Integrating programming, engineering design, and prototyping into Science, Technology, Engineering, Arts, and Math (STEAM) classrooms with ARDUINO® based projects..
- Why ARDUINO®?
ARDUINO® is an inexpensive, flexible, and easy to use open source computing family of platforms (microcontrollers). ARDUINO® boards are designed to work with hundreds of inexpensive connection, input, and output devices, ranging from WiFi connectors to LEDs and buzzers to light, motion, and gas sensors. Projects are easy to use and fun to implement for classrooms, homeschools, and hobbyists. There are limitless combinations of inputs and outputs to make your programs do something practical or fun. Makers at all levels choose ARDUINO® to build their creations.
The UNO board is one of the boards that ARDUINO® builds and is ideal for teaching students coding. It is large enough for the classroom, inexpensive, easy to modify and ideal for entry-level learners.
At the heart of the ARDUINO® platform is coding in C/C++. There is a great demand for experienced C / C++ programmers who earn excellent salaries for their programming capabilities.
ARDUINO® is positioning itself in the market as a hardware provider for the Internet of Things (IoT). IoT connects devices like home appliances, home monitoring, and other internet-connected devices that you might use an app on your smartphone to control.
- Why The ARDUINO® Classroom?
Our first curriculum is The ARDUINO® Classroom: STEAM Edition. It is a 240-page curriculum that presents 25 classroom-tested, engaging projects with step-by-step instructions written by award-winning educators Isabel Mendiola and Peter Haydock. for educators. We have been piloting this curriculum in Monterrey Mexico since 2014 at one of the most elite schools in the city. Our students have won national and state-level science and engineering awards for their work using the skills presented in the curriculum. Over 110 project extensions are also suggested with hundreds more possible.
These STEAM (Science, Technology, Engineering, Arts, and Math) projects are aligned to
- ISTE Standards
- US Computer Science Standards (online after launch)
- Next Generation Science Standards
- Common Core English and Math Standards
- National Standards of Other Countries (online after launch)
- State Standards (online after launch)
There are 15 skill building sections to support your classroom implementation.
Through this book (with plans for more) you will easily implement and integrate the ARDUINO® platform into your classroom. These projects will help you meet engineering and technology-based standards and will allow you to provide real-world interactivity with science, technology. engineering, allied arts, and math.
Along with the step-by-step instructions the book features detailed color photos of the projects, technical diagrams, real-life connections, over 110 extension activities, anticipatory sets, discussion questions, and project-based assessments.
The book is easy enough to give to a student as an enrichment activity and rich enough in ideas to engage and implement for your entire classroom.
Registered members gain free access to the online project submission form, project update links, and project resource links.
- What services are provided by The ARDUINO® Classroom?
We will come to you and lead a one or two-day professional development class, we can stay longer for an in-classroom residency, and we can consult with your school or district to advance your goals with STEAM.
Basic registration on this site is free.
You can also purchase a premium membership (coming soon) to this site which will give you access to downloading photos, technical diagrams, project videos, classroom presentations, and other digital resources.