Similar organisations to Tech Changers Inc
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Secondary/High School
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1954.
Stem Preparatory Schools Inc
STEM Preparatory Elementary School is a tuition free public charter school serving students in TK through 3rd grade.
240
Los Angeles
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Elementary, Secondary Ed
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1955.
Rural Education Advancement Program Inc
Rural Education Advancement Program was created to provide educational support and training for peop REAP WAS THE INSPIRATION OF EDUCATORS AND PARENTS WHO SAW THE NEED FOR STEM EDUCATION IN RURAL COMMUNITIES THROUGHOUT NEW MEXICO.
129
Peralta
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Youth Development Programs
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1956.
Class Matters Inc
To develop future engineers, entrepreneurs, and leaders who realize their potential and maximize the potential of others.
OKLAHOMA CITY
JONSIN FOR CHANGE
Jonsin for Change is a non-profit organization that will create opportunities for inhabitants in our local community in Detroit.
130
DETROIT
Be the Change Collaborative
Our Mission Be the Change Collaborative is dedicated to providing restorative and nurturing programs resources and space for teachers to connect collaborate grow and find joy within our profession.
Chicago
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Educational Services and Schools - Other
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1959.
Elequa Inc
The MakeWater program was created to empower students who want to make a difference in the world.
1863
SAN ANTONIO
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Community Recreational Centers
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1960.
Bc Educational Center
BC Educational Center Where The Arts The Trades Come Together BC Educational Inc.
Campbell
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Educational Services and Schools - Other
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1961.
Ilearn Collaborative
ILEARN COLLABORATIVE CREATES EQUITY IN K-12 EDUCATION BY BUILDING THE CAPACITY OF EDUCATORS TO IMPLEMENT STUDENT-CENTERED LEARNING.
Golden
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Employment Training
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1962.
Hughes Who Technologies Studio
COMMITTED TO RAISING THE PERCENTAGE OF THE UNDER-SERVED IN THE DIVERSITY-LACKING GAMING AND INTERACTIVE INDUSTRIES, WE ACCOMPLISH THIS THROUGH OUR YOUTH STEAM (SCIENCE, TECHNOLOGY, ENGINEERING, ARTS, AND MATH) WORKSHOPS AND YOUNG ADULT APPRENTICESHIP PROGRAM WHICH RAISES AWARENESS OF OPPORTUNITES AND EXPOSES YOUNG PEOPLE, ESPECIALLY THOSE WHO ARE UNDER-SERVED AND AT-RISK, TO THE FUNDAMENTALS OF GAME DESIGN, ANIMATION, ART, PROGRAMMING, PRODUCING/QA; AND INTRODUCES EMERGENT TECHNOLOGIES SUCH AS VR (VIRTUAL REALITY), AR (AUGMENTED REALITY), AND IOT (INTERNET OF THINGS).
29
Oswego






