Curriculum

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Program Overview

Tech Bootcamp Curriculum

Two year-round training tracks designed to give Chicago high school girls hands-on, real-world skills in Artificial Intelligence & Robotics and UI/UX Design.

 

Girls Set Go offers two 8-module training tracks: AI & Robotics and UI/UX Design. Each track begins with foundational learning in Modules 1 and 2, then shifts into hands-on, project-based learning from Module 3 through Module 8, where students apply new skills through guided class assignments. UI/UX Design students work primarily in Figma, the industry-standard design tool, from Module 3 onward.

 

Both tracks culminate in a capstone project, where students design, build, and present original work to peers, mentors, and family.

Track 1

AI & Robotics

Foundations of artificial intelligence and hands-on robotics, from first build to final capstone.

Students are introduced to the world of artificial intelligence and robotics — what these fields are, why they matter, and how they are already shaping daily life. The module covers foundational vocabulary, real-world examples, and the role of women and people of color in building the technology of the future.

An exploration of the building blocks of artificial intelligence: data, algorithms, and pattern recognition. Students learn how machines are trained to recognize images, understand language, and make decisions, setting the foundation for the hands-on work ahead.

Hands-on learning begins. Students work in teams to assemble and program their first robotics kit, learning the basics of circuits, sensors, and motors. Class assignment: complete a guided robot build and document the engineering process.

Students learn the fundamentals of coding logic — loops, conditionals, and sequencing — and apply these concepts to control their robot's movement and responses. Class assignment: write and test a program that completes a defined task or obstacle course.

Students explore how robots use sensors to interpret their environment, including light, distance, and sound. The module covers data collection and how sensor input drives robotic decision-making. Class assignment: build a sensor-responsive feature into an existing robot design.

A hands-on introduction to how machines learn from data rather than fixed instructions. Students use beginner-friendly tools to train a simple model and observe how it improves with more data. Class assignment: train and test a basic machine learning model on a provided dataset.

Students examine the real-world impact of AI, including bias in data, environmental costs of large-scale computing, and questions of fairness and access. The module challenges students to think critically about who AI serves and who it can leave behind. Class assignment: research and present a case study on an ethical issue in AI.

Students bring together everything learned across the track to design, build, and program a final robotics or AI project of their choosing. The module closes with a showcase presentation to peers, mentors, and family. Class assignment: complete and present a final capstone project.

MODULE 1 Welcome to AI & Robotics

Students are introduced to the world of artificial intelligence and robotics — what these fields are, why they matter, and how they are already shaping daily life. The module covers foundational vocabulary, real-world examples, and the role of women and people of color in building the technology of the future.

MODULE 2 How Machines "Think"

An exploration of the building blocks of artificial intelligence: data, algorithms, and pattern recognition. Students learn how machines are trained to recognize images, understand language, and make decisions, setting the foundation for the hands-on work ahead.

MODULE 3 Your First Robot Build

Hands-on learning begins. Students work in teams to assemble and program their first robotics kit, learning the basics of circuits, sensors, and motors. Class assignment: complete a guided robot build and document the engineering process.

MODULE 4 Programming Logic & Control

Students learn the fundamentals of coding logic — loops, conditionals, and sequencing — and apply these concepts to control their robot’s movement and responses. Class assignment: write and test a program that completes a defined task or obstacle course.

MODULE 5 Sensors & the Physical World

Students explore how robots use sensors to interpret their environment, including light, distance, and sound. The module covers data collection and how sensor input drives robotic decision-making. Class assignment: build a sensor-responsive feature into an existing robot design.

MODULE 6 Introduction to Machine Learning

A hands-on introduction to how machines learn from data rather than fixed instructions. Students use beginner-friendly tools to train a simple model and observe how it improves with more data. Class assignment: train and test a basic machine learning model on a provided dataset.

MODULE 7 AI Ethics & Responsible Design

Students examine the real-world impact of AI, including bias in data, environmental costs of large-scale computing, and questions of fairness and access. The module challenges students to think critically about who AI serves and who it can leave behind. Class assignment: research and present a case study on an ethical issue in AI.

MODULE 8 Capstone: Build, Present, Inspire

Students bring together everything learned across the track to design, build, and program a final robotics or AI project of their choosing. The module closes with a showcase presentation to peers, mentors, and family. Class assignment: complete and present a final capstone project.

Track 2

UI/UX Design

Human-centered design fundamentals, built hands-on in Figma from first wireframe to final prototype.

Students are introduced to the world of user interface and user experience design — what it means to design technology that is both useful and human-centered. The module covers core vocabulary and showcases the role of designers in shaping the products people use every day.

Before designing anything, great designers understand who they are designing for. Students learn the basics of user research, empathy mapping, and identifying real problems worth solving.

Hands-on learning begins. Students set up their Figma accounts and learn to navigate the interface, including frames, shapes, and basic design tools. Figma is the primary design tool used throughout the remainder of the course. Class assignment: recreate a simple provided design layout in Figma.

Students learn to translate ideas into low-fidelity wireframes using Figma, focusing on layout, structure, and information hierarchy before adding visual style. Class assignment: design a wireframe for an original app or website concept.

Students explore color theory, typography, and visual branding, then apply these principles to transform their wireframes into styled, high-fidelity designs in Figma. Class assignment: apply a complete visual design system to an existing wireframe.

Students learn to use Figma's prototyping tools to connect screens and simulate real interactions, bringing static designs to life. Class assignment: build a clickable prototype demonstrating a complete user flow.

Students test their prototypes with real users, gather feedback, and learn how to revise designs based on what they observe. The module introduces the iterative nature of professional design work. Class assignment: conduct a usability test and apply revisions based on feedback.

Students bring together everything learned across the track to design and prototype a final UI/UX project of their choosing in Figma. The module closes with a showcase presentation to peers, mentors, and family. Class assignment: complete and present a final capstone project.

MODULE 1 Welcome to UI/UX Design

Students are introduced to the world of user interface and user experience design — what it means to design technology that is both useful and human-centered. The module covers core vocabulary and showcases the role of designers in shaping the products people use every day.

MODULE 2 Understanding the User

Before designing anything, great designers understand who they are designing for. Students learn the basics of user research, empathy mapping, and identifying real problems worth solving.

MODULE 3 Introduction to Figma

Hands-on learning begins. Students set up their Figma accounts and learn to navigate the interface, including frames, shapes, and basic design tools. Figma is the primary design tool used throughout the remainder of the course. Class assignment: recreate a simple provided design layout in Figma.

MODULE 4 Wireframing Fundamentals

Students learn to translate ideas into low-fidelity wireframes using Figma, focusing on layout, structure, and information hierarchy before adding visual style. Class assignment: design a wireframe for an original app or website concept.

MODULE 5 Visual Design & Branding

Students explore color theory, typography, and visual branding, then apply these principles to transform their wireframes into styled, high-fidelity designs in Figma. Class assignment: apply a complete visual design system to an existing wireframe.

MODULE 6 Prototyping & Interaction

Students learn to use Figma’s prototyping tools to connect screens and simulate real interactions, bringing static designs to life. Class assignment: build a clickable prototype demonstrating a complete user flow.

MODULE 7 Usability Testing & Iteration

Students test their prototypes with real users, gather feedback, and learn how to revise designs based on what they observe. The module introduces the iterative nature of professional design work. Class assignment: conduct a usability test and apply revisions based on feedback.

MODULE 8 Capstone: Design, Prototype, Present

Students bring together everything learned across the track to design and prototype a final UI/UX project of their choosing in Figma. The module closes with a showcase presentation to peers, mentors, and family. Class assignment: complete and present a final capstone project.

Girls Set Go offers a year-round tech bootcamp serving underserved Chicago high school girls,
empowering young women of color through hands-on access to STEM education, mentorship, and career exposure.

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