Key Responsibilities and Required Skills for Youth Engineer
💰 $ - $
🎯 Role Definition
The Youth Engineer is a hands-on engineering professional focused on designing, delivering, and scaling STEM and technology programs for children and young adults. This role blends technical development (hardware and software prototyping, curriculum-aligned projects, maker-space setup), instructional delivery (workshops, coaching, mentorship), and program operations (safety, monitoring, partnerships). The ideal candidate builds engaging, age-appropriate learning experiences, supports measurable learning outcomes, and collaborates across schools, nonprofits, and community partners to increase youth access to technology and engineering opportunities.
📈 Career Progression
Typical Career Path
Entry Point From:
- Junior / Entry-Level Engineer roles (hardware/software)
- STEM Educator, Teaching Assistant, or Youth Program Facilitator
- Maker Space Technician, Robotics Club Leader, or Volunteer Instructor
Advancement To:
- Senior Youth Engineer / Program Lead
- STEM Program Manager or Curriculum Manager
- Director of Youth Engineering / Director of Education & Outreach
- Technical Education Consultant or Community Technology Lab Director
Lateral Moves:
- STEM Curriculum Developer
- Community Outreach or Partnership Manager
- Learning Experience Designer (K-12 Technology)
Core Responsibilities
Primary Functions
- Design, prototype, and maintain hands-on STEM project kits and lesson plans (hardware + software) that are developmentally appropriate for ages 8–18, aligned to learning outcomes, and scalable across multiple classrooms or community sites.
- Deliver interactive coding and robotics workshops, lessons, and hackathons, using age-appropriate pedagogy to teach programming concepts, electronics fundamentals, and engineering design thinking.
- Lead engineering-focused maker space setup and upkeep, including selecting equipment (3D printers, CNC, soldering stations, microcontrollers), establishing safety protocols, and maintaining inventory for ongoing program delivery.
- Mentor and coach small groups of youth through project-based learning cycles, providing formative feedback, scaffolding problem-solving, and encouraging collaborative engineering practices.
- Develop assessment instruments and rubrics to measure technical skill acquisition, computational thinking growth, and behavioral outcomes; analyze results and iterate curricula based on data-driven insights.
- Collaborate with educators and school administrators to integrate youth engineering modules into existing curricula and align workshops to grade-level standards and school schedules.
- Build and maintain simple, documented codebases and hardware documentation for youth-friendly projects (Python, JavaScript, Arduino, micro:bit) to ensure reproducibility by teachers and volunteers.
- Train and supervise volunteers, teaching assistants, and seasonal staff on lesson delivery, classroom management, and technical troubleshooting to scale program reach while maintaining quality.
- Troubleshoot hardware and software issues during live sessions, performing rapid fixes to minimize downtime and ensure positive participant experiences.
- Coordinate logistics for off-site events, competitions, and community showcases, including transport of fragile equipment, venue setup, and volunteer coordination.
- Manage procurement, vendor relationships, and budget tracking for consumables, electronics components, and tools used across programs and labs.
- Create accessible learning materials, including step-by-step build guides, video tutorials, and differentiated learning tracks to meet a range of skill levels and learning preferences.
- Implement child safeguarding and safety compliant practices — including background checks, behavioral policies, and emergency procedures — and ensure all staff and volunteers adhere to those standards.
- Support grant writing and reporting by providing technical statements of work, programmatic outcomes, and evidence of impact to funders and stakeholders.
- Run formative pilot programs and A/B tests on curriculum elements, collecting qualitative and quantitative feedback from youth and educators to optimize engagement and effectiveness.
- Develop partnerships with local schools, libraries, universities, and employers to create pipelines for sustained youth participation and potential work-based learning opportunities.
- Maintain up-to-date knowledge of emerging educational technologies, maker trends, and relevant engineering practices to refresh program content and recommend strategic investments.
- Lead the deployment of learning platforms and online resources (LMS pages, GitHub repositories, learning portals) to provide blended learning and homework support for program participants.
- Ensure ADA-accommodation-ready materials and inclusive instructional strategies are incorporated so programs are accessible to neurodiverse learners and youth with disabilities.
- Produce clear program documentation, safety manuals, and technical SOPs that enable scalable replication of youth engineering offerings in new sites or partner organizations.
- Monitor program KPIs (participation rates, retention, skill progression, diversity metrics) and produce monthly/quarterly reports for leadership with recommendations for improvement.
- Actively recruit and onboard diverse youth cohorts, leveraging outreach channels and culturally responsive engagement approaches to build inclusive participation.
- Facilitate parent/guardian communications, orientations, and feedback loops to ensure family engagement and alignment of expectations for youth progression.
- Contribute to the design and rollout of seasonal curricula (summer camps, after-school clubs, winter intensive sessions), including staffing plans, material lists, and detailed session scripts.
Secondary Functions
- Support ad-hoc data requests and exploratory data analysis.
- Contribute to the organization's data strategy and roadmap.
- Collaborate with business units to translate data needs into engineering requirements.
- Participate in sprint planning and agile ceremonies within the data engineering team.
- Represent the organization at community events, conferences, and school partnership meetings as a subject-matter expert on youth STEM education.
- Assist with marketing content creation (blog posts, social media highlights, demo videos) that showcases program impact and attracts new participants or funders.
- Provide technical input to product or program managers on the feasibility, cost, and timeline for scaling learning technologies or new lab features.
Required Skills & Competencies
Hard Skills (Technical)
- Curriculum design for K-12 STEM: ability to design sequential lesson plans, scaffolding, and assessment for ages 8–18.
- Prototyping & maker skills: hands-on experience with prototyping tools (Arduino, Raspberry Pi, micro:bit), basic soldering, breadboarding, and circuit design.
- Programming languages: practical competency in Python and JavaScript for education contexts; familiarity with block-based platforms (Scratch, MakeCode) for younger learners.
- Robotics & automation: experience with educational robotics platforms (LEGO Mindstorms, VEX, SparkFun kits) and designing age-appropriate robotics challenges.
- CAD and fabrication: working knowledge of basic CAD tools (Tinkercad, Fusion 360) and additive/subtractive fabrication (3D printing, laser cutting).
- LMS and digital tools: experience managing course materials in an LMS or content repository (Google Classroom, Canvas, GitHub) and deploying simple web-based learning pages.
- Technical documentation: creating clear build guides, troubleshooting SOPs, and version-controlled repositories for projects and curricula.
- Data literacy: ability to collect, clean, and interpret program data (CSV, Google Sheets, basic SQL or data visualization) to inform curricular changes.
- Safety & compliance: knowledge of lab safety practices, child protection policies, and incident reporting procedures.
- Equipment procurement & budgeting: experience estimating supplies, sourcing vendor quotes, and tracking consumables within budget constraints.
Soft Skills
- Strong verbal and written communication tailored to youth, educators, volunteers, and funders.
- Instructional presence and classroom management — confident public speaking and facilitation in front of groups of varying ages.
- Empathy and cultural competency for working with diverse youth populations and designing inclusive learning experiences.
- Problem-solving orientation: structured troubleshooting mindset under time pressure during live workshops.
- Project management: ability to scope, plan, and execute multi-week programs with clear milestones and deliverables.
- Collaborative teamwork: history of working cross-functionally with educators, program managers, and external partners.
- Adaptability and resilience in dynamic educational settings and when piloting new curriculum elements.
- Attention to detail in safety checklists, equipment maintenance, and documentation.
- Coaching and mentorship: ability to give constructive feedback to youth and volunteers and track skill progression.
- Time management and multitasking across concurrent programs and administrative requirements.
Education & Experience
Educational Background
Minimum Education:
- Associate degree or equivalent practical experience in Engineering Technology, Education, Computer Science, or related technical field; relevant professional certifications accepted.
Preferred Education:
- Bachelor’s degree in Engineering, Education (with a STEM focus), Computer Science, Mechanical/Electrical Engineering, or Curriculum & Instruction.
- Additional certifications in youth development, teaching credentials, or safety/safeguarding training (e.g., First Aid, Child Protection, OSHA 10).
Relevant Fields of Study:
- Mechanical Engineering, Electrical Engineering, or Mechatronics
- Computer Science, Software Engineering, or Instructional Technology
- Education, Curriculum Development, or Youth Development
- Industrial Design, Product Design, or Maker Education
Experience Requirements
Typical Experience Range: 1–5 years of professional experience in engineering, maker spaces, youth education programs, or technical workshops.
Preferred:
- 2+ years delivering STEM programs or engineering instruction to youth aged 8–18.
- Demonstrated experience mentoring youth, creating curricular materials, or managing maker space operations.
- Experience coordinating with schools or community organizations, and familiarity with grant-funded programming and reporting.
If you’d like, I can tailor this job brief for a specific setting (nonprofit, school district, corporate CSR program, or maker space) and optimize the responsibilities and skills for that audience.