Resource Center

Education Item

Testing Explanations of Cause and Effect

Staff use purposeful questions to help youth build on what they know and dig deeper to develop their own understanding of cause and effect.

Education Item

Learning from Failure

Lemond uses questions to help youth learn from failure during an engineering design challenge.

Education Item

Design a Grape Smasher

Staff support active learning as learners devise a plan to smash a grape using simple machines and explore the different materials available.

Education Item

Making Meaning from STEM Learning

To make STEM experiences meaningful, youth need to make the STEM learning personal. Staff use “provocations” and “plussing” to challenge youth to think of new ideas based on what they have discovered while creating an object that can fly out of a wind tunnel.

Education Item

Teens Lead in 4-H Computer Science

4-H experiences help teens develop a wide variety of interests and skills, including leadership. These teen leaders use their skills to lead computer science experiences and build meaningful relationships and help young people see themselves as computer scientists.

Education Item

Explaining a Variety of STEM Careers

Dagen discusses the many careers that connect to the Incredible Wearables Challenge to expose youth to potential careers.

Education Item

Connecting Real-World Skills to Career Roles

Dagen connects the skills youth use with the career role they selected during the challenge.

Education Item

Watching for Best Practices

Participants will compare a fact sheet with videos in Keeping Youth Interacting to see how facilitators encourage youth to collaborate

Education Item

Easy as a Pickle Sandwich

Participants will design a sandwich “protector” to learn how engineers use multiple practices to design solutions.