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Google's Computer Science Summer Institute (CSSI) - Google

Grades
11 to 12
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The Google Computer Science Summer Institute (CSSI) webpage highlights a program that introduces high school students to computer science through an immersive, hands-on summer experience....more
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The Google Computer Science Summer Institute (CSSI) webpage highlights a program that introduces high school students to computer science through an immersive, hands-on summer experience. The program typically lasts about three weeks and focuses on foundational topics such as coding, web development, and problem-solving, while also building collaboration and career-readiness skills. It is especially geared toward graduating high school seniors, particularly those from groups underrepresented in technology fields. A key benefit is that the program is free for participants, providing access to instruction, mentorship, and real-world project experiences at no cost, making it a valuable opportunity for students interested in exploring careers in technology.

tag(s): coding (109), computers (115), seasonal (48), summer (50)

In the Classroom

Introduce students to basic coding concepts (sequencing, loops, and conditionals) using beginner-friendly platforms such as Scratch, reviewed here or Code.org. This mirrors CSSI's focus on foundational computer science skills. Have students identify a real-world problem (school or community-based) and brainstorm how technology or an app could help solve it. Place students in small groups to complete coding challenges or puzzles.

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Kode with Klossy - Kode with Klossy Inc.

Grades
8 to 12
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The Kode With Klossy Camp website highlights a free summer coding program that introduces students to computer science through hands-on, project-based learning. Founded by Karlie Kloss,...more
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The Kode With Klossy Camp website highlights a free summer coding program that introduces students to computer science through hands-on, project-based learning. Founded by Karlie Kloss, the camps are open to girls and gender-expansive students ages 13-18 and are offered both virtually and in-person at select locations. Participants explore topics such as web development, mobile app creation, machine learning, and data science while collaborating in small groups and building real-world projects to showcase at the end of the program. A key feature of the program is that it is completely free, including instruction and access to learning materials, making it an accessible opportunity for students to develop coding, problem-solving, and collaboration skills in a supportive environment.

tag(s): coding (109), computers (115), summer (50)

In the Classroom

Have students brainstorm a simple app that solves a real-world problem (school, community, or environment). They can create a short pitch that explains the purpose, target audience, and key features, thereby building creativity and problem-solving skills. Using a beginner-friendly platform like Scratch, reviewed here or block coding, students can create an interactive story. They can include characters, dialogue, and choices, connecting coding with ELA skills. Just like the camp experience, students can present their projects (ideas, designs, or coded creations) to the class.

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Girls Who Code Pathways - Girls Who Code

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9 to 12
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The Girls Who Code Pathways program is a free, virtual coding experience designed primarily for high school students to explore careers in computer science and technology at their own...more
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The Girls Who Code Pathways program is a free, virtual coding experience designed primarily for high school students to explore careers in computer science and technology at their own pace. Through flexible, multi-week courses, students build skills in areas such as web development, cybersecurity, and data science while working on real-world projects and connecting with industry professionals. The program emphasizes both technical learning and community-building, helping participants develop problem-solving skills, confidence, and awareness of career pathways in tech, all within a supportive and accessible online environment.

tag(s): careers (196), coding (109), computers (115), summer (50)

In the Classroom

Introduce students to a Pathways course (such as web development or game design) and have them complete a short beginner lesson. Follow this with a mini "challenge" where students modify their code (change colors, text, or features) to personalize their project. Place students in small groups and assign them a project (such as designing a simple website or interactive story). Students can use what they learn in Pathways to build their project together, emphasizing teamwork, problem-solving, and communication. Have students present their completed Pathways projects to the class or create a digital portfolio using Google Sites, reviewed here. Include a reflection component in which students explain what they learned, the challenges they faced, and how their thinking about technology or coding has changed.

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Coding For Kids & Teens - Create & Learn

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2 to 9
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Want to learn how to code without leaving your house? Coding For Kids & Teens offers free coding classes for students interested in learning Scratch, Python, and Roblox. The four ...more
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Want to learn how to code without leaving your house? Coding For Kids & Teens offers free coding classes for students interested in learning Scratch, Python, and Roblox. The four classes offered are: Free Intro to Scratch Coding, Free Intro to Python Coding, and Beginner Roblox Game Coding. Classes are offered at various times and dates. An account must be created in order to register.

tag(s): coding (109), summer (50)

In the Classroom

Students can continue learning how to code using Scratch, reviewed here or Minecraft Education Hour of Code, reviewed here. Students can create a video using Text2VoiceOver, reviewed here teaching others how to code.

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Apple Camp - Apple

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K to 4
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Apple Camp is a free annual summer program hosted at various Apple Store locations and designed for children ages 6 through 10. The ninety-minute session guides children through hands-on...more
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Apple Camp is a free annual summer program hosted at various Apple Store locations and designed for children ages 6 through 10. The ninety-minute session guides children through hands-on activities with various Apple products, such as recording, editing, and adding sound effects in iMovie, or producing music in GarageBand. Registration usually opens in June and fills up quickly, so sign up for Today at Apple notifications to be the first to hear about all events.

tag(s): digital storytelling (166), seasonal (48), summer (50)

In the Classroom

Students can learn how to use Apple products, including iMovie and GarageBand. Students can share their learning by creating a step-by-step guide using Google Slides, reviewed here. Students can share something that they learned on a virtual bulletin board such as Stickies.io, reviewed here.

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Pick Your Passion with Citizen Science - National Science Foundation News

Grades
3 to 12
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This video introduces teachers and students to the concept of citizen science, showing how everyday people can participate in real scientific research by collecting and sharing data....more
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This video introduces teachers and students to the concept of citizen science, showing how everyday people can participate in real scientific research by collecting and sharing data. It highlights platforms like CitizenScience.gov and Zooniverse, where learners can explore a wide range of projects connected to topics such as the environment, health, and space. The video emphasizes that anyone can contribute to science, helping students see themselves as scientists while building curiosity, observation skills, and real-world problem-solving abilities. It is a great resource for connecting classroom learning to authentic, hands-on STEM experiences and encouraging student engagement in meaningful scientific work.
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tag(s): citizen science (42), environment (252), space (248), STEM (371)

In the Classroom

Students can check out the two websites that are featured in the video. Students can pick a citizen science project and share their findings using Seesaw, reviewed here. Students can use the Timelines Tool by Read Write Think, reviewed here to create a timeline of their research, data/findings, and outcome.

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Prime Video Sports: Behind the Streams - Amazon Future Engineer

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3 to 8
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Learn how computer science, artificial intelligence, and people work together to bring high-quality sports streams to fans around the world with this interactive tour from Amazon Future...more
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Learn how computer science, artificial intelligence, and people work together to bring high-quality sports streams to fans around the world with this interactive tour from Amazon Future Engineer. Students can discover how data gets from the stadium to devices, the role engineers play in troubleshooting potential issues, and the people behind the scenes who build features that enhance sports streams. The tour takes approximately forty-five minutes to complete, and is hosted on Kahoot!, reviewed here. The teacher toolkit provides student worksheets, a facilitator guide, key vocabulary, and a certificate of completion. If your district blocks YouTube, then the video may not be viewable.

tag(s): careers (196), engineering (141), sports (89), STEM (371)

In the Classroom

Include this tour as part of career exploration activities to highlight options for engineering and sports careers. Introduce students to the information on this site during computer science classes to help them understand how networking and data transfer work in real-world situations. Reinforce the vocabulary found on this site by creating digital flashcards for student practice using Cram - Online Flashcards, reviewed here. Include this activity along with other activities as part of a career exploration choice board by selecting the option to present the tour in "solo" mode, which allows students to play independently. Search Genially, reviewed here, to find a digital choice board maker template.
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Building AI Knowledge: A New AI Literacy Curriculum from Quill + aiEDU - Quill and aiEDU

Grades
8 to 12
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Take advantage of this year-long curriculum to teach students in grades 8-12 about AI and develop critical thinking skills within daily literacy and STEM instruction. The course includes...more
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Take advantage of this year-long curriculum to teach students in grades 8-12 about AI and develop critical thinking skills within daily literacy and STEM instruction. The course includes 21 instructional models, grouped into packs of 3; each pack features a different theme. Following a ten-minute warm-up activity, read and respond to a nonfiction text about AI, and respond to three open-ended writing prompts. After completing the prompts, students then use Quill, reviewed here, to revise their writing. Exploration topics include animal conservation, the impact of AI on music and the arts, and the ethics of using AI image generators with copyrighted artwork.

tag(s): artificial intelligence (315), critical thinking (180), digital citizenship (108), logic (166), reading comprehension (146), STEM (371)

In the Classroom

Take advantage of this free curriculum or choose individual lessons to teach students how to use AI and consider digital citizenship guidelines when utilizing AI, either as a stand-alone technology lesson or by integrating the lessons into language arts, science, or computer science lessons. Extend learning and continue to promote critical thinking skills using Kialo Edu, reviewed here to structure student debates about AI ethics. Kialo's structure offers mapping tools that facilitate constructive debate and provide opportunities for viewing information from different perspectives.
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Xavier Riddle and the Secret Museum - PBS Kids

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K to 4
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PBS Kids Xavier Riddle and the Secret Museum brings history to life by letting students learn alongside Xavier, Yadina, and Brad as they travel through time to meet real heroes ...more
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PBS Kids Xavier Riddle and the Secret Museum brings history to life by letting students learn alongside Xavier, Yadina, and Brad as they travel through time to meet real heroes from the past. Kids can dive into the Secret Museum for exciting missions, watch animated adventures, and even practice beginner-friendly coding activities that boost problem-solving and creativity. With each visit, students discover how ordinary people grew up to do extraordinary things, making this site a great way to spark curiosity about literacy, social studies, and STEM.

tag(s): coding (109), game based learning (304), problem solving (273), STEM (371)

In the Classroom

Have students complete one of the site's coding-inspired activities, then apply those skills to create a simple animated timeline or interactive hero card using a beginner coding tool like Scratch, reviewed here. Before exploring the site, give students a few clues about a historical figure featured in Xavier Riddle. Students can make predictions about who the person might be, then watch a related episode to confirm their guesses. After exploring a hero's story, students create a digital or paper exhibit that includes key facts, an important object from the person's life, and a short caption explaining why the person is a hero. Google Slides, reviewed here, can be used to create a collection of the classes' exhibits.

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The 150 Best Podcasts to Enrich Your Mind - Open Culture, LLC

Grades
6 to 12
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The Great Podcasts section of Open Culture offers teachers a curated list of more than 135 free podcast series covering topics such as art, design, music, history, philosophy, business,...more
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The Great Podcasts section of Open Culture offers teachers a curated list of more than 135 free podcast series covering topics such as art, design, music, history, philosophy, business, and culture. Popular titles include 99 Percent Invisible, The New Yorker Radio Hour, Freakonomics Radio, and This American Life. These podcasts are excellent tools for classroom listening, discussion prompts, or independent enrichment across multiple subjects and grade levels. Please note that some podcast episodes or companion materials are available on YouTube; if your district blocks YouTube, those episodes may not be accessible.
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tag(s): business (50), design (76), famous people (40), podcasts (165), sports (89)

In the Classroom

Choose a short podcast episode, such as 99 Percent Invisible or This American Life, and have students listen in groups, noting the main ideas, tone, and supporting details. Follow with a discussion on how the speaker uses storytelling to convey meaning. Provide a transcript (if available) and have students annotate key phrases, claims, and rhetorical techniques to reinforce listening comprehension and textual analysis. Pair podcasts with other media, for example, listen to a design-focused 99 Percent Invisible episode during a STEM or art project, and have students present how the podcast deepened their understanding of the topic.

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Open Culture Free Online Courses - Open Culture, LLC

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9 to 12
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The Open Culture page on Free Online Courses curates over 1,700 no-cost courses from top universities such as Harvard, Yale, and MIT, covering a wide range of subjects including humanities,...more
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The Open Culture page on Free Online Courses curates over 1,700 no-cost courses from top universities such as Harvard, Yale, and MIT, covering a wide range of subjects including humanities, social sciences, computer science, mathematics, history, art, and world languages. The listings include downloadable audio and video lectures, MOOCs, and audit options, making it a flexible resource for advanced learners, enrichment, or flipped-classroom models. Teachers can use these courses to supplement curriculum topics, assign independent enrichment activities, or provide whole-class explorations for upper-grade students. If your district blocks YouTube, then the videos may not be viewable.
This site includes advertising.

tag(s): art history (104), artificial intelligence (315), artists (99), business (50), civil war (136), coding (109), computers (115), cultures (290), engineering (141), environment (252), politics (124), psychology (60), religions (120), shakespeare (98), sociology (24), world war 1 (86), world war 2 (168)

In the Classroom

Choose short university lectures related to your current unit (e.g., history, literature, or psychology). Have students summarize key takeaways and connect them to class topics. Assign a relevant Open Culture lecture for homework, then use class time for guided discussion, problem-solving, or creative applications of the concept. Form small groups where students take different Open Culture courses and share summaries or key insights with the class, encouraging collaboration and exposure to diverse subjects.

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Free Maker Resources - Mackin

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K to 12
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The MackinMaker Free Maker Resources page provides a rich collection of no-cost STEAM/STEM supports and printable tools for K-12 classrooms. Teachers will find Maker Journals to guide...more
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The MackinMaker Free Maker Resources page provides a rich collection of no-cost STEAM/STEM supports and printable tools for K-12 classrooms. Teachers will find Maker Journals to guide students through ideation, creation, iteration, and sharing; challenge cards tailored for different grade bands; fun downloadable coloring and maze sheets tied to maker themes; and product help guides (videos, tutorials, FAQs) to support implementation of maker tools. Whether you're just getting started or looking to deepen your makerspace, these resources are ready to integrate into lessons and help scaffold student exploration.

tag(s): journals (22), makerspace (39), STEM (371)

In the Classroom

Give each student a blank maker journal (from the MackinMaker download). Start with a "brainstorm" page: students sketch out or list ideas for something they'd like to build, experiment with, or improve. Use one of the challenge cards as a five or ten-minute warm-up. Have students select a challenge card at random and attempt to prototype a solution using simple materials (such as paper, tape, and straws). After students pick a challenge, have them build a first version, then use their maker journal to reflect on what worked, what didn't, and what they'd change. Then have them re-design and rebuild.
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Krea.AI - Krea

Grades
6 to 12
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Krea.ai is a web-based AI creative platform that allows you to generate, edit, and enhance visual content such as images, videos, and 3D assets using artificial intelligence tools....more
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Krea.ai is a web-based AI creative platform that allows you to generate, edit, and enhance visual content such as images, videos, and 3D assets using artificial intelligence tools. It includes features for text-to-image and text-to-video creation, real-time editing, high-resolution image upscaling, and customizable AI models that are easy to use. There is a free option with basic tools that includes free daily credits.

tag(s): artificial intelligence (315), editing (90), images (268)

In the Classroom

Have students generate images to represent a scene, setting, or theme from a story they are reading. Use AI-generated visuals as writing prompts. Students can select an image and write a narrative, poem, or descriptive paragraph inspired by what they see, focusing on sensory details and word choice. In social studies, students can create visuals representing a historical event, civilization, or cultural practice, then explain how their image reflects researched facts and historical context.

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Free EduProtocol Slide Deck Templates - EdTech Emma

Grades
K to 12
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Eduprotocols offer structured frameworks to enhance and deepen student thinking and understanding through collaboration and creativity. This site offers several Google Slides templates...more
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Eduprotocols offer structured frameworks to enhance and deepen student thinking and understanding through collaboration and creativity. This site offers several Google Slides templates that you can copy and personalize for classroom use. The templates also include basic instructions for using the protocol in the slide notes. To obtain the slides, select a protocol and copy the slide when prompted. Although these slides are for use in middle- to high-school English classrooms, they are adaptable to any grade and subject area.

tag(s): critical thinking (180), teaching strategies (68), thinking skills (117), visual thinking (13)

In the Classroom

Learn more about eduprotocols by reading the book, EduProtocols by Marlena Hebern and Joe Corippo. Use these templates as part of your classroom routines that promote active learning and higher-order thinking skills. Use the templates as a guide to creating other templates for eduprotocols using Google Slides, reviewed here. Adapt the slides to fit your content and student grade level. For example, use the 8 Parts of Speech Stories by breaking the content into two or three parts, such as nouns and verbs for younger students, or use the Gallery Walk slides in a math class to create a display of different approaches to a math problem.

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Design Thinking Process for Kids - Seesaw

Grades
3 to 8
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The video Design Thinking Process for Kids - STEM Lessons from Seesaw Learning introduces upper-elementary students to the five stages of design thinking: empathize, define, ideate,...more
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The video Design Thinking Process for Kids - STEM Lessons from Seesaw Learning introduces upper-elementary students to the five stages of design thinking: empathize, define, ideate, prototype, and test. It explains each stage in kid-friendly language, showing how students can observe needs, generate multiple ideas, build simple versions of those ideas, and then test and refine them. The Seesaw platform is used to help students document their thinking, share feedback, and reflect on their work. The video is well-suited for hands-on, group-based STEM projects, helping students understand not only what each part of the process looks like but also how they fit together in real-world design challenges. If your district blocks YouTube, then the video may not be viewable.

tag(s): collaboration (116), design (76), problem solving (273), STEM (371)

In the Classroom

Show the video to the class and pause after each stage (empathize, define, ideate, prototype, test). Ask students to share examples from their own lives that connect to each step. Have students list small challenges they notice in their classroom or school (such as messy desks, long lunch lines, or broken supplies) to build empathy and set up a real-world context for applying design thinking. Ask students to use Seesaw, reviewed here to document their process, add pictures of prototypes, and reflect on what worked and what they would change.

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Free Design Thinking Worksheets - Makers Empire

Grades
3 to 8
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The Makers Empire Design Thinking Cycle Worksheet Handout Template offers a clean, one-page worksheet that helps students keep the stages of design thinking visible and clear. The worksheet...more
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The Makers Empire Design Thinking Cycle Worksheet Handout Template offers a clean, one-page worksheet that helps students keep the stages of design thinking visible and clear. The worksheet is downloadable in both US Letter and A4 sizes, so teachers can print it to fit their classroom needs. It's designed to support students through the cycle of empathize, define, ideate, prototype, and test by providing a structured format for recording their thoughts and actions. Makers Empire also offers a more detailed, six-page workbook for deeper work. This resource is helpful for STEM, maker challenges, project-based learning, or any lesson that encourages students to plan, iterate, and reflect on their design process.

tag(s): collaboration (116), design (76), problem solving (273), STEM (371)

In the Classroom

Begin by giving students the worksheet and guiding them through each stage of the design thinking cycle with a simple, shared example (e.g., redesigning the classroom pencil sharpener). Have students use the "Ideate" section of the worksheet to brainstorm as many solutions as possible for a fun prompt like "How could we make recess better?" After testing, students share what worked, what didn't, and what they would improve. Use the worksheet to document insights and model the importance of iteration.

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Design Thinking - Tatonka

Grades
2 to 4
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The Design Thinking page from Tatonka Education Services offers free classroom resources to help students develop creative problem-solving and innovation skills. Teachers can access...more
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The Design Thinking page from Tatonka Education Services offers free classroom resources to help students develop creative problem-solving and innovation skills. Teachers can access downloadable materials, including lesson plans, student worksheets, design-thinking rubrics, maker-space class agreements, and peer-critique tools. Ready-to-use project ideas include "The Box Project," "The Littles Design Thinking," and "Problems in Our Community," many of which align with standards such as ELA and Social Studies. These tools guide students through the design thinking stages, empathize, ideate, prototype, and test, while offering practical support for implementation in both traditional classrooms and maker space settings.

tag(s): collaboration (116), design (76), problem solving (273), STEM (371)

In the Classroom

Present students with a plain cardboard box and ask them to brainstorm as many creative uses as possible. Use this quick activity to show that everyday items can spark innovation. Have students work in teams to design a simple tool or toy for younger children (such as kindergarten or first grade). They can make digital sketches on ABCya, reviewed here. Begin with a class discussion about small problems in the school or local community. Record all student ideas on chart paper to encourage curiosity and connect design thinking to real-life issues.

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Design Thinking Challenge: Design a Game - Oak Ridge Institute for Science and Education

Grades
6 to 8
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The ORISE lesson plan "Design Thinking Challenge: Design a Game" is a middle school activity for grades 6-8 that introduces students to the design thinking process by having them create...more
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The ORISE lesson plan "Design Thinking Challenge: Design a Game" is a middle school activity for grades 6-8 that introduces students to the design thinking process by having them create a board game for younger learners. Over the course of about ten class periods, students move through the steps of empathizing with their audience, defining needs, brainstorming ideas, prototyping, testing, and refining their designs. Using simple classroom materials, they design content-based games that are both engaging and educational for first- and second-graders. The lesson emphasizes problem-solving, creativity, and iteration, while also encouraging collaboration and real-world application as students test their games with younger peers and improve them based on feedback. It provides a hands-on way to integrate STEM, critical thinking, and empathy into the classroom.

tag(s): collaboration (116), problem solving (273), professional development (319), STEM (371), thinking skills (117)

In the Classroom

Have students interview younger peers, siblings, or even adults reflecting on their childhood to learn what kinds of games children enjoy and what challenges they face when learning new rules. During the design process, have groups exchange their early prototypes with another group to play-test. Sharing prototypes and discussing designs builds peer feedback skills and helps students recognize gaps or confusing rules before testing with younger children. Introduce students to different mechanics used in professional games (dice rolling, spinners, strategy, chance, storytelling). Ask them to analyze how each mechanic affects player engagement and decide which to include in their designs.

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What is Design Thinking? Activities for Kids - Twinkl Parents

Grades
K to 8
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This blog article from Twinkl, reviewed here, "What Is Design Thinking? Activities for Kids" explains design thinking as a creative, student-centered...more
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This blog article from Twinkl, reviewed here, "What Is Design Thinking? Activities for Kids" explains design thinking as a creative, student-centered approach to problem solving that encourages learners to design solutions that meet real needs. It highlights how this process develops important skills, such as problem-solving, creativity, self-confidence, curiosity, and empathy, while engaging students in meaningful, hands-on learning. The article also shares ten practical activities for kids, including building marble mazes, creating recycled robot collages, designing VR games, crafting wildlife sculptures, and participating in junk modeling challenges, each designed to spark innovation and critical thinking. Additional resources are recommended to help teachers extend learning through STEM and design-technology themes, making this article a useful tool for guiding lessons and projects in which students explore, prototype, test, and reflect.

tag(s): design (76), empathy (67), problem solving (273), STEM (371), student-centered (9), thinking skills (117)

In the Classroom

Provide simple materials like cardboard, straws, and tape, and have students design and build their own marble mazes. Present students with a short scenario (e.g., a playground problem or classroom issue) and ask them to brainstorm possible solutions before learning the design thinking process. For older students, challenge them to sketch a virtual reality game or mobile app that helps others learn or solve a real-world problem.

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Digital Literacy & Well-Being Curriculum - Common Sense Education

Grades
K to 12
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Find over 140 lessons on relevant topics, including AI, cyberbullying, and screen time, for all grade levels at this comprehensive site (selecting high school takes users to a different...more
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Find over 140 lessons on relevant topics, including AI, cyberbullying, and screen time, for all grade levels at this comprehensive site (selecting high school takes users to a different site with lessons appropriate for high school students). Use filters to sort lessons by the recommended sequence, grade level, or topic to find options for lessons. Sign in to your free account to view and download all resource materials and activities, including handouts, slides, and a complete lesson plan. Some lessons include multiple parts, each taking approximately 20 minutes to complete.

tag(s): artificial intelligence (315), cyberbullying (44), digital citizenship (108), media literacy (123), mental health (61), Teacher Utilities (216)

In the Classroom

Add this resource to your collection of digital literacy activities that engage learners. After completing lessons, have younger students use Animate from Audio, reviewed here to create short, animated videos sharing their understanding of the content. For older students, consider creating podcasts with Adobe Podcast, reviewed here to share digital literacy and safety information with their peers. As an extension activity, have students use Trading Card Creator reviewed here to create trading cards that share information about the topics found on this site, such as healthy habits, information and media literacy, and privacy and safety.
 This resource requires PDF reader software like Adobe Acrobat.

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