Careers in STEM are on the rise!
Give your students the tools they need to succeed:
With more schools adopting robotics as a platform to enhance STEM and Computer Science courses, teachers need a solution to seamlessly integrate curriculum, programming software, and hardware into the classroom.
Our scaffolded, standards-matched STEM Labs
can be adapted to fit any classroom
STEM Labs are hands-on activities, which include diverse builds, games, and competitions, that align with education standards while also showing real-world applications of concepts.
These activities give students the opportunity to communicate and collaborate with their classmates. Every STEM Lab has multiple approaches to solving a problem, allowing students to experiment with creative design solutions.
For many teachers, figuring out how to implement concepts into maths, design & technology, engineering and computer science subjects can be difficult. Our STEM Labs allow for easy implementation with minimal preparation time. Each STEM Lab can be used on multiple platforms and includes easy-to-follow build instructions.
SAN DIEGO, Calif. — February 14, 2018—Sony Electronics today announced its unveiling of the KOOV Educator Kit, an all-in-one coding, robotics and design kit that combines digital coding with physical building to teach the next generation of problem solvers and innovators. Reflecting Sony’s commitment to both technology innovation and quality science, technology, engineering, art and math (STEAM) education, KOOV is designed to help cultivate students’ collaboration and problem solving skills, which have become critically important in 21st century learning.
Studies show that 65 percent of kids entering primary school today will work in jobs that do not exist yet,* and that there will be 4.4 million computer and IT jobs in the USA by 2024.** STEAM-focused education helps children develop the abilities they need for a technology-driven world. To meet the marketplace’s growing demand for these skills, KOOV helps students develop their creativity, critical thinking, collaboration and communication abilities. KOOV was created to make STEAM learning tools accessible to all students. By using inclusive colors, a shareable design and the goal of building a foundation for future STEAM learning, KOOV serves as a ready-made, easy-to-use resource for teachers, students and parents.
“KOOV is a dynamic educational tool to help pave the road for tomorrow’s creative geniuses,” said Mike Fasulo, president and chief operating officer of Sony Electronics.” As a technology company, Sony depends on the next generation of talented engineers and artists to carry our industry forward. Exposing students to engaging science and technology projects during their formative years encourages them to embrace these subjects.”
KOOV is made up of over 300 building blocks and accessories, along with a plethora of sensors, motors, LEDs and more. The KOOV Educator Kit includes the KOOV App, which features more than 30 hours of easy-to-follow educational content via its Learning Course. The KOOV Learning Course offers a great starting point for students to begin learning key concepts in coding, building and design. This educational course introduces the different electrical components that KOOV uses and provides students an overview of how those parts work and how to use Scratch-based coding to control them. The KOOV Educator Kit also comes with 23 pre-designed, pre-coded “Robot Recipes” ranging from simple structures to complex animals and vehicles. These recipes enable students to start building right away and quickly develop the skills needed to create their own original robots. The Robot Recipes showcase what can be done with KOOV, giving young learners the inspiration they need to move ahead and make their own unique creations from scratch.
Designed for children ages eight and up, the KOOV Educator Kit allows students to build on core concepts that they will learn over time and create increasingly complex robots as they go. Once a student masters the basic concepts and skills, they can use their imagination to create an infinite number of robotic combinations.
KOOV is flexible enough for students to use for independent study or in a structured setting led by an educator. One KOOV Educator Kit can accommodate up to five students. The Educator Kit offers curriculum-aligned lesson plans, step- by-step teacher guides, and student progress reports. In addition, KOOV provides class management features to give educators the tools to quickly implement KOOV-based learning into any classroom. KOOV will be available for pre-order beginning February 14, 2018, and products are expected to start shipping in late March 2018. For more information please visit: https://www.sony.com/koov
*World Economic Forum Future of Jobs report, 2016
**Bureau of Labor and Statistics
About Sony Electronics Inc. Sony Electronics is a subsidiary of Sony Corporation of America and an affiliate of Sony Corporation (Japan), one of the most comprehensive entertainment companies in the world, with a portfolio that encompasses electronics, music, motion pictures, mobile, gaming and financial services. Headquartered in San Diego, California, Sony Electronics is a leader in electronics for the consumer and professional markets. Operations include research and development, engineering, sales, marketing, distribution and customer service. Sony Electronics creates products that innovate and inspire generations, such as the award-winning Alpha Interchangeable Lens Cameras and revolutionary high-resolution audio products. Sony is also a leading manufacturer of end-to-end solutions from 4K professional broadcast and A/V equipment to industry leading 4K Ultra HD TVs. Visit http://www.sony.com/news for more information.
ROBOLOCO, Inc., an educational technology company, with headquarters in Santa Clara, CA, announces a strategic distribution and licensing partnership with RoboTerra Inc., a Silicon Valley & Beijing global educational robotics company. According to the agreement, ROBOLOCO is now the sole distributor for the RoboTerra award-winning Origin and ERRA Kits, outside of China. This partnership incorporates a perpetual license for ROBOLOCO to develop its own proprietary software and robots based upon the existing RoboTerra technology.
ROBOLOCO’s CEO, Newton Paskin said, “The acquisition of RoboTerra products distribution in the global market, the rights to further improve the existing technology and continue to develop our own proprietary IP on top of RoboTerra’s IP complements our passion to help educators teach STEM (Science, Technology, Engineering, and Mathematics). Our team, customers, and investors are extremely excited about the possibilities.”
ROBOLOCO will continue to develop RoboTerra’s educational tools such as the award-winning Origin Robotics Kit and the CastleRock Online Platform, the world’s first virtual robotics learning cloud. ROBOLOCO plans to add expertise in the areas of constructivist curriculum and artificial intelligence to enable instant feedback to educators and enhance the teaching and learning experiences providing an individualized and customized education opportunity for kids.
With this strategic partnership, ROBOLOCO, Inc. is seeking a new round of financing to scale its operations with the aim of reaching $ 75MM in revenue.
ROBOLOCO, Inc. was recently launched by Newton Paskin, Patrick Muggler, and Derek Capo. Its’ mission is to empower educators to teach STEM and equip students with the skills they need for a successful life. To accomplish its mission ROBOLOCO is developing educational tools that combine leading-edge technology in hardware and software such as Robotics coupled with Artificial Intelligence (AI) with accessible and easy to use constructivist curriculum, aligned with ISTE and NGSS Standards, focused on the teacher. Its motto is “Easy for the teacher, fun for the kids and affordable to the schools”
About RoboTerra, Inc.
RoboTerra was founded in Spring 2014 by Yao Zhang a 2016 Young Global Leader, Columbia University alum in the Economics and Education Ph.D. program, a FIRST Robotics World Championship invited speaker, and recipient of the „Best 10 Global Citizen Service Award“ by the United States Department of State.
RoboTerra China Private Enterprise (a.k.a. in Chinese “Luo Bo Tai La”) will continue its operations in China focusing towards developing products for the Chinese education market and RoboTerra Inc. (a Delaware C-Corp) will continue to advance technologies in the learning space.
SAN DIEGO, CA (June 20, 2017) – Sony Electronics in conjunction with Sony Global Education announced today the launch of a limited Indiegogo crowdfunding campaign for KOOV, a new coding and robotics kit for the next generation of young innovators.
The Sony Global Education team developed KOOV as a fresh approach to learning robotics and programming. KOOV is already available in Japan and China, and Sony is now looking to expand the program to the US in order to gain feedback and insight into the American market.
KOOV is a robotics and coding educational kit made up of blocks, sensors, motors, actuators, and a companion app that teaches children core concepts about design, coding and robotics. The app also features a secure social space, where children can share their designs and code with other young inventors from around the world.
The blocks can be assembled into any shape, with the final figure capable of being controlled as a robot. The kit encourages learners to „Play“ by building with 7 kinds of translucent blocks, „Code“ by controlling the assembled figure through the KOOV app, and „Create“ by embracing their creativity and imagination.
Sony Global Education believes that the teaching materials for robotics and programming will play a major role in cultivating STEM literacy and nurturing the next generation of problem solvers.
KOOV was built on the belief that STEM learning tools should be accessible to all children. Through the use of inclusive colors, shareable design and the goal of building a foundation for future STEM learning, Sony hopes to attract parents of children 8 to 14 years old, with equal emphasis on boys and girls.
Pre-orders are available for a limited time beginning June 20th via an Indiegogo, with product scheduled to ship to backers in early December. The suggested retail price is $359 for the Starter Kit and $499 for the Advanced Kit with limited quantities available at discounts of up to 40% for early backers. Interested consumers can learn more about KOOV, and place preorders at https://igg.me/at/KOOV.
Join CoderZ’s Robotics workshop serie, starting June 5th, and take your robotics skills to the next level. We encourage all robotics, STEM and EdTech lovers to attend this free sessions and to get to know a great way to engage students with the STEM fields.
The series, conducted by CoderZ’s very own master trainers Adi Shmorak and Dorin Shani, is composed of 3 sessions, each covering a different topic. It’s up to you how far you want to take it.
Session 1: In which you get to move your virtual robot around
In this session, we will learn the various components of a robots drive train; how it is powered, how it turns and how to control it using code.By the end of the session you will be driving your virtual robot around.
Session 2: In which you will see the world like a robot
In this session, we will learn about the various sensors robots use to sense their surroundings and how to put this data into good use, using code.By the end of the session you will understand how robots collect data from their surrounding and be able to integrate that data into our code using conditional statements.
Session 3: How Robots Think?
In this session, we will learn how to use variables , loops and math to program our robots to perform complex operations and accurately navigate their surroundings. By the end of session, you will be able to program your virtual robot to autonomously follow a line using basic control algorithms.
bionicTOYS Launches Flexible Building Bricks on Kickstarter An Award-Winning Design That Turns Child’s Play Into STEM Learning
BERLIN, November 29, 2016 — Inspired by nature’s own flexibility, bionicTOYS has launched its first collection exclusively on Kickstarter. These highly-elastic building bricks let children and adults explore the art and science of motion through play.
bionicTOYS was created by German product designer Marcel Pasternak as a way to introduce important STEM-based skills to children. Through creative building, they are able to replicate organic actions found in nature and learn about bionics, mechanics, potential energy and other important principles of physics. The patent-pending flex-brick design allows for inventive, multi-functional play that can also interact with existing building bricks, such as LEGO® Technic or TinkerBots®.
With its Kickstarter launch, bionicTOYS is reimagining construction-based play. “It’s quite handy because you can just bend it in all directions,” says 13-year-old Felix. Its colorful design and easy-to-construct sets allow school-age children, parents, teachers, LEGO® fans, and design enthusiasts to explore a great range of creative possibilities.
About bionicTOYS bionicTOYS was created by 29-year-old Marcel Pasternak as part of his master’s thesis in product design. It has quickly developed into an educational toy company that has won the Green Product Award (Kids category), the Marianne Brandt Award – Material Effects (Product category) and is one of the winners of DMY ́s New Talent Award.
LOS ANGELES–(BUSINESS WIRE)–Two Bit Circus, an engineering entertainment company, today released a new survey report highlighting the gender gap in STEM (science, technology, engineering, math)-based activities for children, revealing art as the key entry point to STEM, especially for girls.
Two Bit Circus recently surveyed an audience of more than 500 parents to understand gender differentiators in how children play and learn in relation to STEM/STEAM (science, technology, engineering, art, math) activities. The report uncovers key insights on children’s educational interests and preferences for extracurricular activities and also shows a lack of awareness for STEM/STEAM in general. In fact, 47 percent of parents are unfamiliar with STEM/STEAM toys such as chemistry sets, microscopes, Arduinos, etc. And surprisingly both boys and girls share similar levels of interest in science and math in school, but girls are far more likely to prefer arts and crafts inside and outside of school than boys. This points to why there has been such a strong push for STEAM in order to help close the gender gap in STEM.
Parents of both male and female children equally report that their child’s favorite STEAM subject in school is either math (26%) or science (30%)
41% of parents with boys say their child shows the most interest in technology/computing activities outside of school compared to only 18% of parents with girls
45% of parents with girls report their child shows the most interest in art outside of school compared to only 10% of parents with boys
62% of parents say that their child never participates in STEM extracurricular activities outside of school
To drive momentum for the STEAM movement and blend creativity, curiosity and critical thinking to inspire the next generation of inventors, Two Bit Circus is launching a Kickstarter campaign to support the creation of Oomiyu, a paper craft and technology kit. By allowing beginner inventors to build a fun, customized and interactive paper craft robotic owl, kids get hands-on experience with basic mechanical principles, electronics and programming that combined creates a unique STEAM experience. This maker kit is designed to bring art alive through creative innovation, combining art with STEM for a well-rounded and engaging creativity platform.
“Not only does Oomiyu foster a sense of excitement for STEAM by building creative confidence and curiosity in children, it also helps develop critical thinking skills and makes technology more appealing for creative and analytical thinkers alike,” said Two Bit Circus CEO and Co-founder, Brent Bushnell. “By creating this holistic STEAM-based kit, we hope to bring out the makers we know are hidden in every child.”
Oomiyu, a customizable platform, allows children to build, design, customize and program a paper creature to move, respond and emote to various stimuli. A companion mobile app and open source software extend the possibilities even further. Simple connectors make it easy to add new features and the included Arduino 101 packs powerful features like Bluetooth low-energy (enables easy connection to other devices and the internet) and machine learning (enables other pattern matching behaviors).
Also included in the maker kit are off-the-shelf components like LEDs, motors and paper patterns. The new Oomiyu maker kit offers a unique balance of design elements combined with more technical aspects of personalized programming for a craft that lives beautifully with technology.
This crowd-sourced funding campaign hopes to reach its goal of $72,921 USD* within the next 30 days, or about 500 units sold. The cost of Oomiyu is $150.
Two Bit Circus is a location-based entertainment company creating the future of fun. The team of artists, inventors, educators and performers builds social games and experiences that aim to inspire, engage and reinvent the way people play. For more information, visit www.twobitcircus.com or follow @TwoBitCircus.
It’s no secret how exciting the trend of makerspaces are for schools. While this movement was started quite some time ago, it seems to have gained particularly great momentum in the past 5 years.
Built on the idea of ‘constructionism’, makerspaces are a very obviously translated idea, where a space is dedicated within a school or educational facility for students to create and ‘make’ things. There is shared resources and networking that takes place and provides a different structure of learning for students. Ranging from woodworks to robotics, these spaces are extremely important in fostering creativity and problem solving in students.
Where Will Makerspaces Work Best?
Makerspaces also range from elementary schools to college campuses, so their versatility is extremely useful.
“….certain materials and tools are emblematic of makerspaces, such as microcontrollers called arduinos and 3D printers, valuable for fast prototyping. As the notion of providing space for project design and construction has caught on in education, such places have acquired other accoutrements, from paints and easels and impromptu stage sets to cooktops and candy molds. Used by students, faculty, and staff, makerspaces have become arenas for informal, project-driven, self-directed learn- ing, providing workspace to tinker, try out solutions, and hear input from colleagues with similar interests. “
It’s places like these that encourage a different type of learning to take place, perhaps a more ‘open-range’ type of environment that differs from the structure of a classroom being led by a teacher.
Some supplies for a makerspace are less available than others, such as 3D printers and robots.
If you compare sharing a robot amongst a class of 20 students to them all sharing a computer to learn from; you can see how the essence of learning is diluted. The experience is completely different and likely not nearly as effective or beneficial to the students until it’s their “turn” to use the computer.
The same can be said for robotics. We know they are extremely useful for teaching many STEM concepts and early mechanical engineering, and LEGO robots are very popular for schools and competitions but start around $400. For most public schools, one robot may be more than is affordable so to effectively teach an entire class by sharing; the students are not receiving the best quality experience from their class.
Here is another example where the Virtual Robotics Toolkit can provide a solution to hundreds of schools and thousands of students, where each student is able to individually use the simulator. They can build and control their own robots using the exact same controller and concepts as the physical robots. In fact, if they’ve already learned how to use a LEGO EV3 MINDSTORMS or NXT robot, they will seamlessly navigate the VRT.
Pilots use flight simulators to learn to fly for the same reason students can learn robotics with one; costs and training purposes.
If students are given access to the VRT in addition to the makerspace of sharing a physical robot, their skills and overall experience will be greatly enhanced and at a fraction of the cost of a real robot.
It’s a win-win for teachers as well, since they’re able to help their class all get to the same level.
Where can this movement take students and educators?
The Educause article says, “One key demand of a makerspace is that it exist as a physical location where participants have room and opportunity for hands-on work, but as these environments evolve, we may see more virtual participation.”
This is such a great point, because of global networking the opportunities are truly endless. Again, here is a great window of opportunity for the VRT to be a part of your school’s makerspace. The software already encourages users to interact and even compete with other robot enthusiasts across the globe via the internet.
This capability allows students to learn from eachother and share ideas and challenges that they would otherwise not have had the access to.
Launched this morning on Kickstarter, Little Robot Friends (LRF) are an exciting addition to any modern learning environment. Cute and programmable, these robotic characters serve as a novel entry-point for learning code and electronics along with crucial STEM/STEAM skills.
Geared towards children aged 8 and up, LRF’s are available in 4 models – Spikey, Curvy,
Ghosty and the all new Crafty. Each model features a distinctly shaped body, various
sensing modules and a unique, customizable personality. Spikey, Curvy and Ghosty are
available pre-assembled or as DIY kits for those looking to build their soldering skills. Crafty comes as a kit with all the same components as the other robots, but those components are modular and reusable. This provides an endless combination of interaction possibilities for modelling STEAM topics. Little Robot Friends characters evolve organically through play or can be customizable through coding.
Children can transform Crafty into custom creations with any conductive material such as
alligator clips, wire or using conductive thread or yarn. The kit opens up the potential for
children to create an LRF in a myriad of materials including paper craft, felt or 3D-printed
objects. Little Robot Friends bridges the gap between the technical and non-technical skills in a playful way by utilizing soft skills such as teamwork, collaboration and critical thinking.
Little Robot Friends purpose extends beyond physical play. Students and instructors can
also program LRF across several platforms, each suitable for a different skill level. The LRF App introduces programming concepts without the need for coding. Through the app,
children can upload tricks to their robot, customize its personality, teach it to sing robot
songs and play games. In the Little Robot Friends visual programming language, beginner
coders can use drag-and-drop elements to create and run functional programs for the
robot. As students become more confident in their programming, they can move on to
using the LRF library for Arduino. Each of these platforms introduce children to computer
programming in a creative, exploratory way and help them build a solid foundation in
computational thinking. This will put them at a huge advantage to becoming effective
problem solvers in a increasingly technology-dependent world.
Integrating computer literacy into the curriculum is a vital issue in modern education. Little
Robot Friends provides illustrative educational materials meant for both classroom learning and individual exploration. Instructors are aided by the easy-to-follow lessons plans that support core curricular items such as math, science and language arts. The robots friendly persona and tactile design encourages experiential learning, either independently or in groups. Little Robot Friends have been designed to facilitate learning across subjects and disciples to make technology more accessible and fun.
“We feel the best way to teach technology is to make learning casual and rewarding” says
Mark Argo, founder and principal technologist at Aesthetec Studio. “Developing characters
and stories is common across all ages and cultures. With Little Robot Friends we encourage children to creatively experiment with technology to make their characters expressive and unique.”
On May 14, 2015, Robolink, Inc is launching a campaign on Kickstarter for Rokit
Smart, an innovative and affordable robot kit that teaches kids how to program and
build robots in as little as one hour. With Rokit Smart, kids as young as 8 years old
can program these robots to autonomously follow a track, be controlled by remote
and many other exciting tasks. Rokit Smart includes instructions to build twelve
different robots, but the only limit to what kids can build with this kit is their
imagination. Until now, there has never been a robotics kit with so many potential
options for such a low price point. Rokit Smart will bring the excitement of robotics
to kids who never before considered the idea that they could build and program
their own robot.
Thousands of elementary school students across Southern California have tested
prototypes for Rokit Smart and they have all been amazed at how easy it is to build
and program their own robot. “When I see how much fun kids are having as the
robot they just built dribbles a ball or navigates a maze, it always brings a huge
smile to my face,” says Hansol Hong, Robolink’s CEO. Discovering how the
motors, sensors, linkages and software of a robot interact with each other has
proven to be a fantastic way of introducing young students to science, technology,
engineering and mathematics, also known as STEM education.
After building and programming the out-of-the-box robots, kids will be able to apply
what they learned and make their own robot. Rokit Smart is compatible with
Arduino, a programming language designed for robots that they can download for
free. “Learning to program our robots is a perfect stepping stone into languages like
C and C++. That’s going to be an incredibly valuable skill as these kids get older,”
The Kickstarter campaign for Rokit Smart has a goal of $50,000 by June 16th. The
money will pay for the manufacturing of the first run of Rokit Smarts. The first 100
backers will have the opportunity to secure a Rokit Smart for $99, a savings of 32%
off of the retail price.
For more information, visit the Kickstarter page here.
The Robolink community has already posted some very helpful resources for robot
builders at robolink.com/community.