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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.

  • Grades: K - 1

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.

  • Grades: K - 12

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.

  • Grades: K - 12
  • Dash
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Get started rocking, rolling and coding with this clever robot. Dash can dance, light up, make sounds, respond to voices, navigate objects and more. Beginners and advanced programmers alike will enjoy playing and learning with Dash.

  • Grades: 2 - 5

Meet Edison, a modular robot that immerses kids in STEM concepts. It comes preloaded with functions that are ready to use right away. When students are ready for more of a challenge, they can create their own programs. Use as is or add LEGO bricks.

  • Grades: 1 - 12

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.

  • Grades: Pre-K - 1

Learn, play and explore with the first app-enabled robotic ball. Sphero pairs to your smartphone or tablet, allowing kids to program simple commands. As their coding skills improve, they can move on to more complex instructions.

  • Grades: 1 - 12

There's no wrong way to build with Cubelets Robot Blocks. Inspire budding innovators to play, build and become better thinkers with this groundbreaking, magnetic robot construction system. There are thousands of combinations - no coding required.

  • Grades: 1 - 12
  • Cue
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This robot's emotive AI technology engages kids learning to code. As students use Block or JavaScript programming to make Cue talk, text, laugh and navigate its surroundings, they're developing critical problem-solving skills.

  • Grades: 6 - 8

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.

  • Grades: K - 12

Get kids fired up about learning with affordable STEM activities. TeacherGeek is a high-level, evidence-based solution that increases students' STEM skills by encouraging innovation and experimentation.

  • Grades: 4 - 12

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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.

  • Product: Brackitz
  • Grades: K - 1
  • Duration: 30 - 45 mins

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.

  • Product: Brackitz
  • Grades: K - 1
  • Duration: 30 - 45 mins

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.

  • Product: Strawbees
  • Grades: K - 2
  • Duration: 0 - 120 mins

In this lesson, students will learn about the principles of geometric shapes used in bridge construction. They will draft a bridge design on paper and create it using Strawbees and straws, then test and modify it.

  • Product: Strawbees
  • Grades: 8 - 12
  • Duration: 0 - 120 mins

In this lesson, students will learn about the principles of geometric shapes used in bridge construction. They will draft a bridge design on paper and create it using Strawbees and straws, then test and modify it.

  • Product: Strawbees
  • Grades: 5 - 7
  • Duration: 45 - 90 mins

Introduce students to Strawbees connectors and have them design a 3D wearable - a fun way to introduce concepts of design and prototyping.

  • Product: Strawbees
  • Grades: K - 2
  • Duration: 45 - 90 mins

This lesson introduces students to the different Strawbees connectors. Working in teams, students brainstorm an idea and then create a physical model.

  • Product: Strawbees
  • Grades: 2 - 4
  • Duration: 45 - 90 mins

This lesson introduces students to the different Strawbees connectors. Students learn the techniques of construction and collaborate to turn ideas into physical models.

  • Product: Strawbees
  • Grades: 5 - 7
  • Duration: 45 - 90 mins

This lesson introduces students to the different Strawbees connectors. Students learn the techniques of construction and collaborate to turn ideas into physical models.

  • Product: Strawbees
  • Grades: 8 - 12
  • Duration: 45 - 90 mins

This guide for educators is filled with ideas for integrating stop-motion animation across curriculum and subjects. Video links to sample projects are included.

  • Product: Animation Studio Kit (HamiltonBuhl)
  • Grades: 3 - 10
  • Duration: 0 - 45 mins

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.

  • Product: Animation Studio Kit (HamiltonBuhl)
  • Grades: K - 12
  • Duration: 60 - 90 mins

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.

  • Product: Animation Studio Kit (HamiltonBuhl)
  • Grades: K - 12
  • Duration: 60 - 90 mins

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.

  • Product: Animation Studio Kit (HamiltonBuhl)
  • Grades: K - 12
  • Duration: 60 - 90 mins

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.

  • Product: Animation Studio Kit (HamiltonBuhl)
  • Grades: K - 12
  • Duration: 60 - 90 mins

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.

  • Product: Animation Studio Kit (HamiltonBuhl)
  • Grades: K - 12
  • Duration: 60 - 90 mins

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.

  • Product: Animation Studio Kit (HamiltonBuhl)
  • Grades: K - 12
  • Duration: 60 - 90 mins

In this set of three activities, students use Blockly coding to complete the challenges centering around Dash's road trip. Cross-curricular connections are included, as well as planning and reflection worksheets.

  • Product: Dash
  • Grades: 3 - 5
  • Duration: 0 - 60 mins

Students gain familiarity with the Edison robot through a series of activities, including programming the robots using bar codes. They then learn the basics of the EdScratch programming environment in preparation for the next unit.

  • Product: Edison
  • Grades: 4 - 7
  • Duration: 0 - 60 mins

Students explore Edison's abilities to move using its motors and use the robot's LEDs and buzzer through a range of activities. Computer programming fundamentals are introduced. Students begin to develop familiarity with programming in EdScratch.

  • Product: Edison
  • Grades: 4 - 7
  • Duration: 0 - 60 mins

Students examine the key computational concept of loops and explore different ways loops can be used to control Edison's behavior. The topic of programming logic is examined more closely. Students continue to explore the EdScratch environment.

  • Product: Edison
  • Grades: 4 - 7
  • Duration: 0 - 60 mins

Students explore selection and branching through the computational concepts of conditionals and events. Students learn about algorithms and use this understanding to create programs enabling more autonomous behavior from the robots.

  • Product: Edison
  • Grades: 4 - 7
  • Duration: 0 - 60 mins

Students dive into the key computational concepts of variables, data and expressions while applying prior learnings from previous units. Exploration of the EdScratch environment is rounded out as students revisit and expand on earlier concepts.

  • Product: Edison
  • Grades: 4 - 7
  • Duration: 0 - 60 mins

By designing and developing projects of their own using iterative cycles of planning, making and testing, students put the key computational thinking, problem-solving, programming, and physical computing concepts they have learned to work.

  • Product: Edison
  • Grades: 4 - 7
  • Duration: 0 - 60 mins

This lesson develops technology skills. Students familiarize themselves with the programming environment and learn how to download a program to the robot.

  • Product: Edison
  • Grades: 8 - 12
  • Duration: 0 - 45 mins

This lesson introduces sequential programming. Students learn how the robot responds to some basic driving commands and bring together the concepts of time, speed and distance.

  • Product: Edison
  • Grades: 8 - 12
  • Duration: 0 - 45 mins

This lesson covers sequential programming and basic geometry and introduces the concept of variables in Python. Students explore additional driving commands that utilize time and geometry to enable greater variety and control when driving.

  • Product: Edison
  • Grades: 8 - 12
  • Duration: 0 - 45 mins

Students learn their second control structure in Python, the "for" loop, and learn about the "range()" function in Python. This lesson has students practice writing programs using loops that allow them to drive Edison in various shapes.

  • Product: Edison
  • Grades: 8 - 12
  • Duration: 0 - 45 mins

This lesson introduces the concept of strings in Python and reinforces how to use expressions in programs. Students learn about how sounds work in Edison.

  • Product: Edison
  • Grades: 8 - 12
  • Duration: 0 - 45 mins

Students learn how to make Edison respond to outside stimulus using the sound-detecting sensor to register hand claps. The concept of flowcharts is introduced, and students also learn how to make their own function.

  • Product: Edison
  • Grades: 8 - 12
  • Duration: 0 - 45 mins

Students learn how to program Edison using the infrared sensors, enabling the robot to make decisions autonomously in response to obstacles. Students also learn about event-based programming and how to use "if" statements in Python.

  • Product: Edison
  • Grades: 8 - 12
  • Duration: 0 - 45 mins

Students explore Edison's line-detecting sensor and learn about basic robot sensing and control similar to that used in advanced automated factories and warehouses. Students are also introduced to the concepts of pseudo-code and algorithms.

  • Product: Edison
  • Grades: 8 - 12
  • Duration: 0 - 45 mins

Students explore how Edison's visible light sensors can be used to measure light levels with the results being used as variables in a program. Students expand their knowledge of creating programs that perform mathematics on input variables.

  • Product: Edison
  • Grades: 8 - 12
  • Duration: 0 - 45 mins

Students apply knowledge from previous lessons to design their own vampire robot behaviors. The concepts of a class definition and objects are introduced, then students work through designing, coding, testing and demonstrating their programs.

  • Product: Edison
  • Grades: 8 - 12
  • Duration: 0 - 45 mins

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.

  • Product: Cubetto
  • Grades: Pre-K - 1
  • Duration: 0 - 45 mins

In these eight activities, students continue to explore algorithms and programs with number matching, opposites, shapes, space and measurement.

  • Product: Cubetto
  • Grades: Pre-K - 1
  • Duration: 0 - 45 mins

This series of eight activities centers on tinkering, collaborating, creating, and identifying and sorting 2D and 3D shapes.

  • Product: Cubetto
  • Grades: Pre-K - 1
  • Duration: 0 - 45 mins

This collection of eight activities introduces the programming concepts of testing and debugging through shapes, space, measurement, days of the week and more.

  • Product: Cubetto
  • Grades: Pre-K - 1
  • Duration: 0 - 45 mins

Students turn Sphero into a Magic 8 Ball by combining variable, nested "if/then, else" conditions and random values. By creating a random data generator, they can investigate chance processes and probability models.

  • Product: Sphero
  • Grades: 4 - 8
  • Duration: 0 - 60 mins

Students use Sphero's sensor and location graph feature to calculate the area of a rectangle in various unit measures and discover how the calculation of area is used in real-world situations.

  • Product: Sphero
  • Grades: 3 - 5
  • Duration: 60 - 120 mins

On the Draw Canvas on the Sphero Edu app, students draw letters, spell words and navigate around obstacles with Sphero.

  • Product: Sphero
  • Grades: 1 - 3
  • Duration: 30 - 60 mins

This lesson introduces students to the Draw Canvas on the Sphero Edu app by having them draw shapes that represent code.

  • Product: Sphero
  • Grades: 1 - 3
  • Duration: 30 - 60 mins

This lesson uses time, speed and distance to introduce students to linear relationships. Students create a simple Blocks program to complete two experiments.

  • Product: Sphero
  • Grades: 6 - 8
  • Duration: 0 - 60 mins

Students program Sphero to navigate their own original maze. They must gather data about the best route through a maze and ?gure out how to build a program so Sphero can successfully navigate.

  • Product: Sphero
  • Grades: 2 - 8
  • Duration: 30 - 60 mins

In this activity, students learn about an advanced programming technique called recursion. At the same time, Sphero will visualize why the ocean appears blue by showing the connection between ocean depth and color wavelength.

  • Product: Sphero
  • Grades: 7 - 12
  • Duration: 60 - 120 mins

This 16-page guide contains everything you need to know to get the (Sphero) ball rolling. Read about how Sphero is being used in and out of the classroom, learn about the Sphero Edu app and get activity ideas and classroom management tips.

  • Product: Sphero
  • Grades: 1 - 8
  • Duration: 30 - 60 mins

Use this guide to help establish an instructional program that leverages Sphero in a makerspace, supporting everything from dedicated maker projects aligned with curriculum to original student-driven inventions to after-school programs and free play.

  • Product: Sphero
  • Grades: 1 - 8
  • Duration: 30 - 60 mins

  • Product: Sphero
  • Grades: 1 - 3
  • Duration: 0 - 60 mins

Sphero has been sent to explore a remote part of the jungle. Students' challenge is to program Sphero through different parts of the jungle undetected using the Draw Canvas on the Sphero Edu app.

  • Product: Sphero
  • Grades: 3 - 6
  • Duration: 0 - 60 mins

Sphero is in the jungle and hears something behind it that it needs to escape. To navigate the path to a shortcut, students must program Sphero with the Block Canvas on the Sphero Edu app.

  • Product: Sphero
  • Grades: 3 - 6
  • Duration: 0 - 60 mins

Students work together to re-create a piece from Lee Krasner's 1940s series "Little Images" using programming and paint. They will predict the behavior of different programs containing loops, then adapt the templates to paint with Sphero.

  • Product: Sphero
  • Grades: 5 - 9
  • Duration: 60 - 120 mins

Students discover the politics behind the drug war that changed China forever by role-playing as British smugglers. They will create algorithms using variables that take Sphero on a journey from Britain to China in the 1800s.

  • Product: Sphero
  • Grades: 5 - 9
  • Duration: 0 - 60 mins

In this lesson, students discover Bridget Riley's techniques, using their knowledge of congruent shapes, reflection, translation and rotation. Students build a pen holder for Sphero and re-create Riley's patterns.

  • Product: Sphero
  • Grades: 5 - 9
  • Duration: 0 - 60 mins

Students learn about Paso Pacifico's ingenious conservation solution of decoy turtle eggs. They will program their own decoy Sphero and use its sensors to fool the poachers and make it safely to the sea.

  • Product: Sphero
  • Grades: 5 - 9
  • Duration: 0 - 60 mins

Students learn about Boolean logic by playing Guess Who with Sphero, then use Boolean logic to search for endangered species.

  • Product: Sphero
  • Grades: 5 - 9
  • Duration: 0 - 60 mins

Students learn about African countries by using globes, atlases and Boolean logic to name and describe their location relative to each other.

  • Product: Sphero
  • Grades: 5 - 9
  • Duration: 0 - 60 mins

Students build a spinning top program using the concepts of normalization and absolute value.

  • Product: Sphero
  • Grades: 3 - 8
  • Duration: 30 - 60 mins

In this lesson, students learn the skills necessary to navigate Mars terrain. They will explore balanced forces, introduce the mathematic concept of scale and understand how Sphero moves across different surfaces.

  • Product: Sphero
  • Grades: 3 - 8
  • Duration: 0 - 60 mins

In this lesson, students explore unbalanced forces and begin to engineer their first Sphero-powered Mars rover, drawing upon their understanding of force and movement to design and build the rover.

  • Product: Sphero
  • Grades: 3 - 8
  • Duration: 0 - 60 mins

In this final lesson, students must bring their understanding of force, scale, and block programming together to help their team make it through the Martian mission simulation.

  • Product: Sphero
  • Grades: 3 - 8
  • Duration: 120 - 240 mins

Students apply their understanding of Cubelets and investigate what happens when they use more than one SENSE Cubelet.

  • Product: Cubelets
  • Grades: 7 - 12
  • Duration: 0 - 60 mins

Students learn about Cue's robot capabilities while programming with sequences, events and loops. They also complete a Creative Writing Design Thinking Project spread across 10 lessons. Resources include a curriculum and getting started guide.

  • Product: Cue
  • Grades: 6 - 8
  • Duration: 45 - 60 mins

  • Product: Dash
  • Grades: 2 - 5
  • Duration: 0 - 60 mins

This two-part lesson teaches students to program Evo to count to 10 and perform light and sound animations. Knowledge of level 4 OzoBlockly blocks is helpful. The first part of the lesson is a group activity, followed by an individual activity.

  • Product: Ozobot
  • Grades: 5 - 12
  • Duration: 30 - 45 mins

In this two-part lesson, students will program Evo to function as a timer. Knowledge of level 4 OzoBlockly blocks is helpful. The first part of the lesson is a group activity, followed by an individual activity.

  • Product: Ozobot
  • Grades: 5 - 12
  • Duration: 30 - 60 mins

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!

  • Product: Ozobot
  • Grades: K - 1
  • Duration: 0 - 45 mins

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.

  • Product: Ozobot
  • Grades: K - 12
  • Duration: 0 - 60 mins

Through coding Ozobot, students will learn about probability and randomness, getting a glimpse into the field of statistics. Students will then code Ozobot to arrive at a specific point in a warehouse.

  • Product: Ozobot
  • Grades: 3 - 7
  • Duration: 45 - 90 mins

In this lesson, students will learn the guidelines for using static and flash codes and find a solution to the "Traveling Salesman Problem." Within this lesson there are nine optional challenges that become progressively more difficult. Allow 45-60 minutes per challenge, depending on age and experience.

  • Product: Ozobot
  • Grades: 3 - 10
  • Duration: 45 - 60 mins

Students will help Ozobot get its groove by writing, debugging and running a program to make it dance a specific step with the OzoGroove app.

  • Product: Ozobot
  • Grades: 3 - 12
  • Duration: 0 - 45 mins

This geometry-based program gives students a glimpse into the field of computer programming and related careers. Students will analyze and decompose geometric figures and translate them into Ozobot movements by coding Ozobot to write the word "Ozo."

  • Product: Ozobot
  • Grades: 3 - 12
  • Duration: 0 - 45 mins

In this lesson, students will engineer a rubber band racer that can roll the fastest or farthest on ramps of different materials. Optional labs and challenges grow understanding through experimentation, isolating variables and utilizing the scientific method.

  • Product: TeacherGeek
  • Grades: 4 - 12
  • Duration: 60 - 90 mins

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Students practice spatial thinking and vocabulary by comparing a small character to known objects and measuring with Brackitz planks.

  • Product: Brackitz
  • Grades: K - 1
  • Duration: 90 mins

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.

  • Product: Animation Studio Kit (HamiltonBuhl)
  • Grades: K - 12
  • Duration: 630 mins

This unit contains six projects, each with a series of activities related to a common theme. Students will develop a familiarity with computational thinking and fundamental computer science concepts. Some activities require the EdScratch app.

  • Product: Edison
  • Grades: 4 - 7
  • Duration: 990 mins

This unit of 10 lessons is designed to teach Python programming using the Edison robot. A basic understanding of programming is recommended before beginning this unit. Activities require the EdPy app.

  • Product: Edison
  • Grades: 8 - 12
  • Duration: 1440 mins

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.

  • Product: Cubetto
  • Grades: Pre-K - 1
  • Duration: 1620 mins

Students explore coding with Sphero Edu app by creating basic shapes and letters, eventually tackling more complex challenges and calculating perimeter.

  • Product: Sphero
  • Grades: 1 - 3
  • Duration: 1800 mins

Five jungle expeditions put Sphero in scary and dangerous situations. Students must use problem-solving and coding skills to escape any dangers lurking around.

  • Product: Sphero
  • Grades: 1 - 8
  • Duration: 2100 mins
  • World
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This unit of eight activities takes students to various parts of the world to learn about topics like British painters, the Ugandan water crisis and Costa Rican turtles.

  • Product: Sphero
  • Grades: 5 - 9
  • Duration: 2700 mins

This series of four activities introduces students to the Sphero Edu app and helps them get familiar with block coding.

  • Product: Sphero
  • Grades: 2 - 11
  • Duration: 2940 mins

In this series of three activities, students learn the skills needed to navigate in alien terrain. Key mathematical and scientific concepts are integrated with coding. It is recommended that students complete the Sphero Blocks unit beforehand.

  • Product: Sphero
  • Grades: 3 - 8
  • Duration: 3300 mins

These five lessons are designed as a one-week introduction to help students become familiar with Cubelets so they can start using the system as a tool for learning and modeling other concepts.

  • Product: Cubelets
  • Grades: 7 - 12
  • Duration: 3660 mins

Cue curriculum is organized into three units: Creative Writing, Game Design, and Innovation. Each introduces new robot capabilities tied to fundamental coding concepts. Students explore these using different programming paradigms. These are then applied to a long-term project.

  • Product: Cue
  • Grades: 6 - 8
  • Duration: 3720 mins

This unit introduces students to basic coding concepts and Evo's features of sounds, numbers, lights and movement.

  • Product: Ozobot
  • Grades: 5 - 12
  • Duration: 3885 mins

This unit of five projects is designed to introduce new users to line- and color-based coding with Ozobot.

  • Product: Ozobot
  • Grades: K - 12
  • Duration: 4185 mins

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