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Impact

How we measure what matters

We measure access, learning, confidence, local capacity, and sustainability. As Kids Engine grows, we want to understand what works, for whom, in which settings, and what local educators and partners need to deliver a strong learning experience.

Five measures

What we measure

  • Access

    Number of children served, program sites reached, equipment deployed, and partner communities supported.

  • Learning

    Child participation, project completion, skill growth, progress on Kite, and learning checks before and after activities when appropriate.

  • Confidence

    Children's curiosity, belonging, interest in STEAM, and willingness to keep exploring.

  • Capacity

    Number of local facilitators trained and number of sites prepared to continue programming.

  • Sustainability

    Equipment reused, programs repeated, partner sites activated, and resources kept in community use.

Our impact so far

Real numbers, not projections

Kids Engine is newly launched. Through our founder’s prior hands-on workshops and research programs, roughly 100 children have already experienced this approach: building circuits, working with sensors, experimenting with tools, and creating with technology, many for the first time.

As our pilot programs launch, we will publish participation numbers, learning outcomes, facilitator feedback, equipment deployed, and community results on this page.

Roughly 100 children so far, one face each.

Reporting

What donors receive

After a pilot, funders and major partners receive a short report covering everything below.

Our goal is not only to run a workshop. Our goal is to build local STEAM capacity that remains after the first program ends.

  • A clear program summary
  • Equipment use report
  • Facilitator feedback
  • Photos when appropriate
  • Student learning or engagement highlights

Grounded in research

Kids Engine's human-centered program model is built on the founder's peer-reviewed research in human-computer interaction on children, creativity, and learning technology. That work shows children learn most deeply when they can make, test, build, play, iterate, and connect ideas to real tools.

See research