In this video, created by GenYES students at Mentor High School, GenYES …
In this video, created by GenYES students at Mentor High School, GenYES Facilitator Lisa Ford and her students share how GenYES students are making an impact in their school and in their community.
Lesson 6 is an introduction to George Clinton, a prominent figure in …
Lesson 6 is an introduction to George Clinton, a prominent figure in funk music and Afrofuturism. It consists of three activities: a 5-minute engagement activity where students watch clips about George Clinton, a 15-minute exploration activity where students examine artifacts related to him, and a 5-minute wrap-up activity where students discuss their takeaways and similarities between George Clinton and Sun Ra. The next lesson will focus on exploring George Clinton's music and the landing of the Mothership.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Augmented Reality, Internet Connectivity, Laptop/Desktop, Smartphone, Tablet, Tablet or Smartphone.
This is an applied project where students can use their knowledge from …
This is an applied project where students can use their knowledge from Chapters 1 and 2! Students will choose from three different project options, then use design thinking and graphic design to create a product for a real user in the 1960s! In Lesson 1, each student will read all three project overviews. Then, they’ll choose the project they want to work on for the remaining lessons in the project.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Design Software, Laptop/Desktop, Tablet.
In this lesson, students will learn more about their user and complete …
In this lesson, students will learn more about their user and complete the first two steps in the Design Thinking process: Empathize and Define. Students will watch a video in which their user describes their wants and needs, then students will complete an interactive worksheet to identify project requirements and craft a problem statement.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Design Software, Laptop/Desktop, Tablet.
In this lesson, students will ideate and sketch designs for their project, …
In this lesson, students will ideate and sketch designs for their project, then create prototypes of their designs in Gravit. By the end of this lesson, students will have completed three graphic designs in Gravit for their user.
Estimated time required: 3-4 class periods.
Technology required for this lesson: Design Software, Laptop/Desktop, Tablet.
In this lesson, students will share their projects with their peers, give/receive …
In this lesson, students will share their projects with their peers, give/receive feedback on each other’s projects, export and submit their designs, and answer a series of reflection questions.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Design Software, Laptop/Desktop, Tablet.
In this lesson students will learn about a process called “Design Thinking.” …
In this lesson students will learn about a process called “Design Thinking.” First, they will complete a hands-on activity called “Ready, Set, Design!” where they will build rough prototypes out of simple craft supplies. Then, they will take a closer look at the design thinking process by analyzing their experience in an activity worksheet.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Laptop/Desktop, Tablet.
This is an applied project where your students will choose from three …
This is an applied project where your students will choose from three different project options, then use the design thinking process to create a ThingLink project that solves their user’s problem. In Lesson 1, each student will read all three project overviews. Then, they will choose the project they want to work on for the remaining lessons in the project! Note: this project requires your class to have access to a paid “ThingLink” education count. Your students can create free personal ThingLink accounts, but it is recommended to use the paid education version for privacy reasons.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Camera, Design Software, Laptop/Desktop, Smartphone, Tablet, VR Headset (Optional).
In this lesson, students will learn more about their user and complete …
In this lesson, students will learn more about their user and complete the first two steps in the Design Thinking process: Empathize and Define. They will watch pre-recorded video interviews to learn about the wants and needs of their user! Students should only work on the materiel that corresponds to their project choice. For example: if a student chose Project 1A, they would only work on the Project 1A content.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Camera, Design Software, Laptop/Desktop, Smartphone, Tablet, VR Headset (Optional).
In this lesson, students will ideate (brainstorm) ideas for their ThingLink projects …
In this lesson, students will ideate (brainstorm) ideas for their ThingLink projects and visuals/posters. Then, students will create a prototype of their poster using paper, pencil, and coloring implements. Finally, students will create their ThingLink prototypes. Students should only work on the materiel that corresponds to their project choice. For example: if a student chose Project 1A, they would only work on the Project 1A content.
Estimated time required: 2-3 class periods.
Technology required for this lesson: Camera, Design Software, Laptop/Desktop, Smartphone, Tablet, VR Headset (Optional).
In this lesson, students will share their projects with their peers, give/receive …
In this lesson, students will share their projects with their peers, give/receive feedback on each other’s projects, export and submit their designs, and answer a series of reflection questions. Note 1: the lessons for 1A, 1B, and 1C are almost identical in this section. This is a great chance for students to teach each other about their specific project choice and user!
Estimated time required: 1-2 class periods.
Technology required for this lesson: Camera, Design Software, Laptop/Desktop, Smartphone, Tablet, VR Headset (Optional).
In this lesson, students will learn about 360 images and virtual reality. …
In this lesson, students will learn about 360 images and virtual reality. Then students will create their own “VR” show and tell experience using ThingLink and 360 images. Students can capture 360 images on a 360 Camera, smartphone, or use ThingLink’s pre-made media library.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Camera, Design Software, Laptop/Desktop, Smartphone, Tablet, VR Headset (Optional).
In this lesson, students will learn how to connect multiple ThingLink experiences …
In this lesson, students will learn how to connect multiple ThingLink experiences to create tours and “Choose Your Own Adventure” stories. They can create mysteries, scavenger hunts, and more!
Estimated time required: 1-2 class periods.
Technology required for this lesson: Camera, Design Software, Laptop/Desktop, Smartphone, Tablet, VR Headset (Optional).
Building the Future of Arts Education Professional development for educators. Summer intensives …
Building the Future of Arts Education Professional development for educators. Summer intensives for young artists. Teaching artist-guided activities for families. Performances for young audiences. Classroom lesson plans. Arts-focused digital media.
Kennedy Center Education offers a wide array of resources and experiences that inspire, excite, and empower students and young artists, plus the tools and connections to help educators incorporate the arts into classrooms of all types.
Learning Blade® (5-9) is a STEM Program provided at no cost by …
Learning Blade® (5-9) is a STEM Program provided at no cost by the Ohio STEM Learning Network (OSLN).
Learning Blade is a system of interactive online lessons, teacher guides, and printable activities for middle-grade students. Instructional materials support learning about high-demand STEM, CTE, and Computer Science careers while reviewing academics.
Students can browse more than 400 online lessons in human-centered "Missions" or stories to explore exciting careers aligned to state standards. Teachers also have access to dozens of lesson plans that support innovative project-based learning and classroom activities using common materials. Now includes a 20-hour "Introduction to Coding" course designed for 7th and 8th grade.
Ensuring Access to the General Curriculum for All Learners provides educators and …
Ensuring Access to the General Curriculum for All Learners provides educators and other specialists with the strategies, research, and support resources to effectively design instruction and assessment in a way that provides universal access across courses, lessons, and learning activities.
Organized in 10 chapters, Ensuring Access to the General Curriculum for All Learners was created for educators, by educators and is grounded in research and evidence-based practices. The free, video-based learning series explores practical, easy-to-use strategies and resources that are designed to ensure ALL learners have access to the general curriculum.
Many of the videos provide step-by-step guidance on how to prepare learning environments and materials with ALL learners in mind.
Resources gathered from INFOhio for the 2023-2024 school year to train and …
Resources gathered from INFOhio for the 2023-2024 school year to train and share within our school, MVCTC-Miami Valley Career Technology Center for juniors, seniors, and teachers.
This is an applied project where your students will choose from three …
This is an applied project where your students will choose from three different project options, then use the design thinking process to create an artificial intelligence and robotics project that solves their user’s problem. In Lesson 1, each student will read all three project overviews. Then, they will choose the project they want to work on for the remaining lessons in the project!
Estimated time required: 1-2 class periods.
Technology required for this lesson: Code Editor, Electronics Kit, Laptop/Desktop, Tablet.
In this lesson, students will learn more about their user and complete …
In this lesson, students will learn more about their user and complete the first two steps in the Design Thinking process: Empathize and Define. They will listen to pre-recorded video interviews to learn about the wants and needs of their user! Students should only work on the material that corresponds to their project choice. For example: if a student chose Project 1A, they would only work on the Project 1A content.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Code Editor, Electronics Kit, Laptop/Desktop, Tablet.
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