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SPACEX- ISS Docking Simulator - Shane Mielke

Grades
6 to 12
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The SpaceX ISS Docking Simulator is a free, interactive website where students can practice docking a spacecraft with the International Space Station, just as real astronauts do. It...more
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The SpaceX ISS Docking Simulator is a free, interactive website where students can practice docking a spacecraft with the International Space Station, just as real astronauts do. It uses the same controls NASA astronauts use on SpaceX missions. Students move and rotate the spacecraft to align it with the target and complete docking. This activity helps students practice careful thinking, patience, and problem-solving. It's a fun and challenging way to explore space science and can be used in middle school and up to teach about space travel and how things move in space.

tag(s): problem solving (273), simulations (48), space (248)

In the Classroom

Students can attempt to dock the Crew Dragon spacecraft to the ISS manually. Time their attempts or track how many tries it takes to succeed. Break the class into two teams: one uses only translation controls (X, Y, Z), the other uses only rotation (pitch, yaw, roll). Then have them combine both to complete the docking. Have students create a step-by-step guide or video tutorial for new "astronaut trainees" explaining how to use the simulator.

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Fish Force - PBS Kids

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K to 2
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The Fish Force game on PBS KIDS is an engaging, interactive resource that helps elementary students explore fundamental physics concepts such as force, motion, and friction....more
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The Fish Force game on PBS KIDS is an engaging, interactive resource that helps elementary students explore fundamental physics concepts such as force, motion, and friction. In this game, students assist Ruff Ruffman in rescuing his plushie from an ice rink by applying scientific inquiry to predict and investigate how different forces affect motion. Through gameplay, students experiment with variables like force and angle, fostering critical thinking and problem-solving skills in a fun, game-based environment.

tag(s): energy (139), forces (47), friction (12), motion (56), Problem Based Learning (13), problem solving (273), STEM (371)

In the Classroom

Introduce the concept of force by showing images or toys in motion, and have students sort them into "push" or "pull" categories. Follow up with a class discussion about how force makes things move. Recreate a mini "ice rink" using a smooth surface (like wax paper or a tray) and small stuffed animals. Let students experiment with gently pushing toys to simulate Ruff's rescue mission and observe how different surfaces affect movement. Give students toy cars and ramps. Let them experiment by varying the ramp height and recording how far the vehicle travels. Have them discuss how force changes with ramp height. In small groups, students can design their own tabletop game using marbles, paper, and toys. The goal is to move an object using force, without touching it directly! They'll think about angles, direction, and strength of force.

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Force, Motion, Friction and Energy - Baylor College of Medicine

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4 to 6
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The "Force, Motion, Friction and Energy" module on BioEd Online is a dynamic STEM resource developed by Baylor College of Medicine in collaboration with the Hess Corporation. The program...more
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The "Force, Motion, Friction and Energy" module on BioEd Online is a dynamic STEM resource developed by Baylor College of Medicine in collaboration with the Hess Corporation. The program offers hands-on, inquiry-based activities that explore fundamental physics concepts such as friction, speed, and energy transfer. Utilizing the 2016 Hess Toy Truck and Dragster, students engage in experiments like measuring how different surfaces affect travel distance, calculating average speed, and attempting to break a "world record" car jump. The curriculum is flexible, allowing lessons to be used sequentially or independently, and includes downloadable teacher guides and classroom slides to support instruction.

tag(s): energy (139), forces (47), motion (56), STEM (371)

In the Classroom

Substitute any similar toy truck or dragster model to include in your experiments. Have students set up a simple ramp with different surface materials (sandpaper, felt, plastic, cardboard). Have students release toy vehicles from the top and observe how surface texture affects speed and distance. After completing hands-on trials, have students create diagrams showing how energy is transformed (ex, potential to kinetic energy) during motion. They can annotate with real observations from the toy truck experiments. In small groups, have students choose a question about force or motion (ex., "How does weight affect travel distance?"). They can plan and conduct an experiment, record data, and share results using charts or a short presentation.

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Balloon Races - Annenberg Learner

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K to 6
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The Balloon Race lesson from Annenberg Learner's Project Playbook: Educator Edition is a hands-on STEM activity designed for 8th-grade students to explore the principles of forces...more
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The Balloon Race lesson from Annenberg Learner's Project Playbook: Educator Edition is a hands-on STEM activity designed for 8th-grade students to explore the principles of forces and motion. In this engaging experiment, students design and race balloon-powered vehicles, applying Newton's laws of motion to test how thrust, friction, and mass impact performance. The lesson includes clear, step-by-step instructions, a materials list, and guiding questions to promote inquiry and critical thinking. It's an excellent resource for integrating engineering design and physical science in a fun, collaborative classroom challenge. The videos are hosted on YouTube. If your district blocks YouTube, then they may not be viewable.

tag(s): engineering (141), forces (47), friction (12), mass (21), motion (56), newton (24), STEM (371)

In the Classroom

Host a competition where students modify their balloon racers and track distances, speed, and times. Introduce awards for creativity, best design, and most improved racer. Have students redesign their racers after evaluating performance, then write a reflection on how their understanding of forces informed the changes. Ask students to run multiple trials and create graphs showing the relationship between balloon size (volume) and racer distance or speed. Use Class Tools reviewed here or Canva Infographic Creator reviewed here to make the graphs digitally.

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Educational Resources: Technology - U.S. National Science Foundation

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K to 12
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The National Science Foundation's Technology Education Resources page offers a collection of lessons, videos, and web resources designed for K-12 teachers, students, and families to...more
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The National Science Foundation's Technology Education Resources page offers a collection of lessons, videos, and web resources designed for K-12 teachers, students, and families to explore foundational and innovative technology concepts. Educational videos explain cutting-edge topics like artificial intelligence, quantum computing, soft robotics, and nuclear fusion, while high-resolution images showcase advanced technological research in materials science and computing. These NSF-supported resources aim to make technology education accessible and engaging while developing students' problem-solving skills, computational thinking, and real-world STEM connections across all grade levels.

tag(s): coding (109), robotics (30)

In the Classroom

Students can use Scratch reviewed here. Have students create a simple interactive story or game using Scratch, allowing them to showcase basic coding concepts such as loops, events, and variables. Students can participate in an Hour of Code on Code.org.

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Educational Resources: Engineering - U.S. National Science Foundation

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K to 12
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The U.S. National Science Foundation: Engineering page provides a wide range of educational resources, including lesson plans, printable activities, videos, and images focused on the...more
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The U.S. National Science Foundation: Engineering page provides a wide range of educational resources, including lesson plans, printable activities, videos, and images focused on the world of engineering. Featured lessons come from platforms like TeachEngineering, Engineering Go For It, and TryEngineering, offering hands-on and inquiry-based content. Video highlights include topics such as "What is Engineering?", "What is Mechanical Engineering?", "What is a Robot?", and explorations of microplastics and various engineering careers, with direct access to the NSF News YouTube channel. The site also showcases fascinating images of organs, marine life, and skeletal structures to support visual learning. The videos are hosted on YouTube. If your district blocks YouTube, then they may not be viewable.

tag(s): engineering (141), robotics (30)

In the Classroom

Select a hands-on lesson from TeachEngineering (part of NSF's collection of 1,500+ vetted K-12 activities) that fits your unit, like building bridges, towers, or circuits. Have students go through the full engineering process: brainstorm, prototype, test, and iterate. Introduce the Morphing Matter for Girls activities to explore smart materials. Assign students to design and prototype an artifact (e.g., a reusable ecological gadget or wearable tech), learning how materials can change properties & respond to environments. Use a PhET simulation (e.g., electric circuits or structures) to let students experiment virtually. Pose a challenge: "Design a stable bridge using at least three materials." After testing different builds, have students record data and write short analyses, combining engineering design with scientific reasoning.

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Educational Resources: Computing - U.S. National Science Foundation

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K to 12
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The National Science Foundation's Computing Educational Resources page offers a curated collection of lessons, activities, and web resources designed for K-12 classroom teachers, students,...more
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The National Science Foundation's Computing Educational Resources page offers a curated collection of lessons, activities, and web resources designed for K-12 classroom teachers, students, and their families. The offerings include interactive platforms such as Scratch for learning coding fundamentals, GenCyber camps that introduce cybersecurity basics, and Hour of Code activities designed to demystify computer science. Resources range from games teaching artificial intelligence concepts to virtual worlds where students solve puzzles and collaborate (Whyville), with many specifically designed to broaden participation among underrepresented groups. The page also features educational videos explaining quantum computing and artificial intelligence, along with high-resolution images showcasing cutting-edge computing research.

tag(s): artificial intelligence (315), coding (109), computational thinking (45), computers (115)

In the Classroom

Students can use Scratch reviewed here to design an interactive game featuring a cyber hero that teaches basic cybersecurity concepts through storytelling and coding. Students can create images using Canva Edu reviewed here. Students can explore and create using activities featured in Hour of AI reviewed here.

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The AMAYZING Outdoors - Van Andel Institute for Education

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K to 8
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Van Andel Institute for Education's A"MAY"Zing Outdoors promotes outdoor activities for learning and fun. These lessons help alleviate "spring" fever as the end of the year approaches,...more
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Van Andel Institute for Education's A"MAY"Zing Outdoors promotes outdoor activities for learning and fun. These lessons help alleviate "spring" fever as the end of the year approaches, but can be used at any time throughout the year. Activities include: STEAM Team, Naturexplore Scavenger Hunt, Peaceful Planters, and Do Something! Bingo. Lessons are grouped into kindergarten through grade 2, grades 3 through 5, and grades 6 through 8. All games are linked to Google Slides that include a teacher overview, the required time, skills, and reflection.

tag(s): conservation (109), recycling (46)

In the Classroom

Students can use Book Creator reviewed here to take pictures/videos of themselves completing the activities from the "STEAM Team." Students can use Seesaw, reviewed here, to document the growth of their plant during the "Peaceful Planters" lesson. Students can use Padlet reviewed here to reflect on their learning after playing "Do Something! Bingo."

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Celebrating Women's History Month - Van Andel Institute for Education

Grades
K to 8
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Van Andel Institute for Education celebrates Women's History Month by offering free resources ranging from a quote-matching activity to hands-on STEM challenges. Featured activities...more
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Van Andel Institute for Education celebrates Women's History Month by offering free resources ranging from a quote-matching activity to hands-on STEM challenges. Featured activities include Women's History Month Daily Activities, "Putting Her Stamp on History", "Guess Who Changed the World", "STEM-tastic Women", and "Who Said It? Quotation Quest". Lessons are organized by grade bands: Kindergarten-Grade 2, Grades 3-5, and Grades 6-8. Each activity is linked to a Google Slides presentation that provides a teacher overview, estimated time needed, targeted skills, and reflection prompts.

tag(s): STEM (371), women (189), womenchangemaker (79)

In the Classroom

Students can research additional women using Kiddle reviewed here and create their very own "Guess Who Changed the World" game. Students can use Canva Edu reviewed here to generate an image for their stamp from the "Putting her Stamp on History" activity. Students can use Seesaw reviewed here to post their findings each day after participating in the "Women's History Month daily activities."

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Black History Month - Van Andel Institute for Education

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K to 8
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Van Andel Institute for Education offers a dynamic set of free, ready-to-use lessons for celebrating Black History Month in the classroom. Designed to be engaging and impactful, these...more
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Van Andel Institute for Education offers a dynamic set of free, ready-to-use lessons for celebrating Black History Month in the classroom. Designed to be engaging and impactful, these activities help students explore Black history through inquiry, creativity, and critical thinking. Each lesson is grouped by grade bands (K-2, 3-5, and 6-8) and delivered via Google Slides, complete with teacher overviews, time estimates, skill focus, and reflection prompts. This resource is ideal for educators seeking meaningful, low-prep ways to honor Black history and culture throughout February and beyond.

tag(s): black history (131), womenchangemaker (79), womens suffrage (64)

In the Classroom

Students can use Canva Edu, reviewed here to create their "Pledge for a Change Poster." Students can use Book Creator, reviewed here to create the "Letter history be known" book. Finally, students can use Figma, reviewed here to compare and contrast African American STEM leaders.

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Valentine's Day STEAM - Van Andel Institute for Education

Grades
K to 8
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The Valentine's Day STEAM lesson offers an engaging, cross-curricular activity that blends science, technology, engineering, art, and math. This hands-on lesson challenges students...more
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The Valentine's Day STEAM lesson offers an engaging, cross-curricular activity that blends science, technology, engineering, art, and math. This hands-on lesson challenges students to build a candy box that can withstand a drop from three feet, encouraging creativity, problem-solving, and engineering design thinking. The activity includes clear objectives, suggested materials, a student handout, and extension ideas, making it a ready-to-use resource for integrating seasonal fun with meaningful STEM learning.

tag(s): holidays (280), STEM (371), valentines day (10)

In the Classroom

Have students design and build a Valentine's candy box that can protect its contents when dropped from a height of three feet. Provide basic materials, such as cardboard, cotton balls, tape, and paper, to encourage creative thinking and collaboration. Challenge students to design a heart-shaped parachute that will slow the fall of a candy box. Use tissue paper, string, and tape to explore drag, air resistance, and basic physics concepts. Before building, have students use a digital design tool like Google Drawings reviewed here to visualize and plan their candy box. This allows them to apply tech skills and practice design thinking.

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If You Read It On The Internet, It Must Be True! Media Literacy in the 21st Century - TeachersFirst

Grades
4 to 12
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Media Literacy is one of the most essential skills for students to learn. This article from TeachersFirst Help! I Lost My Library/Media Specialist series, reviewed...more
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Media Literacy is one of the most essential skills for students to learn. This article from TeachersFirst Help! I Lost My Library/Media Specialist series, reviewed here, provides background knowledge and ideas to introduce media literacy and share opportunities for students to explore and evaluate websites. Additional ideas include conducting web treasure hunts, utilizing fact-checking resources, and engaging in online games and activities.

tag(s): digital citizenship (108), internet safety (121), media literacy (123), news (223)

In the Classroom

Use this article to find resources and books to teach media literacy in your classroom. Encourage students to share examples of disinformation or misinformation throughout the school year using an online whiteboard tool such as IdeaBoardz, reviewed here. Ask students to add links to sites that provide examples of items they find on the internet that aren't completely true, and share tips with their peers on what kind of things to look for to verify the accuracy of information.
 This resource requires PDF reader software like Adobe Acrobat.

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Lillian Moller Gilbreth - Unladylike 2020

Grades
6 to 12
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Discover the groundbreaking achievements of Lillian Moller Gilbreth, a pioneering industrial engineer and psychologist. The site includes a 10-minute video, along with a detailed biography...more
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Discover the groundbreaking achievements of Lillian Moller Gilbreth, a pioneering industrial engineer and psychologist. The site includes a 10-minute video, along with a detailed biography and timeline of her life. Educators can access a lesson plan, making it easy to integrate into classroom instruction. Additional resources support both teachers and students, including discussion questions, vocabulary lists, and materials designed to accommodate diverse learners.

tag(s): engineering (141), psychology (60), women (189), womenchangemaker (79)

In the Classroom

Have students create a visual timeline of Gilbreth's life using Sutori reviewed here, highlighting key events such as her educational milestones, major inventions, and contributions to workplace efficiency and home economics. Students can watch the movie "Cheaper by the Dozen" while comparing it to the life of Lillian Moller Gilbreth using Figma reviewed here. Finally, students can learn about the advancements she made in engineering by using Kiddle reviewed here.

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Science and Technology - PBS Learning

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2 to 12
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PBS LearningMedia's American Experience Science and Technology collection brings history to life through compelling videos and media resources exploring groundbreaking inventions, technological...more
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PBS LearningMedia's American Experience Science and Technology collection brings history to life through compelling videos and media resources exploring groundbreaking inventions, technological innovations, and their transformative impact on American society. These free, classroom-ready materials help students connect historical scientific achievements to modern life, examining everything from early innovations to contemporary technological advances. The resources include engaging video clips, lesson plans, and interactive activities that make complex historical concepts accessible and relevant. Whether you're teaching about famous inventors, exploring how technology shaped cultural identity, or discussing the societal impacts of scientific progress, this collection offers rich, standards-aligned content that captivates students while deepening their understanding of how science and technology have shaped our nation's story!

tag(s): 1920s (25), 1940s (70), 1950s (33), 1960s (54), 1970s (30), 1980s (21), cold war (39), inventors and inventions (89), space (248), world war 1 (86)

In the Classroom

After watching "Tesla: Early Experiments with Wireless Power," students can continue to research Tesla's history by completing a timeline using Time Graphics Timeline Maker, reviewed here. After watching Sputnik's Launch Begins the Space Race | Chasing the Moon, students can use Google Drawings, reviewed here to compare and contrast the space race between the United States and Russia. Students can also research using Kiddle, reviewed here about what advancements have been made in fire safety, work conditions, and immigration since the Triangle Fire.

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National Reading Month - Van Andel Institute for Education

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K to 8
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Celebrate National Reading Month with engaging activities that encourage students to explore the world, write their own stories, and harness the power of books to create projects and...more
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Celebrate National Reading Month with engaging activities that encourage students to explore the world, write their own stories, and harness the power of books to create projects and presentations. Students can also participate in STEM and history-based lessons. Featured activities include March Into Reading, Story Quest, Reading Around the World, and Books to Build. Grade bands for the lesson plans are organized as follows: Kindergarten-Grade 2, Grades 3-5, and Grades 6-8. Each activity is linked to a Google Slides presentation that provides a teacher overview, estimated time required, targeted skills, and reflection prompts.

tag(s): digital reading (18), STEM (371)

In the Classroom

Have students complete the Story Quest activity by choosing a reading-themed mission from the slides, and create a comic strip on paper or using Free Comic Strip Maker reviewed here. Set up a classroom "passport" system where students stamp their passports after reading books from different regions. Pair a STEM-based story (like Rosie Revere, Engineer) with a hands-on engineering challenge, such as building a simple machine or bridge using classroom materials to solve a problem from the book. After reading a book with a strong setting or theme, have students design and build a model (using paper, recyclables, or digital tools like Tinkercad reviewed here) that represents a key element, such as a character's home or an invention from the story.

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Ignition: Digital Wellness and Safety - EVERFI

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6 to 9
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Ignition: Digital Wellness and Safety is a free, standards-aligned digital literacy course designed for grades 6-9 students. The program comprises six interactive lessons, each approximately...more
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Ignition: Digital Wellness and Safety is a free, standards-aligned digital literacy course designed for grades 6-9 students. The program comprises six interactive lessons, each approximately 25 minutes long, focusing on essential topics such as online safety, digital privacy, cyberbullying, screen time balance, digital rights, and media literacy. Students engage in real-world scenarios that promote critical thinking and responsible decision-making in digital environments. The curriculum aligns with ISTE Standards for Students and supports social-emotional learning competencies, making it an excellent fit for technology, health, and digital media classes. Educators can access pre- and post-assessments, real-time score reporting, and optional offline extension activities to reinforce learning. As a #DigCitCommit-approved resource, Ignition equips students with the skills to navigate the digital world safely and responsibly.

tag(s): critical thinking (180), cyberbullying (44), digital citizenship (108), digital literacy (36), media literacy (123), social and emotional learning (196), social media (61)

In the Classroom

Students can work in small groups to discuss different online situations, such as receiving a suspicious link or encountering cyberbullying. Each group must decide on the safest, most responsible action and explain their reasoning. Have students analyze headlines or short articles and guess whether each one is trustworthy or misleading. After each guess, the class discusses strategies for verifying online information. Challenge students to brainstorm all the ways they interact online (e.g., social media, gaming, email) and reflect on the "footprint" they are leaving. Then, they can write a short journal entry about one positive change they can make to protect their digital identity.

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Maker's 50 Download - Van Andel Institute for Education

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K to 12
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The VAI Education Maker's 50 resource provides a comprehensive guide for classroom makerspaces. It includes printable materials such as posters, a checklist, and visual labels designed...more
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The VAI Education Maker's 50 resource provides a comprehensive guide for classroom makerspaces. It includes printable materials such as posters, a checklist, and visual labels designed to help you curate a well-stocked and engaging maker environment. Ideal for STEM, arts, or cross-disciplinary projects, the Maker's 50 offers both structure and flexibility to empower student-driven creativity.

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

In the Classroom

Makerspace can be used in the classroom to engage students in hands-on learning. While completing these activities, students can use Seesaw reviewed here to journal their learning. Students can use Padlet reviewed here to post questions. Students can use Kiddle reviewed here to research information. These tools are versatile: display the poster near a donation bin to invite contributions, use the checklist to ensure you've covered all key materials, and label storage areas to keep everything organized. Ideal for STEM, arts, or cross-disciplinary projects, the Maker's 50 offers both structure and flexibility to empower student-driven creativity.

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Happier Holidays - Van Andel Institute for Education

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K to 8
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Van Andel Institute for Education's Happier Holidays program encourages students to spread kindness, explore diverse cultural traditions, and engage in fun STEAM challenges. Featured...more
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Van Andel Institute for Education's Happier Holidays program encourages students to spread kindness, explore diverse cultural traditions, and engage in fun STEAM challenges. Featured activities include Twelve Days of STEAM, Holiday Traditions, Kindness Bingo, and Cards of Care. Lessons are available for three grade bands: K-2, 3-5, and 6-8. Each activity is delivered through Google Slides and includes a teacher guide, estimated duration, targeted skills, and reflection opportunities.

tag(s): holidays (280), STEM (371)

In the Classroom

Students can use Seesaw reviewed here to post all the information that they learn while researching holiday traditions around the world. Have students create heartfelt cards for individuals in hospitals, nursing homes, or the military during the holiday season. Connect students with senior citizens to learn about their life stories and holiday memories.

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Spooktacular STEAM - Van Andel Institute for Education

Grades
K to 8
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The Van Andel Institute for Education's "Spooktacular STEAM" resource offers a collection of four free, Halloween-themed units. Each unit includes three lesson plans, one for each grade...more
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The Van Andel Institute for Education's "Spooktacular STEAM" resource offers a collection of four free, Halloween-themed units. Each unit includes three lesson plans, one for each grade level (K-2, 3-5, and 6-8). Lessons are designed to engage students in grades K-8 with creative, hands-on activities that integrate science, technology, engineering, arts, and math (STEAM). Activities include challenges like "Engin-eerie Activities," "A Gas-tly Glow," "Mysterious Mathemagic," "EEK-o-systems," and "Gak Attack!" These lessons encourage students to apply the engineering design process and critical thinking skills in a fun, seasonal context. All materials are accessible through Google Slides, providing educators with ready-to-use resources that include teacher overviews, estimated time requirements, targeted skills, and reflection prompts.

tag(s): halloween (46), holidays (280), STEM (371)

In the Classroom

Students can engage in the activities that are available on the site. Students can use Seesaw reviewed here to answer the reflect questions. When completing the Spooktacular STEAM: Mysterious Mathemagic, students can use Book Creator reviewed here to create a collaborative mystery number book.

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Meshy AI - Meshy Ai

Grades
4 to 12
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Meshy AI offers a free, easy-to-use platform that empowers educators and students to create 3D models swiftly and efficiently. Members can generate detailed 3D models in less than three...more
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Meshy AI offers a free, easy-to-use platform that empowers educators and students to create 3D models swiftly and efficiently. Members can generate detailed 3D models in less than three minutes by simply inputting text descriptions or uploading images. The free plan provides 200 credits monthly, allowing for the creation of models without needing a credit card. These models can be exported in various formats, including Wavefront Object (OBJ), Filmbox (FBX), and Stereolithography (STL), making them suitable for integration into educational projects, 3D printing, or virtual reality applications. Meshy AI's intuitive interface and rapid processing make it an excellent tool for enhancing creativity and learning in the classroom.

tag(s): artificial intelligence (315), design (76)

In the Classroom

Have students choose a vocabulary word and use Meshy to create a 3D model that represents it. For example, for the word "volcano," they can generate a 3D model of a volcano from a text prompt. Then, they can present their model and explain how it connects to the word's meaning. After reading a story, have students describe a character in detail and use Meshy to turn that description into a 3D model. In social studies or ELA, students can research an artifact from a historical period (ex., a medieval crown or ancient vase) and then generate a 3D model from a text or image prompt. Students can brainstorm and design an invention, describing it in detail via text. They then can use Meshy to model their invention and present it in a "Shark Tank"-style pitch, explaining how it works and its usefulness.

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