Where ideas come to life

In the Innovation and Entrepreneurship Center, students think, do and make.

Masters' Innovation and Entrepreneurship Program is a robust curriculum in design thinking, social entrepreneurship, engineering and computer science that spans grades 5-12. We challenge students to cultivate innovative thinking and an entrepreneurial mindset by strategizing, problem-solving and thinking creatively.
 
Our project-based model of teaching and learning means that students build confidence, accumulate hands-on experience, take risks, nurture unconventional talents and tackle real-life challenges. They develop the ability to think creatively and ambitiously, and hone the skills they will need to successfully navigate a complex and ever-changing world. 

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Middle School Program

List of 3 items.

  • Design, Modeling and Prototyping

    In Design, Modeling and Prototyping, students in grades 5 and 6 are introduced to the concept of social entrepreneurship and the skills necessary to be a responsible entrepreneur. Each lesson provides students with opportunities to learn about and apply the design process to solve authentic problems creatively. This course is split between the first two years of middle school, during which students meet twice per eight-day cycle for the first half of the school year.

    In grade 5, students begin with an instant design challenge to prototype an ankle-foot orthosis. Students combine household materials to build and measure their success based on design requirements determined by the needs of the end user. They then practice technical sketching as a tool for developing concepts throughout the engineering design process. For their final project, student teams research authentic problems in their community and design assistive devices to address those needs.
     
    In grade 6, students practice the art of rapid prototyping through computer-aided design (CAD). They utilize Tinkercad and 3D printing as they further develop their ability to design based on project requirements. They design, model, assemble and test an original 3D printed puzzle, and for their final project, an adaptive toy that could be used in occupational therapy.
  • Computer Science for Innovators and Makers

    In Computer Science for Innovators and Makers, grade 7 students take on the role of computer scientists and explore how technology can be a positive force in their lives and in the greater world. Students are introduced to the micro:bit and the coding platform MakeCode, which contains options for both block and line-based coding. Students meet four times per eight-day cycle for the first half of the school year.
     
    Students explore the relationship between computer programming and the physical world, wiring various sensors to the micro:bit microcontroller and gathering data about the effects of light, movement, pressure and other physical stimuli on their coding projects. Combining these skills and their own creativity, they design interactive games, colorful and musical displays, and data-gathering tools that utilize the micro:bit's inputs and outputs. 
     
    For their major projects, students design prototypes for physical computing projects that address authentic needs. Examples include wearable fitness trackers, home security devices and Bluetooth-enabled controllers. Students consider the physical constraints of the device in addition to its coded behavior as they craft and 3D-model solutions to these design challenges.
  • App Invention for Entrepreneurs

    In App Invention for Entrepreneurs, students in grade 8 develop their programming skills through the design of mobile apps.  Students meet four times per eight-day cycle for the second half of the school year.

    On MIT App Inventor, students are challenged to consider the on-screen and behind-the-scenes behavior of their app designs. They learn to design user interface elements, balancing appearance with accessibility as they test drive their creations on Android tablets. Throughout the first game design project, students learn to program the movement of player and computer-controlled sprites, delving deep into the code to manage the way score and time are tallied. They create their own artwork for buttons, sprites and backgrounds and learn to implement them into the gameplay.
     
    Student app designers then learn how mobile applications have and can be used for social good. They design an app that can track the spread of an infectious disease over time. They then research a topic that interests them, and design an app that would educate users and help them manage their own health and wellness. This course prepares students to design for a modern world with continued advancements in smartphone technology.

Co-Curriculars and Teams

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The Spaces and Tools

  • Classrooms equipped with the latest technology and collaboration suites for group work 
  • Six fabrication rooms (Robotics lab, traditional makerspace, woodworking shop, paint shop with paint room that has fume extraction technology, digital fabrication space, CNC/metalworking shop) 
  • 3D printers with build volumes up to 5,000 cubic inches
  • 40-watt CO2 laser cutter and engraver 
  • 54" printer and cutter
  • UV-LEF flatbed printer for printing on metal, fabric, textured surfaces and curved objects
  • Computerized sewing/embroidering machines with 250+ stitches
  • MIG 215 MPi multi-process welder
  • 3'x3' CNC router
  • 4'x8' CNC plasma cutter
  • 4-axis CNC mill

News

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