STEM to STEAM – Lupus Fighters of America


Nov 11, 2020

Robotics STEM Program

Join our TASA team – “Technology Agricultural Science Alliance”, Support the movement by assisting LFOA’s to get the TASA STEM (Robotics) program into every community and or school district wide. Our TASA team STEM program, includes fun activities to keep their brains stimulated. Like interactive first person stimulation challenges (rescue flight cockpit & professional driving) games and courses on Robotics of course – but also Agriculture and the Science behind using a variety of aquatic systems for (indoors / outdoors) usage. Designing a complete Sustainable Self Sufficient Agricultural System combining today’s Computer Technology.

“Great Program For Every Kindergarten, Middle and High School”

Including Colleges and Universities

Let’s Build Robots. Build True Friendships and Build Extreme Confidence!

Are you looking for new activities to inspire your child outside of school? Are you a kindergarten, middle and or high school in need of ways to keep the children and or students engaged in fun classroom activities. This also includes colleges and universities, oh yeah – we have STEM (Robotics) programs for college students as well.

Well we have one (1) word for you: Robotics!

We will implement a STEM (Robotics) program in your school and or university, this includes creating a team that will represent your school and or university in competitive competition tournaments around the world. We will provide the instructors, mentors, robotics equipment, books and curriculum for the class.

Kindergarten, Middle, High Schools Students

Our Robotics classes are apart of the STEM program (Science Technology Engineering & Math) which uses fun, hands-on projects to get your child’s creativity and imaginary juices flowing and ready to run wild. Your child will learn how to build and program robots as well as learning how to code using an easy to use software designed for teaching students programming — all while making friends, developing new skills and having a great time with STEM. Many students find our robotics classes are the highlight of their week.

We have several robotics programs available to fully engage and challenge students to be aspiring engineer, computer programmer or scientist. First timer? No problem! Our instructors and mentors will welcome your child with open arms. He or she can jump into Robotics without having any prior experience.


Students and Mentors Join our TASA Team

FIRST LEGO League Jr. (grades K-4): Guided by two or more adult Coaches, FIRST LEGO League Jr. teams explore a real-world scientific problem such as food safety, recycling, or energy, then create a Show Me poster that illustrates their journey of discovery and introduces their team. They also construct a motorized model of what they learned using LEGO® Education WeDo technology.

FIRST LEGO League (grades 4-8): Much like FIRST LEGO League Jr., FIRST LEGO League teams research a real-world problem with the help of their Coaches, but then the students are asked to work together to develop a solution. They then design, build, and program a robot using LEGO® MINDSTORMS® technology, and compete on a table-top playing field.

FIRST Tech Challenge (grades 7-12): In FIRST Tech Challenge, teams design, build, program, and operate small robots in a head-to-head competition that changes every year. Teams consist of up to 15 student participants, aided by two or more team Mentors. They work with a kit of robot parts that can be reused for each following year.

FIRST Robotics Competition (grades 9-12): We call FIRST Robotics Competition the ultimate Sport for the MindTM. In a six-week period, teams of students are challenged to build and program industrial-size robots to play a field game against like-minded competitors. We also help teams raise funds, create a team “brand,” and develop real-life skills that stay with them long after the competition is over.

No previous experience is necessary to participate in any of our STEM programs. Student and adult team members are encouraged to bring any and all skills they have to the team.

The children are our future and the path towards a passion for STEM starts early.
Spark a curious mind before they decide that engineering “isn’t cool”.

Grades: K – 4th (Ages: 6 – 10)


Grades: 4th – 8th (Ages: 9 – 14)


Students and Mentors Join our TASA Team

Elementary and middle school is the most formative time in a young student’s life. The best way to instill a lifelong interest in the areas of Science, Technology, Engineering, and Math (STEM) is to provide a fun, engaging, and hands-on opportunity to explore and experience it for themselves.

By its nature, the study of robotics inherently incorporates all four pillars of STEM. VEX IQ is a snap-together robotics system designed from the ground up to provide this opportunity to future engineers of all skill levels. By packaging advanced concepts into an accessible package, the system also naturally encourages teamwork, problem solving, and leadership for students as young as second grade!

…and the program “just works”.

VEX IQ encourages creativity through its easy-to-use construction system and approachable technology. From a young child just beginning to show interest in robotics to a veteran teacher implementing a school-wide clubs.

Each kit includes graphical step-by-step build instructions to help students build their first robot. All kits are also structured around a Curriculum to ensure seamless integration into a STEM classroom.

VEX IQ serves as a great springboard into the next semester of robotics, which is the VEX EDR platform as students grow older. The build fundamentals and programming styles apply to both programs, so lessons introduced while participating in VEX IQ continue to be relevant in VEX EDR and beyond.

…”Drive Forward” is the new “Hello World”…
Watching code come alive on a physical robot is the most engaging (and fun!) way to learn programming concepts.

As the world grows more technologically complex, computer science and computational thinking are becoming even more crucial fundamentals for students to learn. Since you can physically see the results of your coding exercises, robots offer a uniquely engaging format for learning these concepts.

ROBOTC for VEX Robotics 4.x allows users to learn key skills that easily transition to the real world, by teaching industry standard C-Programming languages used by professional engineers and computer scientists

Students need a challenging outlet to apply all of this new knowledge”

Complicated engineering concepts, like “change the gear ratio” or “improve the efficiency of your code”, become much more exciting when they actually mean “score more points” or “beat the world champion”.

The VEX IQ Challenge serves as a great introduction to competition for younger students. Each year, students solve an engineering challenge presented in the form of a game. Teams can participate in a variety of skill-based and judged events, like demonstrating a Programming Skills autonomous routine or presenting a STEM Research Project. The flagship Teamwork Challenge emphasizes the value of collaboration over combat by pairing teams together to achieve the highest combined score possible.

Besides hands-on engineering expertise, a competitive environment instinctively instills other life skills like teamwork, perseverance, communication, collaboration, project management, and critical thinking.  Students also practice the Program’s Core Values, which emphasize discovery, teamwork and good sportsmanship.

“The world needs more problem-solving leaders”

Grades: 7th – 12th (Ages 12 – 18)

Students and Mentors Join our TASA Team

VEX Robotics inspire students to become the problem solving heroes of tomorrow. The VEX EDR system harnesses the excitement of building robots to immerse learners in Science, Technology, Engineering and Math (STEM) concepts. Versatile construction elements take the frustration out of the engineering process.

Diverse product line ensures ample opportunities for growth and endless design possibilities. Easy-to-use system enables effective learning for both beginners and experts (ranging from middle school to university). Students will harness the excitement of building robots to immerse learners in Science, Technology, Engineering and Math (STEM) concepts.

About programming?

Learning to program, It’s not just for nerds anymore”

Computer science drives innovation and is one of the fastest growing fields in our economy. Not only are computer science jobs growing (at twice the national average!), they’re also some of the highest paying jobs in the world. However, programming is an important skill regardless of career choice. When students learn to program, they also learn important problem-solving, creative thinking, and computational thinking skills.

Robots provide a hands-on activity that directly involves students in the learning process and allows them to take ownership of their STEM learning. Robots bring code to life and allow students to see how what they’re learning has a direct impact in the real world, and how individual math and engineering elements come together to form a solution to a real problem.

How we teach children robotics each week:

In each Robotics class, your child and a buddy or in a group of (4-6) children will work together as a team to plan and build a new robot. Depending on the age / school grade level (K-12), the children will be placed into groups with other children in their age group. The program is designed to teach children to think outside of the box, letting their creativity and imaginations run loose. Along the way, they learn science and engineering concepts, such as how pulleys, levers and motors work.

Each curriculum leads students through the design process involved in producing a robot to play a competition robotics game. Of course, to go through this process one needs to have a game to play! Over the years VEX has created a number of games specifically designed to be played in a classroom. The Classroom Competition games are designed to be played on an 8’x 8’ field in a one format. A tool-less, easily to assemble perimeter to play these games on is available from VEX. They provide a challenge for designers of all experience levels, and should result in exciting match play regardless of competitor skill.

The smiles and sounds of happiness really start to reach a high point, as the students challenge other teams to a friendly competitive competition game or take part in imaginative play.

Swept Away Game

Swept Away is a Robotics Competition game. Matches are played on an 8 ft x 8 ft square field with a dividing wall down the center. One robot is placed on each side of the field with twelve 4″ foam soccer balls and six foam footballs. The object of the game is simple: get as many balls onto your opponent’s side of the field as possible during a 2-minute match. Robots can dump footballs over the 12” high wall. They can also roll soccer balls through the slots, dump them over the wall, or dump them into the 18” tall goals. If all the balls in play end up on one side of the field, the match immediately ends. The team with all the balls on their side has been “SWEPT AWAY” and loses the match.

At the end of each robotics class, your child enjoys a wrap-up activity to reinforce the STEM skills he or she learned in class. (You’ll hear all about it on the way home.)

A few reasons why students will love Robotics:

Unique STEM curriculum. While your child is having a blast creating robotics, you’ll know he or she is learning practical STEM skills. (Just imagine how these new-found skills could inspire your child in the future!)

Creative problem solving. In each Robotics class, your child participates in creative and challenging activities that encourage a understanding of science, technology and engineering at an early age.
Fun, hands-on activities. Our interactive exercises engages the children’s hands, as well as their minds — which is key for children who learn in different ways.



STEAM, Grades 6-8 (Music Production)

STEAM Music Production 6th-8th is a 4 unit, 20 lesson plan project-based curriculum. The purpose of the Music Production curriculum is to use a student run record label to engage as well as educate students in the areas of Science, Technology, Engineering, Arts, and Math. Students will actively run their own entertainment company by taking on the responsibilities and job functions of each position from CEO to Audio Engineer. Students will learn to produce, compose, record, and market their music. 


  • Instructor guide 
  • 20 Student Workbooks
  • FL Studio Producer Edition Software with compatible Interface
  • 1 MIDI Keyboard
  • 2 Studio Monitors
  • 1 Microphone complete with Stand
  • 1 Headphone
  • Cables to connect it all

Pop culture is a major source of influence for most Americans between the ages of 13-19 years old. Most of our youth are first introduced to pop culture between 3-9 years of age, which per Neilson ratings is the 2nd largest age group in this country. The primary source of exposure to pop culture is through music. According to the Stanford University Department of Anthropology, on average, American youth listen to music and watch music videos four to five hours a day. This is more time than they spend with their friends outside of school or watching television shows. Music matters to adolescents, and they cannot be understood without a serious consideration of how it affects their lives. The scholastic community must rise to the occasion and bridge the gap between pop culture and education. S.T.E.A.M Music Production is an innovative program that does just that through the use of disguised learning. The purpose of this curriculum is to use a student run record label to successfully educate students in the areas of Science, Technology, Engineering, Arts, and Math in an affordable, exciting, and applicable way.

Music Production: Students Run Record/ Entertainment Company

Music Production is a creative engaging approach for students to gain hands on experience in running a record/entertainment company to expand their knowledge of the recording industry by signing, recording and marketing student artist through their own entertainment company. Students work in teams related to advertising, recording, production, publishing, artist and repertoire, legal, marketing, touring, sales, web development and finance. Students will be exposed to the different career opportunities available within the entertainment industry. In addition students will learn about performance rights, music distribution, unions, guilds, entertainment agencies, live performances venues, concessions, recording studios, manufacturing, production, wholesale and retail merchandising.

  • Subject Areas: English, Social Studies, Computer Science, Research Methods, Mathematics, Strategies, Communication, & Evaluation Strategies
  • Skills: Creative thinking, Decision making, Drawing, Following directions, Illustration, Imaginative discussion, Interpreting information, Listening responsively, Responsibility, Sequencing, Teamwork, Applying information, Brainstorming, Conducting research, Decision making, News writing, Role-playing, 

Production & Music

Through a structured step by step curriculum students will learn DJing, music theory, engineering, studio management, and music production. Participants create and produce their own studio quality music tracks and record an instrumental compilation CD.

  • Subject Area: Production, Perspective, Science Theory, Evaluation Strategies, Mathematics, Communication Strategies, & Developing Research Skills
  • Skills: Comparing, Critical thinking, Decision making, Differentiating, Identifying choices, Interpreting data, Listening responsively, Math computations, Making observations, Matching, Problem solving, Role-playing, Teamwork, Brainstorming, Comparing, Compiling data, Conducting research, Decision making, Differentiating, Identifying choices, Listening responsively, Making observations, Problem solving, Reading

Urban Visual Art

Students will explore and discuss the many areas of visual arts to include photography, drawing, painting, digital imaging as well as some alternative processes. Visual and hands on stimulation will be provided through engaging interactive activities. In addition the program gives students who are more visually stimulated the advantage of learning through alternative methods.

  • Subject Area: Artistic Perception, Creative Expression, Historian, & Cultural Content
  • Skills: Conceptualizing and designing advertisements, Creative thinking, Critical thinking, Decision making, Drawing conclusions, Reading and writing, Reasoning, Role-playing, Teamwork, Verbal communication, Working in groups.

Get your Paper Right

This Hip Hop financial literacy empowerment workshop will provide valuable information on budgeting, saving and building wealth. During this workshop we will provide youth important financial related information and opportunities for economic advancement and empowerment. Topics will include: Building Credit, Basics of Banking, Wealth Building, Asset Management, Home Ownership, Auto Financing and Entrepreneurship.

  • Subject Area: Strategies, Problem Solving, Concepts of Probability, Human Experience, Evaluating Data, Mathematics, & Applying Knowledge
  • Skills: Comparing, Compiling data, Conducting research, Decision making, Differentiating, Giving reports, Interpreting data, Math computations, Problem solving, Reading, Teamwork, Understanding symbols


The STEAM Tour is a nationwide tour that gathers the young, hip, influential, and powerful entrepreneurial trendsetters of today who careers encompass the core components of Science Technology Engineering Arts & Mathematics (STEAM). The tour brings a day of seminars, workshops, and forums that points the youth in the direction of success. Students are introduced to the fundamentals behind creating/design high fashion sneakers, the technological know-how to develop high quality headphones (Beats by Dr. Dre), and the chemical combinations/formulas for energy drinks (Gatorade) & developing beauty products (Carroll’s Daughter).

Education Through Entertainment & Arts Partnership (EEAP) is culturally-relevant educational lifestyle company which strives to assist students by offering a fundamentally different approach to education that is designed to address the needs of 21st century learners through project-based learning. Our mission is to prepare and inspire students with an enjoyable learning experience. This is accomplished by personalizing their education curriculum, engaging the student using disguised/non-traditional learning methods, and making it applicable to the real world outside the classroom. We provide student-centered arts instruction in film-making, recording arts music production, photography, visual arts, theater, design, dance, and language arts. These programs are designed to continually capture student’s imaginations and turn their academics into relevant experiences and skills which can be used throughout their lives. EEAP provides positive mentoring for our students, a hands-on approach, and a student-centered academic component that is aligned to Common Core Standards. While we work primarily with students in grades K-12 who are enrolled in Title 1 schools, we also work with nonprofit organizations, school districts, charter schools, and community-based organizations. We serve these students through after school programs, in-school integration, summer programs, outreach programs and art-based programs.

Expected Outcome

  • Create an individualized student learning plan based on weaknesses identified in assessments and include academic, community and family components to help the student make gains in those areas
  • Improve standardized test scores and/or academic subject area achievement by providing interactive curriculum and small group tutoring sessions
  • Increase student dedication to school and motivation to remain active in school
  • Improve academic achievement core areas
  • Promote positive correlations in youth between popular culture and traditional learning to enhance motivation and dedication toward academic performance
  • Incorporate Hip Hop based education in traditional learning environments as a valuable teaching tool