Ustar Spring Featured STEM Program——MIT App Inventor

Ages 8-12 | Beginner Coding & Computational Thinking

The MIT App Inventor course introduces students to real-world app development through visual, block-based programming. Students design and build functional mobile applications while learning core programming concepts such as logic, variables, conditions, data storage, sensors, and web integration.

Through hands-on projects, students move beyond games and animations to create practical apps like calculators, quizzes, media players, and location-based tools. This course builds a strong foundation for computational thinking, problem-solving, and future text-based programming.

📘 MIT App InventorCourse Content Overview

Course Content (15 Lessons)

1. Hello App
Concepts Covered: UI Components, Events
What Students Do:
Students drag and drop a Label and Button onto the screen, then program the button to change the text when clicked.
Learning Outcomes:
Understand how basic UI components work and how to handle simple events.


2. Button Color Changer
Concepts Covered: Properties, Events
What Students Do:
Create buttons that change the screen’s background color and experiment with different button properties.
Learning Outcomes:
Learn how component properties can be modified and how events respond to user actions.


3. Simple Calculator
Concepts Covered: Math Blocks, Inputs
What Students Do:
Design a calculator using TextBoxes and math blocks to perform basic calculations.
Learning Outcomes:
Practice arithmetic operations and handling user input in an app.


4. Text to Speech App
Concepts Covered: Media, TextToSpeech
What Students Do:
Type text and convert it to voice, testing different phrases and voices.
Learning Outcomes:
Explore media components and understand accessibility features in apps.


5. Counter App
Concepts Covered: Variables
What Students Do:
Create buttons to increase or decrease a number and watch it update on the screen.
Learning Outcomes:
Understand variables, value changes, and dynamic UI updates.


6. Random Number Game
Concepts Covered: Random, Logic
What Students Do:
Guess a number generated by the app and receive feedback for correct or incorrect guesses.
Learning Outcomes:
Learn randomness, conditional logic, and interactive gameplay design.


7. BMI Calculator
Concepts Covered: Math, Inputs
What Students Do:
Enter height and weight, calculate BMI, and display formatted results.
Learning Outcomes:
Apply formulas to real-life problems and practice input validation.


8. Simple Quiz App
Concepts Covered: Conditions, UI
What Students Do:
Create a quiz with multiple-choice questions and track scores after each answer.
Learning Outcomes:
Understand conditional statements and logic flow in interactive apps.


9. Image Viewer App
Concepts Covered: Media, Layout
What Students Do:
Add multiple images and create buttons to switch between them while adjusting layouts.
Learning Outcomes:
Learn component arrangement and effective media usage.


10. Music Player
Concepts Covered: Sound, Player
What Students Do:
Add audio files and control playback with buttons to create a simple playlist.
Learning Outcomes:
Understand media handling and user interaction with controls.


11. Step Counter Demo
Concepts Covered: Sensors, Accelerometer
What Students Do:
Simulate phone movement and observe how the app responds.
Learning Outcomes:
Learn how mobile sensors work and how apps respond to real-world input.


12. Location Finder
Concepts Covered: GPS, Location Sensor
What Students Do:
Display simulated latitude and longitude and explore location updates.
Learning Outcomes:
Understand GPS concepts and location-based app functionality.


13. To-Do List App
Concepts Covered: Lists, Storage
What Students Do:
Add, delete, save, and retrieve tasks using built-in storage.
Learning Outcomes:
Understand lists, data persistence, and basic CRUD operations.


14. Translator App
Concepts Covered: Web, API
What Students Do:
Send text to a web service for translation and display results.
Learning Outcomes:
Learn APIs, web communication, and external service integration.


15. Login Screen App
Concepts Covered: Logic, UI
What Students Do:
Create a login screen and validate username and password input with feedback messages.
Learning Outcomes:
Understand basic authentication logic and conditional navigation.


⭐ Course Highlights – Why This MIT App Inventor Course Is Special

  • Build Real Apps, Not Just Games
    Students create practical, functional mobile applications they can actually use.

  • Strong Logic & Computational Thinking
    Emphasis on variables, conditions, data flow, and structured problem-solving.

  • Smooth Transition to Advanced Programming
    Prepares students for Python, Java, and other text-based languages.

  • Hands-On, Project-Based Learning
    Every lesson results in a working app and visible outcome.

  • Connects Coding to Real Life
    Apps involve health, media, sensors, location, and web services.


👨‍👩‍👧 Ideal for Parents Who Want:

  • Their child to understand how real apps are built

  • Coding that goes beyond games and animations

  • Strong foundations in logic, data, and problem-solving

  • A bridge from block-based coding to advanced programming

  • Practical STEM skills with long-term value

Schedule & Enroll Now

CUpertino/San Jose Site

Saturday 2:00 – 4:00 PM
Tuesday 6:45 – 8:15 PM
Wednesday 6:45 – 8:15 PM
Sunday 10:00 AM – 12:00 PM 1:00 PM-2:30 PM

Ustar Cupertino / San Jose Site:1340 S De Anza Blvd, Suite 104, San Jose, CA

 

Los Altos Site

Saturday 2:00 – 4:00 PM
Tuesday 6:45 – 8:15 PM
Wednesday 6:45 – 8:15 PM
Sunday 10:00 AM – 12:00 PM 1:00 PM-2:30 PM

Ustar Los Altos Site:858 University Ave, Los Altos, CA 94024

 

Coach Hardeep

STEM/Robotics Teacher

A highly experienced STEM educator with a background in mechanical design and programming, specializing in robotics, coding, and engineering design for K–12 students.Skilled in professional tools such as Onshape, Fusion 360, and SolidWorks, and is well known for mentoring students in robotics competitions—helping them turn ideas into real, working projects.

He focuses on helping learners bridge the gap between theoretical knowledge and real-world application. Driven by the philosophy that learning should be interactive and enjoyable, I strive to cultivate curiosity, critical thinking, and a lifelong love for STEM in every student.