How to Inspire K-12 Students to Study in Computing Disciplines in the Age of Artificial Intelligence: Byte-A-Dynamo Workshops

IEEE Computer Society Team
Published 09/11/2025
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Software engineering shouldn’t be gatekept to people who can afford an expensive degree. Recently, one group has been working hard to expand artificial intelligence (AI) and computer science teaching to students (ages 10-16) from low-income families in Maryland who have no or minimal computing backgrounds. Computing isn’t just for the elite; it’s for anyone with curiosity and creativity. But resources and training aren’t always widely accessible.

That’s why a series of free workshops was introduced to K–12 students, teaching them coding, cybersecurity, and STEAM (science, technology, engineering, art, and math) to broaden the impact of computing education on a larger scale. In partnership with the IEEE Computer Society (CS), three workshops were held in July 2025 at two branches of the Howard County Library System in Maryland. They were led by the workshop Chair, several undergraduate and graduate students as mentor leads, high school students as mentors, and middle school students as student assistants, and supervised by board members of IEEE CS.

 

The Breakdown of Coding Workshops


Workshop #1: Let’s code

The first workshop introduced students to the basics of Python, including loops, variables, and the famously tricky concept of recursion. Instead of avoiding the challenge, mentors used the “Tower of Hanoi” puzzle to make the idea interactive and fun. Toward the end of the workshop, mentors demonstrated AI-assisted software to give students a glimpse into emerging technologies. An Officer from the IEEE Baltimore Section was also invited to give an interactive talk about computing in engineering design.

Workshop #2: Introduction to Cybersecurity

The second workshop turned codebreaking into a fun icebreaker game. Students cracked “secret names” based on ciphers, helping them learn the basics of encryption and building on the principles of game-based learning. Guest speakers, Dr. Hironori Washizaki, President of IEEE CS, a CEO from the Global Foundation of Cyber Studies and Research, and a senior Computer Science student from the University of Maryland, connected the games to real-world applications, highlighted potential careers in cybersecurity, and shared their experiences with drone cybersecurity.

Workshop #3: STEAM

In the final workshop on STEM + ART, students used project-based learning. Students were introduced to Arduino basics and circuit functions, integrating an Arduino setup with their art design. Leaders Dr. Kathleen Kramer, the 2025 President and CEO of IEEE, and Dr. Caroline Walker, the Chief Officer of Equity and Innovation of HCPSS, coached on inspiration and real-world context. At the end, students presented their projects and reflected on their learning.

 

Sharing the Word About Byte-A-Dynamo


A crucial part of the success of these workshops was making sure students attended. The team used a strategic recruitment plan to reach out to local organizations, use school newsletters, post on community websites, and post on-site flyers. In just one month, 103 applications were submitted, and about 60% of the applicants participated in the three workshops. Three cohorts were invited across the workshops, targeting middle school students for the first two sessions and upper elementary students for the STEAM session.

 

Lessons That Last Beyond a Weekend


At the end of each workshop, students participated in a reflection period that focused on the successes and areas of improvement. Some key takeaways included:

  • Separating the younger students by skill level and pairing graduate students with high school mentors worked well to improve learning, collaboration, and communication within all age groups.
  • Surveys and team presentations revealed that students gained more than technical skills through the workshops.
  • Students valued collaboration, peer learning, and recognized that computing was accessible and personally meaningful.

Overall, these workshops provided intentional mentorship, tactical learning, and real-life career planning to support the low-income families in the Maryland area.

To read the full study, click here.

 

A big thank you to the IEEE CS Juniors Program and the Volunteers


This study would have not been possible without the financial help from the IEEE CS Juniors Program.The volunteers were awarded a grant in 2025. Their time, insight, and commitment brought these workshops to life, ensuring that the education reflects both quality and impact.

 

Hosting Team:

  • Huihui Wang, Ph.D.
    Full Teaching Professor
    Director of Computing Programs
    Khoury College of Computer Sciences
    Northeastern University in Arlington, VA
    IEEE Senior Member ‘17
    IEEE Education Society Board Member

 

Student Mentors:

  • Promise Owa
    Northeastern University
    Workshop 1
  • Ruby Lo
    Northeastern University
    Workshop 2
  • Maggie Pang
    Case Western Reserve University
    Workshop 2
  • Yike Li
    Northeastern University
    Workshop 3
  • Helen Qin
    Thomas Jefferson High School
  • Brandon Sang-Zheng
    Thomas Jefferson High School
  • Julieanne Qi
    River Hill High School
  • Amelia Song
    Clarksville Middle School
  • Chelsie Qi
    Clarksville Middle School
  • Nirupama Nair
    Folly Quarter Middle School

 

Section Officers:

  • Don Herres
    IEEE Baltimore Student Activities Chair & Robot Challenge Director
  • Sherwood Olson
    Systems Engineer of CACI, Inc.
    IEEE Baltimore Section Web Administrator
    Vice-Chair for the Baltimore Chapter of IEEE Communications Society

 

Staff from Howard County Library Systems (HCLS):

  • Elizabeth Furr
    STEAM Education Instructor & Coordinator