The university will offer robotics and STEM day camps for students in grades 1-5 at Durant Tuuri Mott Elementary School in Flint, MI.
East Grand School in Danforth, ME has received a $10,000 grant to integrate virtual reality (VR) into history, biology and other curricula.
The 2017 National STEM Video Game Challenge has selected 23 students to receive $1,000 each for their orginal video games and design concepts. Since 2010, the competition has worked to boost student interest in STEM (science, technology, engineering and mathematics) through game design, while promoting collaboration, critical thinking and problem-solving.
In an effort to better prepare Central Valley students for university-level coursework, a program at the University of California, Merced is holding on-campus summer workshops for middle and high school students to gain hands-on training in STEM.
Crayola, the crayon and coloring company, has launched its first professional development (PD) and learning program for teachers, called creatED.
The global educational toys market is anticipated to grow at a compound annual growth rate (CAGR) of close to 10 percent from the present to 2021, according to a recent report by market research firm Technavio.
Mouse, a New York-based nonprofit, is launching a handful of STEM courses this fall, aimed at teaching students new skills based on cutting edge technology.
The third annual Maker Faire San Diego, Oct. 7-8, in Balboa Park, is now open for entries. This family friendly, two-day event, 10 a.m.-6 p.m., welcomes a variety of diverse, out-of-the-box ideas from makers, inventors, tinkerers, do-it-yourselfers and hackers.
Seventy-five public libraries located in the United States have been chosen to receive resources, training and support to bring STEM education opportunities to patrons.
Girls from all over the United States and the world are competing in the Technovation Challenge, a global effort by STEM education nonprofit Iridescent, which has invited girls ages 10-18 to learn and apply technology to try to solve problems in their communities. This year, 11,000 girls worked in teams of one to five to build mobile applications and address the United Nations Sustainable Development Goals, which include quality education and poverty elimination.