Professional Documents
Culture Documents
@ CU Boulder
Course Catalog
STEM Academies
STEM Academies
ENGINEERING
ENGINEERING
Explore Engineering
This Academy provides students an introduction to engineering through a series of hands-on engineering design projects.
Working in interdisciplinary teams, students will learn fundamental engineering concepts and develop valuable skills,
including communication skills, how to work collaboratively in teams, and the basic steps in the engineering design process.
They will also work with a variety of computer tools, including dynamic modeling software, spreadsheets and computeraided design (CAD).
Possible Projects:
Hovercraft Using wood, fans and shutter controls, design and build a hovercraft that rides on air.
Water Pump Obtaining clean water can be a major challenge in many developing communities. Use inexpensive materials
to redesign a water pump that pumps and filters water.
Walking on Water Want to walk on water? Tackle buoyancy, stability and propulsion to design shoes that can walk on
water!
Rube Goldfish A Rube Goldberg machine is a complex machine that uses many playful steps to perform a simple task.
Design and build a Rube Goldberg machine that integrates mechanical and electrical features to complete a task.
Briquette Press Interested in developing appropriate technological systems for the developing world? Design a system to
produce usable energy from available materials such as discarded paper and sawdust.
Laboratory experience: This course is very hands-on, comprised of a series of team-based engineering design projects.
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MATHEMATICS
MATHEMATICS
Visual Mathematics
In this three-week workshop, we will explore some creative and applicable areas of math that professionals in both
academia and industry frequently encounter. Among other topics, will explore the geometric properties of shapes in threedimensional space, ponder interesting probability puzzles, and examine the art produced by a Spirograph. By using a
combination of presentations and videos, group problem solving workshops, and hands on activities, we will see how math
can be creative, fun, and how it all fits into the world around us. We explore how math appears in nature, chemistry,
computer science, art, music, and logic. We will see math in action by creating giant snowflake fractals, measuring and
modeling sound waves, and finding the golden ratio in the great outdoors.
In this workshop, we will see how art, logic, and the physical world all come together in the form of mathematics
Learning Objectives: To foster a deeper understanding and awareness of the versatility, creativity, and practicality that
mathematics has to offer. We will encourage students to ask and answer interesting questions about the world around us
using the broad range of mathematical tools and ideas introduced here.
SCIENCE
SCIENCE
BioFrontiers: New Advances in the Biosciences
Over the past few decades, our improved understanding of molecular biology and genetics has enabled us to transform the
face of food production and to drastically increase access to human therapies. In the near future, biotechnologies will help us
diagnose and cure certain diseases and may help us mitigate the looming energy crisis. This Academy will explore current
frontiers in biotechnology through hands-on activities and experiments, guest speakers and laboratory tours. Academy
participants will examine the ways in which we can use molecular building blocks (bio-Legos) to develop new products
that may impact our society, assess their potential to confront the challenges that lie ahead, and delve into the biological
details of these products and how they are made. Throughout the course, students will visit different BioFrontiers (http:
//biofrontiers.colorado.edu/) laboratories to learn more about current life sciences research at CU Boulder.
Learning Objectives: Students will learn foundational concepts about genetics and biotechnology, examine processes used
to genetically modify organisms with new properties, and evaluate their risks, benefits and various alternatives. Students
will gain biotechnology lab experience, including pipetting, PCR and gel electrophoresis, and will learn about potential
applications of biotechnology in a variety of different fields, through guest speakers and laboratory tours.
Through independent projects, students will devise creative ways in which recombinant DNA technology can help us
address current and future global crises, and present these ideas to their peers to stimulate further discussion. Students will
practice examining different perspectives about an issue, formulating convincing responses, and clearly articulating their
ideas in both speech and writing.
Laboratory Experience: Using micropipettes, Polymerase Chain Reaction (PCR), Bacterial Plasmid minipreps, Gel
Electrophoresis, Restriction Digests, Gel Purification and Ligation of DNA fragments, Bacterial Transformation
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SCIENCE (continued)
(continued)
SCIENCE
The Brain: An Introduction to Neuroscience and Psychology
How does the brain control all that we do and how do scientists study this largely unknown frontier? This Academy will
dive into topics such as sensory systems, learning and memory, and behavior, and explore numerous questions about the
mind and brain from a variety of different perspectives, including anatomy and physiology, neuroscience, psychology, and
cognitive science. This course begins with an introduction to the anatomy and physiology of the brain, as we learn about
different brain structures and their related functions. Hands-on activities and experiments, together with laboratory tours and
guest presentations, will build on this foundation and develop our understanding of the brain. Well explore the topics of
intelligence and artificial intelligence, brain plasticity in the context of development, and the role that genetics may play in
behavior. Students will also engage in mini-experiments on topics such as memory, sensory processing, and cognitive load,
in order to learn how scientists conduct research on the brain.
Learning Objectives: Students will develop their understanding of brain anatomy and function and leave with a burgeoning
curiosity for neuroscience! They will learn about the different disciplines that study the brain (including anatomy and
physiology, neuroscience, psychology, and cognitive science), as well as career opportunities in these different fields.
Laboratory experience: Hands-on activities; Dissections; Experimental design in psychology and neuroscience; human
subjects issues; Hands-on experiments. This course capitalizes on CU Boulder research facilities and includes field trips to
relevant research facilities, including:
CU Language Lab
Cognitive Development Center
Institute of Behavioral Genetics
Intermountain Neuroimaging Consortiums fMRI scanning facility.
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TECHNOLOGY
TECHNOLOGY
3D Design and Printing
In this Academy, students will apply the engineering design process to collaboratively create solutions to real-world
problems using 3D design software and 3D printing. Students will research a problem that they want to address, and then
design, plan, create and evaluate their solution. They will learn how to incorporate key design principles as they develop
their ideas, and then use modeling software such as Rhino and SketchUp to transform 2D images into 3D designs. They will
prototype their creations on 3D printers, refine their designs, and evaluate the pros and cons of different 3D printers and
filament materials. In the final week of the course, participants will use their new skills to design and produce 3D pages,
puzzles and toys for CU Boulders Tactile Picture Books Project.
Learning Objectives: Students will learn about the engineering design process through a series of 3D design and production
activities. They will learn about product development, rapid prototyping and product testing as they develop hands-on skills
in 3D design and printing.
Laboratory experience: This is a workshop-style course utilizing 3D design software (Rhino and SketchUp) and 3D printing.
Students will also visit related CU lab facilities and meet with the Tactile Picture Books Project team.
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TECHNOLOGY (continued)
(continued)
TECHNOLOGY
Technology & Physical Computing
At the intersection of technology and digital art, physical computing is the newest, most appealing way to get "hands on"
with your tech. Learn the fundamentals of programming, circuitry, and electronic communications in a lively, project-driven
environment. Team up and create something completely new: an electronic musical instrument, a kinetic art installation, a
piece of interactive clothing, or an computerized toy. Enjoy the autonomy to freely design, build, test, and interact with your
creations. Building awesome stuff has never been more fun, or more approachable.
The three main didactic focuses will be learning to programming Arduinos (a language similar to C++), learning to program
Max/MSP (a language similar to Pure Data), and learning to assemble the appropriate hardware to make awesome stuff. We
will go through the basics of DC circuitry, including batteries, switches, buttons, resistors, and servomotors. We will
investigate a wide array of variable resistors, including ones that sense bend, touch, pressure, temperature, rain, moisture,
twist, light, distance, stretch, and acceleration. We will investigate the Max/MSP application as a way of creating
meaningful interactions between hardware and software. Students will learn how to deal with data using the Processing
language (a combination of creating their own code, using pre-provided code, and altering pre-provided code). The students
will work with (and develop) a number of applications that create images, flash lights, and play and alter sounds using their
hardware. To do this, we will be talking at length about serial communications and formatting. The students will all have
some flexibility in what projects they want to work on, but they might include creating a drawing that acts like a keyboard,
building a monster out of pipe cleaners with moving arms and light-up eyes, creating a mobile of lights that flicker when
you walk under it, or a custom-built doorbell that lets you perform your own songs on it. There will be a heavy focus on
DIY work, and there will be lots of examples provided. No prior programming or computing experience is necessary, but
the more you have, the better off you'll be.
Learning Objectives: Students will learn to use Arduinos, wires, cables, and other basic electrical and computing equipment.
At the end of the class there will be a showcase of instruments created and students will be able to take their creations home
with them. This class will have some lecture components early on but will be heavily weighted towards supervised hands-on
engineering design time with the equipment.
Laboratory Experience: Arduinos, Music Theory, Programming.
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