will help the main character get back home.
In this collaborative lesson, students will read ?The Three Little Pigs" as a class, then work together to rebuild the first little pig's house with Strawbees and straws.
Students consider the challenges of moving things and people up and down, and revisit the idea of how simple machines can do the work of moving more effectively.
Students consider how to solve real world problems using a simple machine to make work easier.
Students consider how to use pulleys to complete a rescue!
Students situate their pulleys in a unique setting, continuing to practice needs-based design process.
Students practice using pulleys to move things “across” rather than “up and down.”
Students begin practicing spatial thinking and vocabulary as they’re introduced to a small character to compare with known objects, and using Brackitz unit planks to specify two dimensions (2-D): height and width.
Students continue practicing spatial thinking and vocabulary as they reconsider the figure from Lesson One, now understanding the third dimension and using Brackitz unit planks to measure height, length, and depth.
Students continue with the Gingerbread character as their building and engineering inspiration. Given an immediate problem to help solve, students have a play-based introduction to solving problems by designing and building devices.
Students continue their play-based introduction to solving problems by designing and building to the Gingerbread character’s special needs. Students continue to consider dimensions as they design health, safety, comfort, and recreation items for a character that’s much smaller than them.
Students apply their understanding of designing for a user to a wider system of designs and needs.
Students will explore the ideas of work, effort, and enhancing transportation with wheels (mechanical advantage). At the close of this lesson, students will be able to describe how wheels help do work.
Students will explore the idea of work, effort, and moving items. This lesson will lead them to ask, “How can we do this work faster/easier?”
Students will practice what they learned about transportation, work, effort, and mechanical advantage with more wheels, while still being challenged with a design constraint.
Students will practice what they learned about transportation, work, effort, and mechanical advantage with more wheels, while still being challenged with a design constraint. At the end of this lesson, students will better understand that creating stability/safety when enabling speed is desirable.
As students add a fourth wheel, new design choices are available. At the end of this lesson, students will design vehicles that are more related to their everyday experiences, and consider the mechanical and design advantages of four wheels.
In this lesson, students will explore the different features and attributes of the Yellow ROK Block. Students will get hands-on experience as they analyze the block, practice connecting and disconnecting, and working as a team to solve a fun challenge.
In this lesson, students will explore the different features and attributes of the Blue ROK Block. Students will get hands-on experience as they analyze the block, practice connecting and disconnecting, and working as a team to solve a fun challenge.
In this lesson, students will explore the different features and attributes of the Red ROK Block. Students will get hands-on experience as they analyze the block, practice connecting and disconnecting, and working as a team to solve a fun challenge.
In this lesson, students will explore the different features and attributes of the Green ROK Block. Students will get hands-on experience as they analyze the block, practice connecting and disconnecting, and working as a team to solve a fun challenge.
In this lesson, students will learn about engineers and what they do. Students will create measurement tools to help their instructor solve a challenge.
In this lesson, students will learn how to think like an engineer. Students will explore patterns and symmetry as they build different structures and designs.
In this lesson, students will explore the engineering materials that are included in the ROK Blocks Mobile STEM Lab and become familiar with the name and function of each.
In this lesson, students are free to create something of their own design. Students can use the skills they have learned throughout previous lessons to build and improve a custom design.
In this lesson, students will explore what it means for something to be strong and the relationship between weight, strength, load, and reinforcement.
In this lesson, students will explore how to make things strong. Students will discuss how to make “work” easier as they build, test and improve a flatbed truck.
In this lesson students will use their new engineering skills to build and test a castle wall, and then improve on the design to make it stronger. Then, students will move into a “focused” free build, where they create, test, and improve their own castle wall design.
In this lesson, students will build a tractor and explore how different forces, like pushes and pulls, can be used to move objects.
In this lesson, students will build a helicopter and explore the concept of gravity.
In this lesson, students will build a castle wall that includes a door. Students will explore how to use different engineering materials to make the castle door open and close.
Students get hands-on practice in thinking about “bigger than” and “smaller than” in two dimensions and engage in some measurement practice. " I can” statements that students should be able to make as a result of this lesson include: “I can compare size by thinking about everyday objects.”
Students explore 2D vs. 3D objects to better understand size and dimensions. “I can” statements that students should be able to do after completing this lesson include: “I can identify height, length, and width.“ “I can compare size by thinking about everyday objects.”
Students will demonstrate they can create a Brackitz design to try and solve a problem, practice testing a design, and continue getting familiar with the Brackitz system. “I can create a 3D design to help solve a problem.” “I can test designs and say why they work or don’t work.”
Students will create a Brackitz design that considers the gingerbread’s small size and continue getting familiar with the Brackitz system, and build their collaboration skills. “I can design in 2D and then build in 3D.“ and “I can consider what a user needs.”
Students will continue to collaborate as they design, considering that what they make relates to more than one need. “I can design to solve more than one problem or constraint,” and “I know a design will not be perfect the first time.”
This guide introduces the process of creating clay characters. Students will learn about armatures and view examples of animated films that employ them. They will then create and build characters for their own stop-motion animation videos.
Testing new project add functions
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This unit of six lessons introduces the concepts and basic process for creating animated features. Age-appropriate content options are presented, making this unit scalable for grades K-12.
Introduce children to a screen-free programming language that they can touch. These lessons foster learning in key areas, including STEM, creative thinking, social-emotional and communication.
This unit of five projects is designed to introduce new users to line- and color-based coding with Ozobot.
The budding engineers in your classes will have fun building and cranking contraptions that haul, lift, slide and move up and down.
Kids can design, invent and build an endless variety of structures.
Students are introduced to a need for mechanical advantage and efcient transportation by encountering the problem of moving items without wheels.
This unit engages students in multiple opportunities to compare and contrast ROK Blocks and the shapes and constructions that can be made with them. Students begin to explore scale and proportions. They are introduced to the idea that the physical structure of objects is related to their functionality. They are asked to make frequent observations.
Introduce what it means to be an engineer. This unit demonstrates to students that we all use engineering every day, and extends their engineering skills working with Kid Spark engineering materials.
Introduce students to one of the primary tasks of engineering: making things strong. In this unit, students expand on their growing understanding of engineering and what it means to be an engineer. The activities engage them with a real-life problem that often faces engineers: how to make things strong. Students also learn part of the design cycle by testing their designs and improving them.
Introduce students to one of the primary tasks of engineering: making things move. In this unit, students explore the physics of movement. They learn about force, gravity, pushes, and pulls. Students learn that when they make things move, they are acting as engineers.
Students are introduced to spatial thinking and vocabulary and meet a small character to compare with known objects.
This unit of six lessons introduces the concepts and basic process for creating animated features. Age-appropriate content options are presented, making this unit scalable for grades K–12.
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