Afterschool Makers

Empower Kids To Be Creators And Inventors

Increase engagement in hands-on exploration and practice of STEAM in ways that foster excitement, curiosity and interest in learning.

10 Weeks Of Hands-on Projects

The Afterschool Maker Program is for kindergarten through 5th grade. 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

Teamwork

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

Activities

Learning Outcomes

STEAM Skills

WHAT'S CONDUCTIVE +
SUPERHERO MASK

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

Science

Wearable Tech

Engineering Design

Art​

PAPER CIRCUIT

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

Science

Engineering Design

Art​

MOTORIZED BOT

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

Science

Robotic Tech

Engineering Design

Art​

GAME SHOW BUTTON

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

Science

Engineering Design

Art​

MAKER SHOWCASE

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

Science

Tech

Engineering Design

Art​

Math

Get Making Today

Don't see the quantity you want or need to use a purchase order? Please email orders@kithub.cc  .

 

 

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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