The Cubit STEAM Platform

Cubit STEAM Education

Cubit’s mission is to inspire and nurture the next generation of inventors, creators, and builders through a unique and powerful synergy of coding, robotics, and STEAM Education.

Cubit empowers everyone to build their inventions through guided lessons that are carefully designed to tap into our natural curiosity about the world around us and how things work. Cubit projects are intentionally created to introduce students to Science, Technology, Engineering and Mathematics standards and practice.

These include Next Generation Science Skills, design thinking and engineering, critical thinking, the scientific method and problem solving. Often left out in the STEAM equation, Cubit directly addresses support of the Arts. Cubit’s flexibility and endless opportunities for creativity and innovation fosters and encourages development of the Arts.

 

  • Cubit STEAM projects and lessons combining coding and robotics.
  • Skills reinforcement while allowing student to explore the worlds of science, technology, mathematics and engineering.
  • Differentiated projects for every grade and skill level.
  • Foundation lessons for every Cubit Kit that teach students the functionality of each Smartware components and their respective Coding Blocks.
  • Customizable and flexible projects that complement a number of instructional settings.
  • Including Enrichment, Direct Classroom Instruction and at Home Activities.
  • Teacher and Student Lesson Guides, Worksheets and Expansion Activities.

Instructional Settings and Differentiated Curriculum

Cubit can be utilized in a wide array of instructional settings and grade levels. Cubit’s tiered approach to curriculum – for beginners to more advanced learners – allows for each student to move at their own pace and complete projects appropriate for their level of experience and skills mastery.

Instructional Settings

  • Classroom Instruction
  • After School and at Home Activities
  • Summer School
  • Enrichment Programs

Tiered Curriculum and Projects

  • Foundations Lessons
  • Skills Practice and Application
  • Culminating Projects

What Does Cubit Teach ?

Life Science:
Students build and program moving plant and animal models that respond to their environment with sensors. Ecology becomes comprehensible with models of organism adaptations such as pollination and camouflage. Students monitor growth and environmental conditions by analyzing quantitative data from Cubit sensors.

Physical Science:
Students make claims about force and motion by programming motor speeds and analyzing resulting acceleration data. They test materials for properties such as magnetism and hardness. They apply understanding of soundwaves to program sound frequencies and detect distances. Students use light and temperature data to quantify and explain energy transfer and transmission.

Earth and Space Science:
Students simulate natural disasters and geologic phenomena solve problems of human hazards. They bring space science into the classroom by creating moving models of planets and stars. Sensors allow students to measure properties of rocks, minerals, and sediments and analyze the resulting data.

Computer Science:
Students grow their abilities in computer science through transitioning from block-based programming to text coding. Scaffolded, visual programming makes computer science concepts accessible to students of all levels. As students progress, they engage more deeply in computational thinking and programming practice to build projects, investigate questions, and solve problems.

Engineering:
Authentic engineering challenges encourage design thinking, collaboration, and creative problem solving. Lessons are designed to guide students through the engineering design process, from inquiry to design solutions to communicating results. Students develop and build prototypes of inventions, structures, and tools to address human needs.

Arts and Design:
Students use their imagination and creativity to incorporate aesthetics into their work. Cubit curriculum challenges students to combine art principles with human needs and functional design. Students experiment with light and additive color using LEDs. They explore the mathematics and science of music by programming notes, pitch, and frequency in their own compositions.

Mathematics:
Students experience the relationship between mathematics and technology by solving programming challenges with mathematics. Cubit projects involve many levels of mathematical practice, from foundational arithmetic and value comparison, to higher levels of algebraic thinking and equation writing. Students analyze and manipulate quantitative data to answer questions, and use graphing functions to visualize patterns.

Where is Cubit Used ?

K-12 Classrooms
Cubit is made to support standards-based learning. Curricula authentically engage students with core content in science, mathematics, and critical thinking. Learning objectives are carefully designed based on in-depth analyses of state and national standards. Curricula are designed to meet the constraints of the classroom, with activities structured to be completed in 40-minute sessions using readily available materials. Teachers have the flexibility to run Cubit units in brief introductory sequences or more in-depth, immersive explorations to develop student mastery.

STEM Camp
Whether students are already interested in science and tech or are just becoming curious, Cubit’s STEM camp projects give all students opportunity to explore the potential of technology. In-depth projects put students in the role of engineers, designers, and innovators. Students take on challenges faced by industry and society to experience what it is like to be a global problem-solver. Along the way, students build interest in STEM careers while developing the skills that professional engineers, programmers, and scientists need to succeed.

After School and at Home
Enrichment with Cubit promotes students’ curiosity while cultivating skills needed to succeed in the school day. Cubit projects can be coordinated with the pacing of core content to supplement learning goals in the engaging context of technology. Real-world applications of robotics and technology give students new ways to put science and mathematics content into practice.

Inspire the Next Generation of Inventors

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