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Key Responsibilities and Required Skills for Youth Engineer

💰 $ - $

EngineeringEducationYouth ProgramsSTEM

🎯 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.