A Flexible Extracurricular STEM Program
Educator InsightsDate October 22, 2020
Est. Reading Time 3 mins
As school districts across the country continue adapting to meet the challenges of COVID-19, it’s important that educators and parents alike continue to do everything they can to reduce the effects of learning loss. According to a study from NWEA, a nonprofit assessment organization, some students may have started this fall almost one year behind where they would typically be.
Extracurricular programs have been shown to significantly improve student outcomes, especially for students who do not typically have the means to participate in activities outside of the traditional school day. However, due to the unpredictability caused by the pandemic, many schools have cut back on their extracurricular options. In response to these needs, the National Inventors Hall of Fame® (NIHF) has made its traditionally in-person afterschool program, Club Invention®, fully adaptable to virtual settings.
The Power of Flexibility
If your school is looking for at-home programming to serve students learning remotely, Club Invention At Home is a great option to provide hands-on STEM experiences. With a research-based curriculum that aligns with Common Core and Next Generation Science Standards for grades K-6, Club Invention At Home offers a series of activity kits that provide educators and students everything they need for a fully immersive program. To simplify implementation, we not only send materials directly to participants’ homes but also equip educators with interactive videos and scripts that enable on- and off-screen learning.
In addition to the Innovation Force® Base Unit that includes everything a student needs to unlock their creative superpowers, the program features four different robots, each with their own special features:
- Bot ANN-E™: Students receive a programmable robot they can navigate across landscapes they create, from futuristic farms to city streets.
- Optibot™: Customizable, self-driving robots follow the lines that students draw for them.
- Robotic Pet Vet™: With two robotic dogs, students will have one to customize and another to take apart so they can compare its mechanics to a real dog’s anatomy.
- DIY Orbot™: Students design, test and modify their own remote-controlled robot to complete a series of fun challenges.
In addition to adapting to an at-home setting, Club Invention can also be implemented as an in-school option that can supplement existing STEM programming. For this in-person experience, we ship hands-on materials and a curriculum guide to your program site.
Learn More About Club Invention
To find out more about how Club Invention’s flexibility makes it easy to implement no matter where learning takes place, we invite you to view this PDF!