November 21, 2024

Two Bit Circus is beneficially changing education outreach for students

By Aaron Chelliah
Opinion Editor

Two Bit Circus’ STEAM Carnival, an event that features inventions and games devoted to inspiring students about science and engineering, is an innovative and effective approach to improved educational practices.

Two Bit Circus is an artisanal engineering company that works to challenge the limits of modern technology and inspire students’ interest in math and science fields, boasting many corporate clients such as Google, Disney and Best Buy. The chief executive officer, Brent Bushnell, recently spoke at TEDxMB on Nov. 16 about the Two Bit Circus approach to education. The following Monday, there was a six-hour STEAM Carnival at Manhattan Beach Middle School to engage Manhattan Beach Unified School District students.

Two Bit Circus utilizes electronic displays, newly-invented games and interactive projects to make math and science more appealing to students. By first impressing them with entertainment, the team behind the STEAM Carnival is able to relate each invention to the math and science that students do at school everyday. This new approach to this old problem has proven to be successful thus far, due to its ability to connect with younger age groups of students and garner interest in the often neglected science technology engineering and math subjects.

Students’ lack of interest translates into smaller numbers of qualified scientists and engineers, professions the United States will certainly need in the future. Because current methods of interesting students in STEM have not proven effective enough, it is imperative to look to innovative avenues.

A growing lack of interest in science, technology, engineering and math classes has had noticeable impacts on many domestic technology firms in the U.S. which, according to senior vice president of IBM, the country desperately needs. The U.S. Department of Labor announced that only 5% of American workers are employed in science and engineering-based jobs, which illustrates the immense deficit of STEM resources in the U.S.

At the STEAM Carnival, the emphasis is not only on inspiring students, but also on involving them in the STEM fields. Aside from the reinvented interactive games, the Carnival features live shows in which students can showcase their science-related ideas, talents and interests. Showing all participants the entertaining side of STEM subjects offers all age groups the opportunity to develop a newfound inspiration for those fields of study.

This is an even more pressing issue considering the fact that STEM-based positions are accountable for 50% of America’s sustained economic growth. With such a large component of the nation’s prosperity linked to subjects that are losing support and attention, new approaches, like Two Bit Circus and its STEAM Carnival, are needed more than ever. By improving interest and proficiency, America can hope to meet its future demand for scientists and STEM-based occupations in the workforce.

In summation, Two Bit Circus’ STEAM Carnival is a step in the right direction for STEM education in America and sets a precedent for how raising interest and involvement in a subject should be approached – through innovative and engaging methods that students of all age groups can relate to. Adopting, modifying and improving these ideals will develop a solid platform for building America’s science and technology foundation.

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