LEAGUE ® LEGO Presented by

FIRST [Insert additional information here] FIRST

“… to create a world where science and technology are celebrated…

…where young people dream of becoming science and technology heroes…”

Dean Kamen, Founder of FIRST

© 2004 FIRST LEGO League What is FIRST?

For Inspiration and Recognition of Science and Technology

¾ 501 (c) 3 not-for-profit organization ¾ Founded in 1989 by inventor ¾ Headquarters in Manchester, NH ¾ FIRST Robotics Competition for high-school-aged young people ¾ FIRST LEGO League for 9-14 year olds* ¾ FIRST Place R&D facility and science & technology resource to the community

* Ages 10-16 outside North America © 2004 FIRST LEGO League FIRST Robotics Competition

¾ Combines the excitement of sport with science and technology ¾ Creates a unique varsity sport for the mind ¾ High-school-aged young people discover the value of education and careers in science, technology and engineering

© 2004 FIRST LEGO League FIRST LEGO League

Helps children, ages 9 to 14, discover the fun in science and technology while building self-confidence, knowledge and life skills

“I want to build things nobody Charles Peterson, FLL Team Member (10 years old)

else has even though of yet.” © 2004 FIRST LEGO League What is FLL?

An international program created through a partnership between FIRST and the LEGO Group

¾ INSPIRES children, ages 9 to 14, to participate in science and technology ¾ ENGAGES kids in playful and meaningful learning ¾ PROVIDES a fun, creative, hands-on learning experience ¾ CHALLENGES kids to solve real-world problems using robotics ¾ TEACHES children to experiment and overcome obstacles ¾ BUILDS self-esteem and confidence

© 2004 FIRST LEGO League How it Works

PROBLEM SOLVING AND CREATIVITY ¾ Present kids with a real-world problem ¾ New challenge each year TEAMS OF STUDENTS AND MENTORS ¾ Work as a team ¾ Learn with adults and mentors DO IT ALL IN 8 WEEKS ¾ Building, programming, testing, investigating solutions ¾ Competing with peers in high-energy tournaments ¾ Presenting solutions to a real-world problem to a panel of judges

© 2004 FIRST LEGO League FLL Teams

¾ APPLY math and science concepts to research, design, build and program autonomous robots ¾ USE LEGO MINDSTORMSTM technologies ¾ GAIN hands-on experience solving real-world problems ¾ LEARN from and interact with adult mentors ¾ WORK as a group to overcome obstacles and meet challenges

© 2004 FIRST LEGO League 2004 No Limits Challenge

FLL teams find ways to help people with different levels of physical ability by:

¾ EXPLORING how technology and human thought can work together to create access for all ¾ BUILDING & PROGRAMMING a robot to address the specific needs of people who face physical challenges ¾ RESEARCHING & PRESENTING robotics technology solutions to help individuals in their community

© 2004 FIRST LEGO League FLL Impact: Growth

6000

5000

4000 The number of FLL teams has grown from 200 teams in the 3000 U.S. in 1998 to 5,859 teams in 20 countries in 2004 2000

1000 Outside U.S. & Canada U.S. & Canada 0 1998 1999 2000 2001 2002 2003 2004

© 2004 FIRST LEGO League FLL Impact (Coach Perspective)

In a 2004 evaluation of FLL, Brandeis University found: 9 94% of coaches reported an increase in students’ understanding of how science and technology can be used to solve problems

Among participants:

Want to learn more about computers and robotics 93%

Want to learn more about science and technology 88%

Increased interest in science/technology-related jobs 77% Increased interest in having a jog that uses science or technology when they are older

0% 20% 40% 60% 80% 100%

Source: FLL Program Study by Center for Youth and Communities, Brandeis University, May 2004 © 2004 FIRST LEGO League FLL Impact (Student Perspective)

In the 2004 evaluation of FLL, Brandeis University also found:

Increased knowledge of:

Use of school subjects in solving real-world problems 93%

Importance of science and technology in everyday life 95%

Use of science and technology in real-world problem-solving 97%

Science and technology careers 90%

0% 20% 40% 60% 80% 100%

Source: FLL Program Study by Center for Youth and Communities, Brandeis University, May 2004 © 2004 FIRST LEGO League Get Involved: Teams

Up to 10 children, ages 9 to 14, and at least one adult coach ORGANIZATIONS Any group can create a team: schools, community groups, churches, neighborhoods… COST $600 for new teams, $300 for returning teams FLL SEASON May – September ------On-line registration Mid-September ------Challenge is revealed October – November --- Building season November – January ----Tournament season April ------World Festival

© 2004 FIRST LEGO League Get Involved: Teams

In a 2004 evaluation of FLL participants, Brandeis University found:

¾ 98% reported had fun working on their FLL team ¾ 93% rated their experience ‘good’ or ‘excellent’ (31% good, 63% excellent) ¾ 82% plan to participate again (11% will be too old; 5% report no time)

Source: FLL Program Study by Center for Youth and Communities, Brandeis University, May 2004 © 2004 FIRST LEGO League Get Involved: Sponsors

FIRST SPONSORSHIP ¾ Builds technological literacy ¾ Strengthens company reputation in the community ¾ Provides renewed inspiration to company engineers and employees ¾ Engages employees in volunteerism opportunities ¾ Provides employee team building and training opportunities

© 2004 FIRST LEGO League Get Involved: Sponsors

BECOME A SPONSOR ¾ Provide financial support to teams ¾ Involve employees as mentors, coaches and/or volunteers ¾ Provide equipment, facilities and/or training ¾ Help host a tournament for your community

“FLL enables us to be a player in th our employees get a kick out of it we’re all in this together.” Tom Pirelli, Chairman, ArialPhone Corporation e community. The kids enjoy it and as volunteers. The feeling is that

© 2004 FIRST LEGO League Get Involved: Volunteers

BECOME A VOLUNTEER ¾ Help kids discover the fun in science and technology ¾ Have a positive impact on the lives of children ¾ Help celebrate science and technology ¾ Network with like-minded professionals ¾ Be inspired and energized through your participation ¾ Have fun

“There’s something about changing a young person’s life and giving them direction that keeps me going.” General Motors FIRST Volunteer

© 2004 FIRST LEGO League Get Involved: Volunteers

Everyone has something to contribute to FLL

OPPORTUNITIES ¾ Mentor or coach a team ¾ Volunteer at an FLL event ¾ Judge ¾ Coordinate a team ¾ Help with fundraising ¾ Recruit new teams

© 2004 FIRST LEGO League Get Involved: Mentors

BECOME A MENTOR ¾ Empower children with a sense of accomplishment ¾ Provide valuable one-on-one interaction ¾ Be respected and admired by team members ¾ Be inspired and energized through your participation

“I love working with these kids! I’m can accomplish, and th Kristen Kelso, FLL Coach and Judge, former FIRST Robotics Competition participant eir enthusiasm and energy is contagious.” amazed and inspired by what they

© 2004 FIRST LEGO League Get Involved: Schools

OPPORTUNITIES ¾ Spread the word about FLL ¾ Encourage parents to form teams ¾ Provide space for teams to work ¾ Be a tournament site ¾ Help mentor/coach a team ¾ Bring FLL into the classroom

“I have been teaching for 31 years and this is one of the best programs I have ever seen!” David Mills, Technology Education Teacher

© 2004 FIRST LEGO League Get Involved: Universities

OPPORTUNITIES ¾ Host an FLL tournament for the community ¾ Recruit students to mentor/coach teams ¾ Recruit volunteers ¾ Contact local elementary and junior high schools ¾ Get the word out to alumni

© 2004 FIRST LEGO League Next Steps

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“If you create an enviro Stuff is celebrated, incred , MIT Professor and FIRST National Advisor nment in which the right ible things can happen.”

© 2004 FIRST LEGO League