Staff Development Guide

Training situation: Training (large group)

Length: 60 minutes

Objectives: Participants will compare active and passive learning and convert passive learning activities to more active ones in order to engage youth in active learning.

Agenda

  • Welcome – 5 minutes
  • Introduction – 15 minutes
    • Active Learning Notetaking Page
  • See the Skill in Action – 10 minutes
    • Designing a Grape Smasher Video-Based Learning Module
  • Hands-on Learning – 20 minutes
    • Elephant Toothpaste Activity
  • Conclusion – 10 minutes

Download Activity

Download

Video-Based Learning Modules

As you watch the skill video below, think about these questions:

  • What questions did the staff person ask that helped youth think critically in their design?
  • How was this activity both hands-on and minds-on?
  • If you were leading this activity, what would you do differently? What would you do the same?

Now that you’ve watched the video, reflect on what you saw and post your responses.

  • What strategies do you use to give youth time to reflect upon questioning and process their answer?
  • How could you tell that youth were engaged in the design challenge?

Explore More Like This

Code Camp

Code Camp is a 24-hour programming, design and entrepreneurship contest where teams compete against other teams to build the best web or mobile app.

Building Relationships with STEM-Rich Partners

Frontline staff and volunteers will seek out community partners and utilize their strengths in STEM to enhance programs. They will identify shared goals and develop partnerships with STEM-rich local business/industry.

Is It Managing or Controlling?

Management is about supporting learning. Control is about making sure youth are doing what you want. Learn how to manage, not control, the experience.