School :: FUEL

MAKE SOME NOYES

NOYES ELEMENTARY ROBOTICS + STEAM CLUB

MSN Robotics + STEAM Club is a 21st century STEAM enrichment program designed to engage and equip students with Science, Math, Technology, and Robotics skills in an innovative, learning atmosphere.

  • SCHOOL: Noyes Elementary | DCPS – Ward 5
  • STEAM MAKER: Justis Daniels-Bezout (Mobile App Developer)
  • ADVISORS: Principal Kermit Burks and Luckie Daniels
  • LOCATION: Northeast Washington, District of Columbia

PROGRAM + SCHEDULE — 90 DAY PILOT

  • Program Run — February 19 through May 19
  • Grades — 3rd through 5th
  • Maker Time — 3:15PM to 5:15PM
  • Program Days — Monday, Wednesday, Friday
  • Planning Day — Friday (makers, advisors)
  • Events — extracurricular weekend activities/events scheduled as funding and mentor availability allows

MEASURING SUCCESS

In order to design a scalable delivery model, and assess the short and long-term benefits of our STEAM enrichment initiative, defining metrics that constitute program success is essential.

Though by definition, MSN Robotics + STEAM Club aligns best to a traditional after-school program model, we are aware by incorporating an informal STEAM enrichment program into Noyes Elementary extended day period, we are introducing a “new” prototype [with measurable opportunities] into the after-school paradigm.

For each outcome presented, we’ve identified impacts common across a number of the evaluations, consistent with successful, informal, after-school STEAM programs (listed below each outcome category).


OUTCOMES + IMPACTS

Improved attitude toward STEAM

  • Increased program enrollment and interest in STEAM-related activities in school.
  • Continued participation in the ‘Make Some Noyes’ STEAM program.
  • Increased self-confidence in tackling science classes and projects.

Increased STEAM knowledge and skills

  • Increased test scores as compared to non-participants.
  • Gains in knowledge about STEAM careers.
  • Gains in computer and technology skills.
  • Increased general knowledge of science.
  • Gains in 21st century skills, including communication, teamwork, and analytical thinking.

Higher likelihood of graduation and pursuing a STEAM career

  • High rate of continuing STEAM-related activities and/or studies in middle school.
  • High rate of high school graduation among participants.
  • Pursuit of college and intention of majoring in STEAM fields.