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Carolina® Astro Socks Kit

$73.40 - $235.70

2 Product Options


This kit was built for use with the Microsoft® Hacking STEM Project, Designing Astro Socks to Protect Astronauts’ Feet in Microgravity.

This activity integrates a design challenge around an interesting problem astronauts face while onboard the International Space Station, all while incorporating crucial 21st-century technical skills (such as data science, software, and mechanical and electrical engineering) for an authentic learning experience. Emphasis is placed on the importance of combining science and technology to reflect the mechanics of the human body.

Activity Requirements
This activity requires project instructions, technical requirements, and lesson plans from the Microsoft® Hacking STEM website, including:

Build and Learn
Students build a sensorized sock to visualize the pressure felt on top of the foot. Sensors on the simulator measure the amount of pressure the foot experiences when attached.

Connect Your Tools
Students connect their sensor-enabled sock to the Excel® workbook via an Arduino® Uno or micro:bit microcontroller. Utilizing the graphics in Excel®, students determine the pressure experienced on the top of the foot during certain tasks.

Visualize the Data
Students run trials with the sensorized sock and Space Gym to generate ideas to improve the range of tasks it can accomplish. Using a customized Excel® workbook, students can see real-time data input and analyze it.

Individual kit includes materials for 1 student station. Classroom kit includes materials for 6 student stations. Project takes 5 fifty-minute class periods. Project requires materials from the Carolina® Arduino® Microcontroller Kit (item #770050) or the Carolina® micro:bit Microcontroller Kit (item #770055) and the Carolina® Tool Kit (item #770060).

Microsoft® Hacking STEM Projects are a collection of inquiry-driven, standards-aligned lesson plans that integrate visualizing data into existing science, technology, engineering, and math (STEM) curriculum. These hands-on activities engage students in computational and design thinking and situate them in solving real-world problems.




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