FREE STEM & ART WORKSHOPS: Multiple Dates
A deep dive into advanced circuitry, robotics, and engineering for 2nd through 10th graders. $350
SparkGrounds Tampa Bay
7777 131st Street, Units 12 & 13, Seminole, FL 33776
Two Options Available: Tuesdays · 11:30 AM-12:30 PM, Wednesdays · 5:30-6:30 PM
Classes Begin the Week of January 20!
Ignite your child's passion for STEM with our exhilarating intermediate 15-class series, designed for 2nd through 10th graders! Dive deep into advanced circuitry, engineering, and robotics with hands-on projects that challenge and inspire.
Your child will embark on multi-week, individual and group adventures, building complex circuits, creating innovative electronic devices, and engineering powerful robotic components. They'll not only develop cutting-edge technical skills but also gain invaluable experience in leadership, teamwork, and troubleshooting. Plus, they'll get hands-on with the Sphero AI-powered robot, learning to program and experiment with this state-of-the-art technology. This is more than just a course—it's a gateway to future success in STEM fields. Enroll now and watch your child excel as they build, innovate, and lead!
Some experience with electronics and circuitry is preferred, and children should be able to follow detailed instructions. Experience could include previous enrollment in our Introduction to Circuits, Engineering, and Robotics course or from work with Lego, VEX, or other kit-based projects. All materials are provided, and students will be able to bring home many of their projects.
After enrolling, parents or guardians will be sent a liability release that includes expectations and rules. That document must be returned before the first class meeting. Partial, pro-rated refunds are always provided should a child unenroll before the end of the class.
This class is approved for the PEP and FES scholarships and can be purchased here or directly on the Step Up website.
WEEK #1: SPHERO #1: PRACTICE: Learn about the basic robot Sphero and practice running the bot through a variety of challenges.
WEEK #2: ART BOT: Make a bot that uses vibration to draw. Then, adjust the bot to make pre-determined shapes before combining all the bots to make a class mural.
WEEK #3: HYDROPONIC GARDENS: Create a working hydroponic garden using principles of engineering and then watch it grow for the remainder of the semester.
WEEK #4: BREADBOARD: INTRODUCTION: Practice making a variety of circuits that power LEDs in a variety of ways, while learning about rapid prototyping with a breadboard.
WEEK #5: BREADBOARD #1: NIGHT LIGHT: Learn about resistors, transistors, and potentiometers while making a working night light.
WEEK #6: HURRICANE RESISTANT SKYSCRAPERS: Work together to design a skyscraper that is able to survive (and dissipate) the strong winds associated with a hurricane.
WEEK #7: SPHERO #2: PROGRAMMING: Begin transforming Sphero from a r/c bot to a robot by introducing programming that lets Sphero think and make decisions.
WEEK #8: ROBOTIC HELPER: Make a working scissor hand that was originally developed for robots to interact with their environments and that is now used as an accessibility device.
WEEK #9: BREADBOARD #2: MORE COMPONENTS: Learn about timing chips, counting chips, and diodes to create a variety of simple projects.
WEEK #10: BREADBOARD #3: TRAFFIC LIGHTS: Use a schematic, teamwork, and a knowledge of the components to make a working traffic light system.
WEEK #11: SPHERO #3: COMPETITION: Work together to program the team's Sphero robot before competing in both r/c bot and robot races.
WEEK #12: WATER DROP CHALLENGE: Work in teams to design, engineer, and construct a device that can keep water in a glass from spilling when dropped six feet.
WEEK #13: SPHERO #4: ARTIFICIAL INTELLIGENCE: Expand Sphero's programming to achieve some level of artificial intelligence—allowing Sphero to travel and make decisions on its own.
WEEK #14: FASTEST FINGER: CONSTRUCTION: Rely on a knowledge of schematics and breadboard construction to build a working fastest finger game.
WEEK #15: FASTEST FINGER: COMPETITION: Present the fastest finger electronic device to parents and guardians before competing for the title of fastest finger. Then, celebrate with an end-of class party.
Note that the schedule (and especially what is done on each day) is subject to change based on the realities of each individual class.