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Engineer for the Week - Meta

Grades
5 to 12
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Engineer for the Week offers three projects introducing engineering and STEM learning to students aged 11 through 18. Students work alongside adult facilitators to build technology...more
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Engineer for the Week offers three projects introducing engineering and STEM learning to students aged 11 through 18. Students work alongside adult facilitators to build technology prototypes that teach various engineering skills. As students participate in Chatbot for Change, they produce a chatbot that uses artificial intelligence to converse with users. Another project, Play for Impact, offers the chance to create a game with block-based coding. The final project, Products with Purpose, challenges students to develop a product prototype using everyday materials. All projects require mentoring provided by a facilitator that meets several easy requirements; no coding or programming skills are needed! Learn more by signing up for an upcoming introductory webinar. Webinars are offered a few times each month, some in English and a few in Spanish; find upcoming dates by choosing the "Facilitate" link in the upper left corner and scrolling down to the bottom of the page.

tag(s): coding (88), computational thinking (42), critical thinking (112), design (83), problem solving (226), Project Based Learning (25), STEM (262)

In the Classroom

Engineer for the Week is an excellent opportunity to provide real-world STEM learning to students. Most projects suggest a participation time of 15-20 hours and a time commitment of 15 hours by the facilitator. Share the Facilitator Checklist with parents and community members to find volunteers to support the program as an in-school activity or after-school program. Directions for the programs include different phases labeled as "prep," "sprint," and "finish." As students begin the program, use an organizational tool such as Netboard, reviewed here, to share images, resources, notes, and other information to prepare for the project. During the sprint phase, students collaborate to test and practice different ideas. Enhance student learning by asking students to share their reflections and ideas using Typito, reviewed here. As students celebrate and share their accomplishments, further enhance learning by using Sway, reviewed here, to share and document student learning using text, images, videos, and links to research information.

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