Afterschool Maker Program – 10 Week Sessions




10-Week Afterschool Maker Program

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10 Weeks Of Hands-on Projects

The KitHub Afterschool Maker Program will increase engagement in hands-on exploration and practice of STEM/STEAM in ways that foster excitement, curiosity and interest in learning.

For 10 weeks, 12 students will engage in their own take-home projects that introduce them to STEAM through creative materials. Projects allow students to have fun and be creative while building their hands-on making skills. The program will engage young students to think of themselves as creators and inventors.

21st Century Competencies

Creative Thinking

Problem Solving


Essential STEAM  Skills











High Quality STEAM-Learning Opportunities

The Afterschool Maker Program is designed to introduce students in K-5 to STEAM in a fun and creative way and expand opportunities for students to participate in hands-on, project­‐based STEAM learning opportunities.


Learning Outcomes By Activity

Grades: K-5
Skill level: Beginner
Time: 10 one-hour sessions


Learning Outcomes

STEAM Skills


Time: 2 hours

SuperHero Mask

-Complete a circuit using a battery and an LED

-Apply metaphor and create a wearable accessory

-Learn about conductive materials

-Demonstrate understanding of open and closed circuits


Wearable Tech

Engineering Design



Time: 2 hours

PaperCircuit Notebook Hack

-Apply technology to make an electronic circuit on paper

-Draw a circuit and describe how it works

-Write a letter

-Make observations about electricity in a circuit


Engineering Design



Time: 2 hours

Motorized Bot

-Use listening skills to follow directions in a group reading of a fairy tale

-Observe how an object made of a small set of pieces can be disassembled
and made into a new object

-Apply scientific ideas and work like scientists do

-Provide evidence that energy can be transferred


Robotic Tech

Engineering Design



Time: 2 hours

Game Show_400

-Plan and design a game show button console

-Participate in active learning and review game show questions

-Apply technology to creative art making

-Create a simple electronic circuit


Engineering Design



Time: 2 hours

Afterschool Maker Program

-Synthesize knowledge and produce a final project

-Plan, design, and use a process to make creative tech

-Demonstrate appropriate safety procedures

-Use engineering processes to develop a project using the materials provided



Engineering Design



Get Making Today

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Other Programs

Our full product line of STEAM projects and programs for K-8 can be found here.

STEAM + Coding Program For Grades 3-8
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K-2 STEAM ProgramFacilitate Hands-on STEAM ProjectsSign-up for our newsletter and receive a discount off your first program or kit purchase.Introduce[...]
Classroom STEAM Kits for K-8
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Delighted Customers

The Maker Mom

The Game Show Buzzer was easy to assemble and provided a quick lesson in creating a functional circuit. Packaging the buzzer into some kind of console was an optional activity that provided an opportunity for trouble-shooting and creativity.

Howard R.

KitHub makes it easy for parents, teachers, and students to connect concrete capabilities — making physical objects light up, make sounds, move, sense, react — with theories of how electrons move through circuits.

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