STEM Program

At Edupstairs, our mission is to prepare our learners in disadvantaged communities for a lifetime of interest in science and technology. We use Kidspark Mobile STEM Labs to achieve this goal.

The most effective way to close the STEM achievement gap is to expose young children to STEM subjects as soon as they enter their first classroom and to continue offering applied STEM experiences every year. Edupstairs STEM programs do just that. They are designed to follow learners through their entire primary and higher primary-school careers, starting with grade R’s and continuing with progressive STEM learning all the way through 9th grade.

Our aim with the STEM Program is to help learners feel confident and capable in solving everyday challenges through technology. Our grades R to 9 STEM education programs are a fun and effective way to develop learners’ STEM identity and technology fluency.

STEM Identity

Seeing one’s self as being capable of learning and understanding science, technology, engineering, and mathematics.

Technological Fluency

The confidence and skills to creatively author with technology to solve real-world problems and design new solutions

From how we communicate to the ways we access information and entertainment, we’re living in a technological world, and young people with the skills and drive to pursue STEM subjects will be the innovators who shape our shared future. These skills are vital to all youth, no matter what path they take in life. By developing our learners’ love for science and technology today, we’re helping to ensure they are able to thrive tomorrow. 

A Progression of Learning

Edupstairs STEM education programs will help prepare our learners in disadvantaged communities for a lifetime of interest in science and technology. Each program is comprised of progressive units of instruction that guide learners through four principal learning phases:

Phase 1 – Foundational Fluencies (Grades R-2): Learners develop foundational capacities prerequisite to all STEM learning, like spatial reasoning, problem-solving, and symbolization.                                                          

Phase 2 – STEM Fundamentals (Grades 3-5): Learners begin exploring applied mathematics, mechanical engineering, and robotics. They gain confidence in their ability to use technology to design solutions to problems.                                                        

Phase 3 – Applications in Design & Engineering (Grades 6-9): Learners explore challenging STEM concepts from their everyday world, authoring with technology to solve problems and create new solutions.

Phase 4 – Systems of Technology (Grades 6-9): Learners use multiple technologies to create system solutions, including mechanical and structural engineering, computer-aided design and 3D printing, and programmable robotics.

Check out our detailed Curriculum

A Peek at some of our learning outcomes

Automated Gate

In this challenge, teams will develop an automated gate that is controlled using the ROKduino programmable robotics controller and a bump sensor. Throughout the challenge, learners will brainstorm ideas, create prototypes, and carry out investigations as they develop a solution to the challenge.

Movable Bridge

In this challenge, teams will create an automated, movable bridge. Teams will be required to utilize a pair of light gates (using transmitters and receivers) to complete the challenge.

Retractable Field

In this challenge, teams will apply mathematics and computational thinking skills as they create a retractable sports field that can move inside and outside of a stadium on command. Teams will utilize light sensors to position the field inside or outside of the stadium.

Roadway Redirect

In this challenge, teams will develop a section of bridge roadway that can rotate 90° on command. Teams will utilize the angle sensor and serial monitor to observe real-time data that will be directly applied to the challenge.

Smart Vault

In this challenge, teams will develop an automated smart vault that is used to protect valuable items on display in the city museum. Teams will utilize a proximity sensor ( using a transmitter and receiver) as they explore possible design solutions.

The possibilities for creativity are endless!!

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