Training Situation: Training (large group)
Length: 60 minutes
Objective: Participants will design dough creatures to learn to connect youths’ prior experiences to STEM activities.
Agenda:
As you watch the skill video below, think about these questions:
Now that you’ve watched the video, reflect on what you saw and post your responses.
Learn how to help youth reflect and process experiences with patterns and trends in data to assist them in computational thinking.
Engage with the components of projects-based learning to learn ways to support giving youth control.
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.