REFINING LIMITLESS POTENTIAL
Future generations are our greatest natural resource. Future leaders will need the logical skills to ensure that technology will continue to evolve in a safe, sustainable, and an effective manner to address the problems our growing society will face.
TechnoFro’s purpose is to ensure that specialized computer skills are accessible to today’s youth regardless of their situation. In addition to resource disparity, at-risk youth often experience support system dynamics that are not conducive to optimal learning. Our technical programs incorporate soft-skill lessons designed to instill confidence and self-discipline to participants.
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Our lessons evolve side-by-side with the technology they cover. By endowing our students with a solid foundation of core concepts, new industry practices are easily mastered.
On-site visits and mentorships with our corporate partners afford our students real-world experience and guidance.
Engineer Designed. Educator Approved.
Our curriculum is designed by accomplished, professional engineers – with a genuine passion for technology – and reviewed by state certified instructors.
One Stop S.T.E.M.
Our coursework seamlessly integrates the subjects of Science, Technology, Engineering, and Mathematics into our project-based objectives.
The connection between curriculum and systems are vital. When available, we supply and support systems essential to our programs; we invite our students to participate in the repair of malfunctioning systems, as situations allow.
Faculty Training Services
We work closely with the school instructors delivering our material to ensure that not only do they fully understand the lessons they’re presenting, but also the theory behind it.
Our programs are designed to be both engaging and progressively technical – thus retaining the interest of students with varying degrees attention ability. Project-based lessons are presented in a 30% lecture, 70% hands-on approach – while re-addressing core concepts as the task progresses. Curriculum is delivered via the following, age-specific programs:
BITS (Ages 6-9)
This program introduces young students to logical constructs and real-world representations of computer system functions.
NIBBLES (Ages 10-13)
In this program, we take the concepts from the preceding training and relate them to computer programming components.
BYTES (Ages 14-18)
This final program consists of student conceived projects spanning mulitple languages and platforms designed to expand their programming portfolio.
In a time where most things with a battery contain some type of data processing ability, it useful to be able to identify the devices full capabilities.
This course introduces students to the many type of computer systems: from the world’s most powerful units spanning large buildings to the ones carried in people’s pockets everyday; we explore the similarities and difference between computer systems.
The modular design of modern computer systems make their physical construction and repair almost as simple as a child playing with building blocks – the key is understanding the compatibility and capabilities of the different parts in use.
This course focuses on the different computing physical components and their operation; we explore how they interact with one another in-order to understand the actions to take when upgrading for improved performance or troubleshooting to solve a problem.
The operating system is the translator by which humans communicate the action to be performed to the computer hardware handling the request.
This course covers the installation, operation, and limitations of current operating systems; we cover the strengths, weaknesses, and nuances of various operating environments.
Through networking the power of a single computer is amplified exponentially.
This course discusses how computers exchange information with one another both internally within a mutual location and remotely across large distances. We explore the various tools used to test network connectivity across different operating systems.
Regardless of its power or complexity, computers only have an IQ of 2 – they understand zero and ones; coding is just arranging those two digits into patterns that the hardware can interpret.
In this lesson students are introduced to programming logic, constructs, objects, and practices. By exposing students to a multitude of different languages we establish comfort and proficiency with various coding techniques.
As covered in the previous course, all computer data is just patterns of ones and zeros – including the images and videos processed by computer systems.
This course introduces students to graphic design principles and the tools used to produce and manipulate digital artwork.
3-D printing is the ultimate bridge between the conceptual and physical plane. In its short existence it’s proved an invaluable tool to industries ranging from medical to manufacturing.
In this course, we introduce students to Computer Aided Design concepts and tools used to build 3-Dimensional structures.
Electrical circuits are the physical gateway between computer logic and the world in which we live; through this medium the creators imagination becomes tangible.
From electronic theory to circuit design, this course covers all the mathematical and practical skills required to repair and construct custom electrical circuits.
Just as networked computers share data between themselves, so can that data be used to communicate with a variety of other device types.
This course incorporates many of the core skills covered in preceding lessons in-order to illustrate the power of programming to control real-world objects outside the boundaries of the computer’s operating system.
Once only existing in the world of fiction, Virtual Reality is increasingly present in multiple areas of the professional workforce (i.e. medical, legal, and entertainment, etc)
The lessons in this course focus on the application, technology, and programming of virtual environments.