LEGO and NASA Created Build to Launch to Teach Tech, Art & Science
Laura McQuarrie — June 23, 2021 — Social Good
References: youtu.be & designtaxi
Build to Launch: A STEAM Exploration Series is a free digital science, technology, engineering, arts and mathematics learning series for kids created by LEGO and NASA. The series is set to debut in the fall, a time when many parents are searching for resources to supplement their child's remote learning.
The Build to Launch: A STEAM Exploration Series aims to inspire curiosity, especially around NASA’s upcoming Artemis I mission. The series will span the course of 10 weeks and it offers interactive episodes based on themes such as Getting to Space, Testing and Transport and Working in Space. To inspire kids to dream big and see themselves in STEAM careers, the series shares perspectives from astronauts, engineers and flight controllers.
The Build to Launch: A STEAM Exploration Series aims to inspire curiosity, especially around NASA’s upcoming Artemis I mission. The series will span the course of 10 weeks and it offers interactive episodes based on themes such as Getting to Space, Testing and Transport and Working in Space. To inspire kids to dream big and see themselves in STEAM careers, the series shares perspectives from astronauts, engineers and flight controllers.
Trend Themes
1. STEAM Exploration - Creating resources that blend Science, Technology, Engineering, Arts, and Mathematics (STEAM) for kids will be a disruptive innovation opportunity for educational technology companies.
2. Interactive Education - Developing interactive, technology-based educational tools that cater to the needs of students in the era of remote learning due to COVID-19 will be a disruptive innovation opportunity for e-learning companies.
3. Inspiring Curiosity - Incorporating interactive and inspiring content into educational resources that pique students’ curiosity about science and space, such as LEGO and NASA have done with Build to Launch, will be a disruptive innovation opportunity for edutainment companies.
Industry Implications
1. Educational Technology - Companies that cater to educational technology, ranging from hardware manufacturers of tablets and mobile devices to software developers, should invest in providing STEAM-based content for kids.
2. E-learning - E-learning companies that provide remote education tools & services should integrate interactive and engaging features in their curriculum to mitigate disengagement in remote learning environments.
3. Edutainment - Companies blending education and entertainment should create innovative educational content which is not only informative but also engaging to the students, to spark their curiosity and curiosity about STEAM subjects.
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