First Name

Erin

Last Name

B.

Bio

Erin aspires to be a software engineer in the future or to pursue a similar career in a computer science field. What first sparked her interest in computing was going to robotics summer camps when she was in elementary school. She then decided to participate in the FIRST LEGO League Robotics Club at her middle school. Currently, she is involved in many computing-related activities at her high school. Her robotics team has traveled across the state to compete at numerous competitions, in addition to participating in the CREATE U.S. Open Robotics National Championship in Iowa. At the SC TSA State Conference, she has won awards in the competitive team events of Coding, Technology Bowl, and VEX Robotics. She has also participated in a coding competition at the College of Charleston. Erin works on the Tech Bar at her high school in order to help other students with technical issues relating to their Chromebooks. As a member of the Girls Who Code Club, she worked with other girls to build a website that is designed to help freshmen get accustomed to her high school. Her greatest accomplishments so far have been creating a college tracker app with Java in her AP Computer Science A class that allows students to keep track of information for colleges that they plan on applying to, as well as conducting two psychology research studies as a part of her high school math and science magnet program that centered around improving people’s education and well-being. Additionally, she is a part of the SC Million Women Mentors student cabinet whose goal is to plan and host events for young females interested in STEM, and she also receives guidance and learns leadership skills from female mentors in STEM fields. Because of Erin’s interests in both computer science and psychology, she plans to participate in human-centered computing research in college, which she hopes would give her the knowledge to make the user the focus of the mobile software she would like to develop in the future. She wishes to eventually be able to develop software that can enhance people's learning experiences through ubiquitous computing.