- Please choose the best categorie(s)that fit your product/resource. Below are the various resource categories available on the website and brief definitions of the categories.
S/N | Category | Definition |
---|---|---|
1 | Artificial Intelligence | Implementing the simulation of human intelligence processes by machines, especially computer systems in STEM/STEAM i.e. expert systems, natural language processing, speech recognition and machine vision. |
2 | Assessment, Evaluation and Certifications | STEM/STEAM Programs that provide evaluation using methods and measures to judge student learning and understanding of materials for purposes of grading and reporting, including certificates after evaluation. |
3 | Awards and Recognition Rewarding excellence in achievements, research, etc. in a | Rewarding excellence in achievements, research, etc. in a STEM/STEAM discipline or program |
4 | Books and Publications | Books, newspapers, magazines, journals, articles, etc. that provide and enrich STEM/STEAM disciplines. |
5 | Challenges and Competitions | Competitive events related to Science, Technology, Engineering, Arts, Math, or sustainability i.e. science fairs, robotics competitions, NSTEM PBL Showcase, etc. |
6 | Coding and Programming Tools | Computer programmes that software developers use to create, debug, maintain, or otherwise support other programs and applications i.e. IDE, data management systems, library, code editor etc. |
7 | Conferences and Events | Pre-arranged formal meetings and events to discuss STEM/STEAM related issues and ideas. |
8 | Curriculum and Lesson Plans | STEM/STEAM Learning resources for chapter and classroom use. |
9 | Educational Apps and Software | Applications or computer softwares made for educational purposes. |
10 | Educational Technology | Technology used to promote and access education i.e. cloud-based resources, hardware, software, and other related items used by educators and students during the learning process. |
11 | Environmental and Sustainability Resources | Resources that promote the responsible use of natural resources to ensure they will be around in the future e.g. solar energy, hydropower, wind power etc. |
12 | Games and Puzzles | Games and puzzles which introduce STEM/STEAM to children, and/or encourage related thinking and development in children |
13 | Grants | Financial compensation to an organization or individual to run projects, fund STEM/STEAM related activities, or fund anything a National STEM Honor Society chapter would need. |
14 | Groups and Organization | Groups and organizations that support, organize, or coordinate STEM/STEAM initiatives or programs. |
15 | Hands-on Experiments | Activities that involve students getting their hands on materials, performing experiments, exploring phenomena, and trying out ideas .i.e activities that allows students to learn by doing. |
16 | Interactive Simulations | Virtual environments that mimic the scenario or functioning of a real-life system. They can be used to provide effective learning in an experiential form. It can make use of VR (Virtual Reality) and AR (Augmented Reality) to ensure a realistic experience. |
17 | Internships and Careers | Any STEM/STEAM related internships and activities that enrich students and help prepare them for a future in STEM/STEAM careers. |
18 | Kits and Materials | Kits designed to supplement formal classroom learning and individual enrichment. They include materials, manuals, references and essential supplies to perform experiments |
19 | Online Courses and Tutorials | Any program of learning, organized according to a syllabus and takes place virtually, including self study activity designed to teach specific STEM/STEAM learning outcomes. |
20 | Professional Development and Workshops | Opportunities for K-12 educators to engage with professional development activities and workshops that enrich them, and help them to enrich their students. |
21 | Project-Based Learning (PBL) and Enrichment | Projects that involve students designing, developing, and constructing hands-on solutions to a problem. Students will gain knowledge and skills by working to investigate and respond to authentic, engaging, and complex questions, problems, or challenges. |
22 | Robotics and Drone Resources | Activities that involve the conception, design, manufacture and operation of robots and drones. |
23 | Scholarships | Scholarship funding for students to attend an event, camp, or educational facility. |
24 | Virtual Reality (VR) and Augmented Reality (AR) Resources | These are reality technologies that either enhance or replace a real-life environment with a simulated one. (AR) augments your surroundings by adding digital elements to a live view, often by using the camera on a smartphone. (VR) completely replaces a real-life environment with a simulated one. |