STEMentors is an eLearning program providing afterschool sties with high-quality educational experiences focused on science, technology, engineering, and math (STEM). These STEM-related experiences are led via video conferencing by off-site eMentors, who are students at the University of Nebraska. A frontline instructor at the afterschool site helps lead the activities.
Our trained eMentors join your program virtually two times a week as scheduled to teach the STEM lessons.
We set up the video conferencing system and provide links for joining. A technology check with your afterschool site is scheduled prior to the start of the program.
We provide a collection of research-based STEM curriculum and resources to ensure youth have a high-quality, hands-on learning experience, all while having fun!
Two 75-minute sessions each week
Pick the days of the week that work best for your program, as well as the 75-minute session time.
Experiences are customized to fit your current afterschool schedule and program.
4 Week Courses
A variety of STEM courses are available for both the fall and spring semesters.
Program Sites Provide:
Afterschool program sites are responsible for providing a classroom for participants, a frontline staff member to assist youth, a computer with reliable internet capabilities, a projection system with audio, printer access, and specific lesson materials (varies by course). Full supply lists will be provided after registration.
Grades K-3 Digital Storytelling with Scratch Jr.
Youth use Scratch Jr. to design their own interactive story and learn computational thinking skills and logic such as breaking a command into discreet actions and sequencing those actions.
Primary Supplies Needed: tablets (1 tablet per team, 2-3 youth per team), Scratch Jr. app on tablet, additional handouts and basic materials (full supply lists provided after registration). Tablets available to borrow on a first-come, first-serve basis.
Youth walk through tutorial guides developed by Machine Learning For Kids on supervised learning, decision trees, intent recognition, and prediction making. Youth learn these concepts by building a smart virtual assistant, teaching Pac-Man to avoid ghosts, developing a chatbot, and much more. The best part is youth do not need any prior background in programming to be successful.
Primary Supplies Needed: laptop or desktop computers (1 computer per team, 2-3 youth per team), additional handouts and basic materials (full supply lists provided after registration).