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Designed by Rutgers University, Explorers of the Deep, focuses on the mysteries and adventures of ocean exploration—with robots! Ocean exploration helps scientists prepare for and adapt to changing ocean conditions. Many of these changes in ocean conditions are affecting the environment, such as melting glaciers, increasing ocean temperatures, declining fisheries and an increase in frequency and severity of storms. Since Earth is an ocean planet, these impacts affect humans and organisms all around the world, regardless of their proximity to the ocean.
The three activities develop observational and critical thinking skills while exploring the interconnected nature between the ocean and humans, regardless of where they live.
Youth learn foundational STEM skills while they wrestle with the same questions as today’s top oceanographers and scientists! Activities can be done all at once or individually, making it great for classrooms, afterschool programs, clubs, parents and more. Activities align to the Next Generation Science Standards (NGSS).
Recommended Ages: 8-14
Ocean Robot Test Tank
Get your ocean robot ready for a research mission! Youth learn how to “ballast” their ocean robot by adding weights to create the sinking and floating behavior of a real ocean robot. They will investigate data collected by ocean robots and learn about the value of ocean exploration.
Playing an ocean-inspired board game, youth navigate their ocean robot around the world while learning key ocean concepts such as aquaculture, climate change, technological innovation, human impact and the ocean ecosystem.
Youth investigate challenges that ocean scientists, engineers and technologists are currently exploring. Each challenge requires innovations and technical solutions that inspire public action.
Each Kit includes materials for 6 youth or more if rotating to participate in the offline activities at the same time.
*Additional youth guides, ocean gliders, and board games can be purchased separately.
Click here to download the appropriate guides and resources.
Based on their interests and guided by adult mentors, youth develop their own pathway in 4‑H. They select from a broad menu of local 4‑H programs, which provide hands-on, learn-by-doing, opportunities.
Kids thrive when given the tools to succeed. CLOVER offers a supportive space to achieve. CLOVER has something for everyone, with 190+ interactive, exciting activities for ages 5-18, including augmented reality!
4‑H programs are available through local 4‑H clubs, 4‑H camps, in-school, and after-school programs. With the support of adult mentors, youth from ages 8-18 select from a menu hands-on project ideas to complete.
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