IEEE CS Juniors
Inspiring the next generation of innovators through global outreach and mentorship.
The IEEE Computer Society Juniors (CS Juniors) is a program that fosters outreach to pre-university (K-12) students worldwide, inspiring and engaging them to pursue and expand their studies in IEEE CS’s disciplinary areas while building strong relationships between students and senior society members.
CS Juniors was established as an ongoing program that extends the successful program implementation of the IEEE Learn-Compute Camp 2023 held in Tamil Nadu, India, enabled by a grant from the IEEE Computer Society Diversity and Inclusion Fund.
Program Objective
CS Juniors engages K-12 students by creating educational experiences that enhance their understanding of computer science and related STEM fields through interactive and collaborative activities.
Furthermore, CS Juniors builds relationships and fosters a community involving students, teachers, volunteers, related organizations, and society members. CS Juniors contributes to IEEE CS’ commitment to equity, diversity, and inclusion and the Society’s goal of engaging students and early career professionals.
Who Can Join CS Juniors
CS Juniors targets any K-12 student, depending on the eligibility of each activity in a particular region. It also involves teachers, volunteers, related organizations, and society members to build and foster the community and maintain long-term relationships.
Upcoming Activities and Events
CS Juniors regularly hosts and supports a variety of activities. If you’re in the area for any upcoming events and are interested in participating or getting involved, please contact the listed organizers for more information.
Mexico
IEEE SSIT STEM Workshop in Tonantzintla
- Date: 17 September 2024
- Location: Guillermo Haro Barraza Museum, Tonantzintla, Puebla, Mexico
- Supporters: IEEE REACH, Consejo Nacional de Ciencia y Tecnología (CNACYT), National Institute of Astrophysics, Optics and Electronics (INAOE)
- Organizers: Luis Kun (IEEE Society on Social Implications of Technology) and others
- Contact: csjuniors@computer.org
Uruguay
CS Juniors Program 2024 Montevideo
- Date: 7-8 October 2024
- Location: Museum “Espacio Ciencia,” Montevideo, Uruguay
- Supporter: Museum “Espacio Ciencia”
- Organizers: Martha Cambre (Jefe Museo Espacio Ciencia), Irene Pazos (Junior Program Co-Chair), Hironori Washizaki (Junior Program Chair, IEEE CS 2025 President), and others
- Contact: csjuniors@computer.org
Hosting a Program
To host and organize a program recognized by CS Juniors, please refer to the following guidelines and contact us.
Steering Committee
- Chair: Hironori Washizaki (IEEE-CS 2024 President-Elect, Waseda University)
- Co-chair: Irene Pazos Viana (IEEE-CS 2021-2023 BoG, Bank of Republic of Uruguay)
- Members: Akinori Ihara, Cecilia Metra, Cybele Ghanem, Cyril Onwubiko, Deborah Silver, Eric Berkowitz, Ernesto Cuadros-Vargas, Fernando Bouche, Justin Jacob, Kiyoshi Honda, Megha Ben, Melissa Russell, Michelle Tubb, Nita Patel, Rajendra Raj, Ramneek Kalra, Ruijia Lin, Saurabh Bagchi, Sumit Kacker,Takako Hashimoto
Program Event Guidelines
This guide assists organizers in effectively implementing the IEEE CS Juniors events and activities (hereafter, “event”). It emphasizes creating engaging educational experiences that enhance students’ understanding of computer science and related STEM fields through interactive and collaborative activities.
Event planning
The event organizer defines and plans the following items comprehensively in advance.
Objective (Why)
By default, the event aims to increase target participants’ awareness and engage targets in computing and other technical areas. Furthermore, the event should be an initiative to build relationships and foster a community involving students, teachers, volunteers, related organizations and entities, and society’s members.
Technical scope (What)
By default, the technical scope of the event is project-based learning of STEM with soft skills.
Target (To whom)
The event’s target participants are pre-college students. The organizer defines the target age, considering local regulations and situations. The lower boundary of events is basically age 12, depending on regulations and guidelines in the target area.
Organizers and supporters (Who):
The organizing committee of the event needs to identify the following:
- Chair/co-chair who is responsible for organizing the event
- Hosting team with 10-20 members who support the event locally
- Collaborators: School, Local Government, Local Volunteers, IEEE/IEEE-CS Regional Chapter
- Mentors
- Speakers
- Supervisors sent from the IEEE CS Juniors Steering Committee
Location, available facility and format (Where)
The organizer defines the location and facility of the event. By default, it is held in person, with limited online support depending on availability.
Event timing and duration (When)
The organizer defines the dates and duration of the event. By default, the duration is two days.
Income and expenditure (How much)
The organizer makes the budget plan. The organizer may receive financial support from the CS Juniors Steering Committee based on necessity and availability.
Program and content (How to)
By default, the organizer plans the program and content as follows. The expected content includes an introductory talk about technologies (such as the Internet and cybersecurity), followed by team-based activities such as team building, discussion on problem-solving, and team presentation.
Example of a project-based event structure (Ref: IEEE Learn Compute Camp and 2023 Event:
- Introduction: Provide an overview of the event, outlining the main objectives and the day’s agenda. Introduce the facilitators, mentors, and available resources.
- Goal setting: Clearly define the goals of the project-based workshop. This could involve developing a software application, designing a robot, or solving a specific computational problem. Explain the project’s relevance in real-world contexts and its connection to broader computer science concepts.
- Problem presentation: Present a central problem or challenge that the project will address. This problem should be engaging and suitable for the age group, encouraging creative thinking and innovation. Examples could include creating an app to solve a local community issue, programming a game with specific constraints, or developing a simple machine-learning model to classify data.
- Team formation and project planning: Divide participants into groups based on their interests or let them choose their teams to promote collaboration and peer learning. Individual projects can also be an option for those who prefer working alone. Guide students to create a project plan, including milestones, roles, and responsibilities. This plan should outline the project phases, expected outcomes, and the resources needed.
- Solution development: Participants work on their projects, applying coding skills and other CS-related knowledge to develop solutions to the presented problem. Facilitators and mentors provide support and guidance, ensuring students progress and overcome technical hurdles.
- Presentation and review: Each team or individual presents their project to the group. This includes demonstrating their solution and discussing the challenges they faced and how they overcame them. Encourage constructive feedback from peers, facilitators, and mentors, focusing on what was learned and areas for improvement.
- Reflection and debrief: Conclude the event with a reflection session where participants can share their experiences and key takeaways. Discuss how the skills learned during the workshop can be applied in other areas of study or future projects.
- Feedback collection: Gather participant feedback through surveys or interactive feedback tools to evaluate the event’s effectiveness and gather insights for future events.
Possible additional elements:
- Mentorship: Pair each team or individual with a mentor who is an expert in the relevant CS areas. These mentors can guide the participants throughout the project development process.
- Resource availability: Provide access to software tools, online resources, coding platforms, and any necessary hardware for project development.
- Skill workshops: Organize mini-workshops on specific skills needed for the projects, such as using a particular software, basic programming techniques, or debugging methods.
The following table shows an example program taken from the IEEE Learn Compute Camp 2023.
Success criteria
The organizer defines the success criteria of the event and evaluates it after holding the event. By default, the criteria include the following:
- Number of participants
- Participation ratio = #participants / #registrants
- Positive survey ratio = #participants who positively answered the event survey / #participants who responded to the survey
Event execution
During the event execution, the organizer increases the engagement of participants. Practices and ideas to improve it include the following:
- Interactive Stations: Set up multiple interactive stations within the venue where participants can engage in different hands-on activities—from coding challenges to robotics assembly—and rotate through stations in small groups.
- Live Demonstrations: Conduct live demonstrations of cutting-edge technology by professionals and alums, showcasing practical applications of what students learn in real-world scenarios.
- Safety Protocols: Implement comprehensive safety protocols, especially in lab settings. Provide proper training on equipment use and ensure all activities comply with the latest health and safety guidelines.
Post-event activities detailed
Feedback and evaluation
The organizer implements feedback and evaluation mechanisms, such as the following:
- Instant feedback mechanisms: Use instant feedback tools during online and in-person sessions to gauge student engagement and understanding. Tools like real-time polls and digital feedback forms can be practical.
- Detailed surveys: Post-event, distribute detailed surveys to assess the workshop’s impact on students’ interest in STEM and the development of soft skills. Include questions that measure both educational and emotional effects.
Reporting and future planning
Data analysis should be comprehensive and involve both quantitative and qualitative methods to effectively evaluate and improve the event.
Quantitative analysis methods include the following:
- Engagement metrics: Track participation rates, quiz scores, and completion rates of activities. Analyze these metrics to assess student engagement and the effectiveness of different interactive tools.
- Pre- and post-event surveys: Use statistical tools to analyze survey data collected before and after the workshops. Focus on measuring changes in students’ interest in STEM fields and their self-reported confidence in using new technologies or concepts.
- Performance tracking: If applicable, analyze the results of practical tasks or projects to evaluate competency gains. This can include coding exercises, problem-solving tasks, and collaborative projects.
Qualitative analysis methods include the following:
- Feedback forms and open-ended responses: Utilize text analysis tools to categorize and identify common themes in participant feedback. This analysis can highlight students’ most valuable areas or areas needing improvement.
- Focus groups or interviews: Conduct qualitative analysis of discussions from focus groups or interviews with select participants to gain deeper insights into the student experiences and the perceived impact of the workshop on their skills.
Continuity and long-term relationship
The organizer considers the sustainable continuity of the event activities and long-term relationships involving event participants, teachers, volunteers, related organizations, and society members. Such continuity can be established by engaging teachers to continue activities independently, collaborating with teacher associations, and involving local communities.
The organizer and the community implement a continual improvement process, which incorporates practices such as the following:
- Review Meetings: Schedule regular review meetings with the organizing team to discuss the data analysis’s outcomes. Use these discussions to make informed decisions about adjustments to workshop content, format, and delivery methods.
- Integration of Educational Trends: Continuously monitor and integrate new educational technologies and pedagogical strategies that could enhance the learning experience. This includes staying updated with the latest tools in educational technology that can be tested in future sessions.
- Long-Term Tracking: Track participants’ long-term progression, potentially integrating with school systems or educational platforms to monitor continued engagement and success in STEM fields.