Since 2012, in the fall of each year, children across the globe have taken part in the Cardboard Challenge as a way to gear up for Imagination’s Day of Play. It all began following the success of the short film Caine's Arcade, the story of a nine-year-old boy and his elaborate cardboard arcade. Imagination’s Day of Play is a special day in October commemorating the flash mob that came out to make Caine’s day in the film. At the heart of the challenge is an opportunity for children to build whatever they can dream up using cardboard, recycled materials, and their imagination. The challenge can take place over multiple days or weeks, or be held as a one-day party. Some challenges have involved intricate ideation and design stages before children build prototypes; others are total free-for-alls as children build and play. Teachers can share their students’ ideas and creations with the world, using the hashtags #cardboardchallenge and #dayofplay on their social media posts.
Deadline: Ongoing, leading up to Day of Play on the First Saturday in October
NoRILLA (novel research-based intelligent lifelong learning apparatus) is a mixed-reality system that combines physical and virtual worlds to improve children’s STEAM learning in an enjoyable and collaborative way. Based on scientifically proven research at Carnegie Mellon University, NoRILLA’s specialized AI algorithm tracks what students are doing in the physical environment and provides personalized interactive feedback to children as they experiment and make discoveries in the real world.
Now in its fourth decade, WGBH Boston’s NOVAtelevision series remains committed to in-depth science programming in the form of one-hour documentaries and long-form miniseries—from the latest breakthroughs in technology to the deepest mysteries of the natural world. In addition to the weekly television broadcasts, NOVA extends its award-winning science reporting both online and in classrooms.
The BioBits Project was started by a group of synthetic biology researchers at Northwestern University, the Massachusetts Institute of Technology, and the Wyss Institute at Harvard University, who wanted to help students learn biology by doing biology. Their aim was to enable students to perform a range of simple, hands-on biological experiments without the need for specialized lab equipment and at a fraction of the cost of current standard experimental designs.