Cubit for Classrooms
Science should be fun to learn AND teach!
Cubit helps educators bring STEAM concepts to life with hundreds of exciting, hands-on learning opportunities, for all grades, across multiple subject areas, all in one kit!
Best of all? You don’t need to be a computer programmer or robotics expert to integrate engaging, hand-ons STEAM learning activities seamlessly into your classroom. The Cubit platform is ready to go right out of the box and has everything educators need to guide students of all ages and levels through project-based lessons that incorporate multiple STEAM concepts and skills. Cubit’s streamlined and educator-friendly design, combined with flexible and customizable lessons aligned to math and science standards, makes it the perfect instructional support to incorporate hands-on STEAM activities into any curriculum.
What is Cubit?
Cubit is an easy-to-use, powerfully simple product that brings together robotics, coding, engineering, and science-based inquiry to inspire and nurture the next generation of inventors, creators, and builders.
The Cubit system is designed to be modular for maximum possibilities, but relies on the following key components:
How Does Cubit Enrich Teaching and Learning?
Cubit provides limitless opportunities for experimentation, innovation, and growth, to accelerate kids’ STEAM learning. Cubit makes rigorous and challenging activities fun through engaging, project-based activities that delve deep into a broad range of STEAM concepts, from arts and design to engineering and computer sciences, and more. This enables students to develop essential knowledge and skills – all aligned to established science standards and framework.
The Cubit Difference
Cubit Lessons Make It Easy for Teachers to Bring STEAM Learning to Life
Our flexible scope and sequence gives teachers the choice to follow along or customize as needed.
Cubit Projects Deliver Out-of-the-Box, Hands-on Learning for All Grades and Subjects—All Using the Same Versatile Cubit Kit!
Students will program a Shake Table and use it to design and test models of earthquake-safe structures. Students experiment in Cubit Workshop to write code to model the motion of seismic waves by shaking the 3D-printed Shake Table platform, then construct their earthquake-safe building model and conduct controlled testing to make claims about the safety of their structures.
Light Seeking Rover
Students will imagine a world where living organisms can not survive, and robots are primarily created to work in extreme environments. Working individually, or in teams, the class will attempt to create a very simple self-driving robot that can study the surface of the Moon and other extraterrestrial objects and explore radioactive sites and deep ocean floors.
Force and Motion
Students will build a Cubit Racer, a moving race car they will program to intelligently move and sort objects of different masses. Students will explore and explain how motion energy of the Racer causes change in the position of the objects as the Racer exerts a pushing force.
The Cubit Story
From an early age, Jason and Marvin Gouw were drawn to computers and electronics. Their father, a civil engineer, taught them basic electronics and programming when they were in elementary school—opening up for them a world of discovery, creativity, possibility and passion they didn’t know existed.
For years, the brothers invented and hacked together. While Marvin excelled at the software and programming, Jason became a skilled hardware developer, experimenting early with 3D printing and circuit board milling.
They formed Cubit with the purpose of unifying the fields of electrical, software and mechanical engineering by creating a tool and platform that would be very easy and highly intuitive to use, without sacrificing the advanced features needed to build more complex projects. The result is a product that meets students where they are—in age and skill—and provides endless opportunities to grow and excel in engineering, mathematics, robotics and design. “We want to make inventing fun and easy, and remove as many of the unnecessary barriers that prevent ALL children from being able to discover a true passion for STEAM.”
Inspire the Next Generation of Inventors
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