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Using Animatronics to Teach Coding and Engineering

Participate and share

Participate and share : Poster

Saturday, December 5, 12:30–1:30 pm PST (Pacific Standard Time)

Robert Ruff  
In this poster, attendees will be exposed to the coding, engineering, and art behind student-created animatronic characters and projects.

Audience: Curriculum/district specialists, Library media specialists, Teachers
Skill level: Beginner
Attendee devices: Devices not needed
Topic: Maker activities & programs
Grade level: 6-8
Subject area: Career and technical education, STEM/STEAM
ISTE Standards: For Students:
Empowered Learner
  • Students understand the fundamental concepts of technology operations, demonstrate the ability to choose, use and troubleshoot current technologies and are able to transfer their knowledge to explore emerging technologies.
Innovative Designer
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
  • Students develop, test and refine prototypes as part of a cyclical design process.

Proposal summary

Purpose & objective

The purpose of this session is to introduce attendees to the tools, technology and techniques used to create animatronic figures and characters. Participants will be exposed to the engineering and mechanics behind basic animatronic characters. In addition to the engineering aspect, participants will learn how coding is used to control the characters and how multiple electronic interface techniques can be used to communicate with the characters. Participants will walk away with an understanding of how Animatronics incorporates all the letters of STEAM including the Arts..

Supporting research

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Robert Ruff, San Bernardino City Unified SD

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