The littleBits STEAM kit allows students to unlock their inner mechanic. Designed with both children and teachers in mind, the STEAM kit is a DIY construction set that allows children to make their own miniature self-driving vehicles.
littleBITs created the kit to help educators teach kids ages three to eight art/design, engineering, math, science and technology. Each STEAM set includes 19 electronic pieces that include various sensors and motors as well as 38 accessories that students can use. litteBITs also made sure that even teachers who aren't tech-savvy can use the kit as a learning tool.
In addition to the self-driving cars, the STEAM kit also includes instructions and pieces to create a robot that can draw, as well as a security device for backpacks.
DIY Self-Driving Toys
Kids Can Now Make Self-Driving Cars With littleBits' STEAM Kit
Trend Themes
1. DIY Self-driving Toys - STEAM kits for kids to make self-driving cars and other smart robots offer opportunities for toy companies to create innovative, tech-savvy toys that spark children's creativity and curiosity.
2. Hands-on STEAM Education - As hands-on STEAM education gains popularity, there are great opportunities for edtech companies and toy manufacturers to develop innovative STEAM kits to help teachers teach art/design, engineering, math, science and technology to children.
3. Tech-savvy Learning Tools - STEAM kits with pieces that allow kids to make miniature self-driving cars and other smart robots are an example of technology transforming student learning. There are opportunities for education companies to create more technology-forward tools for classroom learning.
Industry Implications
1. Toy Manufacturing - Innovative STEAM kits for kids to make self-driving cars and other creative smart robots offer opportunities for toy makers to create educational toys that support fun and hands-on experiential learning.
2. Edtech - STEAM kits and hands-on STEAM education offer opportunities for edtech companies to develop innovative digital tools and educational software that support teacher-led learning and critical thinking.
3. Classroom Technology - The increased popularity of hands-on STEAM education can drive demand for classroom technology that supports interactive and collaborative learning. There are opportunities for tech companies to create innovative and intuitive tools that enhance student engagement and impact learning outcomes.