Tinker Lab

The Tinker Lab is the key educational program at Lewis H. Latimer House Museum to serve high-quality, innovative hands-on activities treating science and technology as an integral part of the humanities. In the Tinker Lab, participants use an array of technologies such as Scratch, Ev3, and Wedo, and build from scratch using various micro-controllers, proto boards, and coding programs. The museum sees the drive to build in three-dimensional spaces and coding as an invaluable 21st century literacy skillset.

Watch an video of example activities in tinkering and students telling the story of Lewis H. Latimer.

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Summer Camps: Robotics and Wearable Tech Epoch

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Open House on 5/25 5:30PM-7:30PM. RSVPs & Details.

 

Camp 1: Two-Week Projects for Ages 10-14, July 3-7 & July 10-14, 2pm-5pm.

Fee: $280 for 10 sessions.

  • REMOTE CONTROL SERVO

In this project, we will use the Arduino to examine and decode signals from a remote control, and then use them to control a robot you build.

  • E-TEXTILES

Have you ever seen clothing with built-in lights? This may sound like something out of a science fiction movie, electronic textiles or E-textiles really exist. In this project, you will build a light-up dance glove to put on your own light show at our culminating event.

Computer Science Mapped Common Core Learning Targets:

-Digital technologies knowledge and understanding.

-Investigate the main components of common digital systems, their basic functions and interactions.

-Investigate how data are transmitted and secured in wired, wireless mobile networks.

Technology: Arduino, Scratch, Gemma

Register Now

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Camp 2: Two-Week Projects for Ages 6-9, July 17-21 & July 24-28, 2pm-5pm.

Fee: $280 for 10 sessions.

  • LIGHT TRACKING ROBOT

Sometimes engineers get ideas to build robots from animals in nature. There are robot dogs, robot snakes, robot birds, robot cheetahs, and even tiny robotic insects! In this science project, you will build a robot insect of your own. The robot will automatically drive toward a light source, mimicking a behavior called phototaxis, seen in some insects. 

  • LED BRACELET WITH ICONIC IMAGERY

Design an LED bracelet with your favorite iconic imagery. In this project, you will explore the intersection of art and technology through printmaking and circuitry. Choose from templates of your favorite super heroes, sports teams and even buildings. Understand the basics of circuitry so that you may take you art work to the next level and develop your knowledge of the engineer-design process.

Computer Science Mapped Common Core Learning Targets:

-Digital technologies knowledge and understanding.

-Investigate the main components of common circuit systems, their basic functions and interactions.

-Investigate how data are transmitted and secured in wired networks.

Register Now

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2017 Spring Classes

Class 1: Electronic Instrument

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Age 7-13. 1:30pm-4:30pm, Sundays, January 22 – March 12.

Eight-week project-based session. Participants will explore electricity, circuitry and programming using a microcontroller called the Funkey Funkey. In addition to many activities participants will work in groups to create and program a set of electronic instruments to play at the culminating event.

Fee: $240 for 8 weeks.

Registration for this class is closed.

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Class 2: Biologically-Inspired Robot

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Age 7-13. 1:30pm-4:30pm, Sundays, March 26 – May 14.

Participants will create a biologically-inspired robot by observing nature, designing mechanical systems for the robots,  building and programming the robots to move.

Fee: $240 for 8 weeks.

Registration for this class is closed.

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