The STEAM+C Classroom

www.thearduinoclassroom.com

The curriculum features 25 base projects and extensions for 110 more. The projects build skills and knowledge in engineering, coding in C/C++, engineering design, and prototyping through scientific applications. Many of the projects can replace science labs found in biology, chemistry, and physics classrooms. Written with easy to use, step-by-step instructions, and full-color photos and technical diagrams of each project, students and their teachers will find these projects, challenging, engaging, and built to foster innovation skills and stimulate creativity. The projects are scaffolded from start to finish and is written for classroom and learners who are just starting with Arduino®. The projects in the book are an excellent preparatory sequence for high school robotics competitions. Each project starts with a digital design and coding simulation then progresses to a physical design using the Arduino® UNO coded with the Arduino® IDE. Learners then are challenged to innovate and use the base skills they have acquired to build variations of the project that solve real-world issues. Piloted for 4 school years in Monterrey Mexico and now available for your classroom, students have used projects and the skills learned in this curriculum to compete in science and engineering fairs in Mexico. Over 1000 grades 7 through 9 students piloted, built, and modified these projects over four years. The authors took all of the feedback from this pilot and wrote this groundbreaking curriculum. One student won the national science and engineering fair run by CONACYT in 2017 and 2018 with her Arduino® skills. Arduino® is a registered trademark of Arduino AG and not affiliated with this service.

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The curriculum features 25 base projects and extensions for 110 more. The projects build skills and knowledge in engineering, coding in C/C++, engineering design, and prototyping through scientific applications. Many of the projects can replace science labs found in biology, chemistry, and physics classrooms. Written with easy to use, step-by-step instructions, and full-color photos and technical diagrams of each project, students and their teachers will find these projects, challenging, engaging, and built to foster innovation skills and stimulate creativity. The projects are scaffolded from start to finish and is written for classroom and learners who are just starting with Arduino®. The projects in the book are an excellent preparatory sequence for high school robotics competitions. Each project starts with a digital design and coding simulation then progresses to a physical design using the Arduino® UNO coded with the Arduino® IDE. Learners then are challenged to innovate and use the base skills they have acquired to build variations of the project that solve real-world issues. Piloted for 4 school years in Monterrey Mexico and now available for your classroom, students have used projects and the skills learned in this curriculum to compete in science and engineering fairs in Mexico. Over 1000 grades 7 through 9 students piloted, built, and modified these projects over four years. The authors took all of the feedback from this pilot and wrote this groundbreaking curriculum. One student won the national science and engineering fair run by CONACYT in 2017 and 2018 with her Arduino® skills. Arduino® is a registered trademark of Arduino AG and not affiliated with this service.

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Country

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State

Wisconsin

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City (Headquarters)

Milwaukee

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Employees

1-10

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Founded

2019

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