Data Science Foundations

Empowering students aged 14 -16 with knowledge about the fundamentals of Data Science.

Target user

Ages 14-16


Maths, Science, Computing


2 – 6 hours


Our courses are always free

What is Data Science Foundations?

The time is right to inspire students to pursue data-driven careers to not only fulfill a large talent pipeline gap, but also ensure success in an increasingly tech-driven future. Data Science Foundation is a “bootcamp” offering designed to empower students with knowledge about the fundamentals of data science, its currency in the job market, and its applicability to everyday life.

Use Data Science Foundations in your school today →

Register now to start using Data Science Foundations in your school today:

  1. Go to
  2. Select United Kingdom from the country dropdown and fill in your school details.
  3. Complete your sign up by adding the age group you teach and the topics that interest you.

For more help in setting up Data Science Foundations with your class, visit Get started.

“This course offers a fresh approach to data science. It fits well into the curriculum and promotes cross curricular skills. The flexible options offer additional support for students as well as creating a greater sense of independence.”

Secondary Maths Teacher

Course Structure

Data Science Foundations is made up of four online modules including interactive labs. It is supported by project-based classroom materials.

What is Data Science?

Students explore real-world problems a data scientist might need to solve, and the methods they use.

Collecting, Cleaning, and Validating Data

Students learn how data scientists ensure that their data is accurate and reliable.

Analysing and Visualising Data

Students use various displays and analytics tools to understand data sets.

Reporting and Acting on Data

Students learn how data scientists summarise data for different audiences in order to inform business decisions.

Game development studio

Students learn the game design process using the best practices in software development. As a game producer, students problem solve, apply and use tools to get work done, and make decisions within defined limitations.

Home of the future

Students explore the world to come by calibrating a connected home. They utilize a variety of data sources to achieve optimal settings, adjusting their smart thermostat, lighting control system, and intelligent refrigerator. Students learn to interpret basic data sets to make cost and energy efficiency decisions.

Perfect playlist

As curation engineers at a music software company, students analyze content and user data to determine a perfect playlist. They learn how recommendation engines collect information about users from online behavior.

Designing the ultimate prototype

Students explore advanced manufacturing techniques by designing and prototyping their own custom sneaker. They also come to understand the link between the design process and the high-tech manufacturing techniques that shape that future of production. Through this lesson, students connect these skills to STEM careers in engineering.

Endeavour Course

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