FIRST (For Inspiration and Recognition of Science and Technology) is a multinational non-profit organization that sponsors this competition, which teams professional and high school students to solve engineering problems. Get a hands-on, inside look at the engineering profession by designing, assembling and testing a robot.
INVENT AMERICA! is a nonprofit K-8 education program, launched in 1987, that helps children develop creative thinking and problem solving skills through a fun, unique and proven learning tool-- inventing! INVENT AMERICA! gives teachers special tools to help them encourage these critical skills in kids, to prepare them for the challenges of the 21st century.
The Inventucator Challenge is an opportunity for students to invent and educate. Located on the Partnership for America's Future, Inc.'s website, the inventucator challenge list consists of real dilemmas for which businesses would like solutions. Since so many of these problems are educational, solving them provides an opportunity for students to produce viable products for future use by educators. Through the Partnership for America's Future Inc., more than 60 students and teachers from across the country have produced educational devices that have aided thousands of students in the classroom.
The Craftsman/NSTA Young Inventors Awards Program challenges students to use creativity and imagination along with science, technology, and mechanical ability to invent or modify a tool. This competition began in 1996.
This non-profit provides programs, places, content and other experiences related to invention. There is information on how to get a patent for an invention, resources related to patents and inventions, the National Inventors Hall of Fame and information on programs such as Camp Invention.
Invent Iowa is a comprehensive, statewide program developed to assist Iowa's educators in promoting the invention process as part of their regular kindergarten through twelfth-grade curriculum. This program was initiated in 1987 through the support of state political, business, and educational leaders in response to the future of rapidly expanding technology and the reported decline in American inventiveness in relation to other nations. Students may enter an invention to be included in the Iowa State Invention Convention, held at Iowa State University.
This book offers inspiring and often funny stories of 50 mistakes and misunderstandings that helped bring about life as we know it, from Wheaties to telephones and microwave ovens to yo-yos. With hilarious cartoons and wacky facts, this fascinating compendium illustrates the adage "If you don't learn from your mistakes, there's no sense making them."
Author Henry Petroski conveys the pleasures and processes of engineering. Using real world examples from the invention of the paper clip and zippers to aircraft and skyscrapers, he explains "how engineers get from thought to thing." Petroski shares his perspective on how environment, politics, economics, and culture in addition to design and engineering affect the way things look and work. Anyone interested in the evolution of a product from the invention, to design, development, production and construction will find this book fascinating.
Applying creative thinking skills and a knowledge of a field of study to create exciting inventions is at the heart of the inventing process. This guide by Thomas P. Hebert, Ph.D. offers a practical introduction to the inventing process: getting students interesting in inventing, teaching the inventing process, patenting new product ideas, participating in inventions conventions and competitions, and an extensive listing of print and Web-based resources.
Some "mistakes" are the best inventions. This book provides the stories to 40 such inventions - including chocolate chip cookies, velcro, aspirin and Post-Its.
A major revision of the bestselling "bible" of amateur robotics building--packed with the latest in servo motor technology, micro controlled robots, remote control, Lego Mindstorms Kits, and other commercial kits. This book gives electronics hobbyists fully illustrated plans for 11 complete Robots, as well as all-new coverage of Robotix-based Robots, Lego Technic-based Robots, Functionoids with Lego Mindstorms, and Location and Motorized Systems with Servo Motors.
The Invention at Play exhibit is housed in the Lemelson Hall of Invention, a 3,500 square-foot gallery located on the first floor, west wing, of the Smithsonian’s National Museum of American History in Washington, D.C. A smaller version of the exhibition (1700 sq. ft) continues to travel throughout the country under the auspices of the Association of Science-Technology Centers (ASTC).
This site includes information about Legos from designs to information about locating missing pieces. It also provides information on LEGO gatherings, clubs and other people's creations.
This website explores the funnier side of our inventive spirit by featuring actual USA patented products.
This page of the U.S. Patent and Trademark Office is designed for kids. It contains games, puzzles, information on contests, and links to other websites kids may find interesting. It also answers common questions about patents, trademarks, and copyrights.
Davidson Young Scholar Ambassador Elizabeth Hauser created this video production for children who have had a pet that died, presented from a child's experience and point of view. The presentation was created with the intention of helping children and their families in learning to accept the death of a pet.
About.com provides this list of hundreds of famous inventors. Read about interesting inventions and their creators; from Bakelite, to superconductors, to vaccination needles.
Find and compare famous inventors and their inventions from around the world by home country, field(s) of study, patent number, date of patent issuance and more.