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

Setting Up for Computer Science Success

Learn how to arrange learning spaces for computer science activities and the unique challenges of using technology in OST programming.

Break It Down

The facilitator works to enable active learning as youth work in small groups and use the strategies of computational thinking to design and describe their own unique monsters.

Clover by 4-H

CLOVER by 4-H offers over 190 engaging, hands-on activities for learning.