SportSense
Recent estimates suggest that 70% of youth participate in sports, whereas fewer than 20% participate in out-of-school STEM experiences. SportSense imagines how unlocking new curiosities within athletes could transform the landscape of STEM learning, both in terms of who participates and types of innovations that emerge. In partnership with local organizations, we create learning environments where youth are introduced to ways that technology can help them improve their athletic performance, and ways that sports can improve their understanding of STEM concepts.
Blinc
This team works on developing data-capture devices that provide educators with real-time multimodal learning analytics. We use ReSpeaker Core v2.0 microphone arrays to show educators what keywords have been said, a discussion timeline, direction of speech, and emotional tone indicators. We are also working to incorporate body pose estimation into our analyses. We have tested our devices in multiple classrooms and are continuing development and testing in the coming months.
SportSense for Data Literacy
SportSense for Data Literacy is an 8 week sports and data curriculum for fifth-grade students. The intention of this curriculum is to support students in learning and practicing data processes via their personal physical movement. The overarching framework used throughout the curriculum was a four-stage data process that was introduced to students at the start of the unit. Lessons use the Play Impossible Gameball, micro:bit, and Scratch. Below you can find the lesson plans and materials for each week.
Global Aid Refugees (GAR)
Global Aid Refugees (GAR, pseudonym) works with tiilt to implement maker culture activities in after school and summer programming for refugee children ages 5-17 years old. Past activities include making games to creating tactile picture books using low and high tech fabrication tools and materials. This collaboration ran throughout the school year and during the summer.