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Odd One Out - Google Arts & Culture

Grades
6 to 12
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Odd One Out challenges you to guess the AI "imposter" hidden in different artworks. Launch the experiment to begin playing. You have four chances to guess the AI-generated image before...more
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Odd One Out challenges you to guess the AI "imposter" hidden in different artworks. Launch the experiment to begin playing. You have four chances to guess the AI-generated image before time runs out. Be prepared, it might not be as easy as you think!

tag(s): artificial intelligence (300), digital literacy (36)

In the Classroom

Use this interactive game as an engaging activity to start a lesson on digital literacy. For example, challenge students to identify the AI-generated "imposter" among authentic historical artifacts to spark a discussion on the differences between human-created art and generative AI. Ask students to share features in the images that led them to their choices. After students finish several rounds, have them move to Mural for Education, reviewed hereto categorize the visual cues or "glitches" they noticed in the AI images versus the real masterpieces. Extend learning by asking students to select one real artwork from the game and use Canva Docs, reviewed here to create a multimedia report that includes their own creative writing about the artist's technique and the historical context of the piece.

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MegaMinds - MegaMinds

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4 to 12
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MegaMinds turns lessons into interactive journeys where students learn by speaking, building, and exploring in a 3D world. As students participate in an activity, teachers can track...more
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MegaMinds turns lessons into interactive journeys where students learn by speaking, building, and exploring in a 3D world. As students participate in an activity, teachers can track progress in real time and gain insights to guide their teaching. After creating an account, follow the directions to explore the site or add a class. MegaMinds has an extensive library of activities across many content areas and social-emotional topics, or students can design a 3D space to build their own projects. After selecting a topic, preview the activity and assign it to your class. Students access activities using the activity code. The free plan includes 3 rooms, 3 student projects, 25 students per session, Voice chat, screen/webcam share, in-room messages, sticky notes, premade lessons, templates, and activities.

tag(s): artificial intelligence (300), collaboration (112), digital escapes (30), game based learning (304), social and emotional learning (195), Teacher Utilities (214)

In the Classroom

Assign MegaMinds activities to supplement and practice current learning activities. Students can complete a multiplication escape room, learn AI literacy skills, create a historical presentation, and much more. Assign a practice room as a short warm-up activity before a lesson or have students work in groups to solve a challenge in a shared 3D world.

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Sparky - Google Arts & Culture

Grades
3 to 8
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Discover your inventor alter-ego with Sparky and AI by turning everyday objects into wacky inventions. Begin by launching the experiment and selecting the type of invention from the...more
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Discover your inventor alter-ego with Sparky and AI by turning everyday objects into wacky inventions. Begin by launching the experiment and selecting the type of invention from the three options: food, music, or travel. Follow the prompts to arrange objects and describe your invention, and Sparky will create your prototype. After completing three inventions, your inventor alter ego will be revealed and direct you to learn more about them on Google Arts & Culture. Use links to download your inventions after completing all three activities.

tag(s): artificial intelligence (300), creativity (84), inventors and inventions (88), STEM (370)

In the Classroom

Use Sparky to engage students when studying the history of innovation, simple machines, or persuasive writing. Use this tool to enhance a science unit on forces and motion by having students prototype a new vehicle for a specific environment. After Sparky generates the visual prototype, students can extend the activity by importing their invention's image into Canva for Education, reviewed here to design a professional marketing poster or a technical manual explaining how the invention works. Extend learning by including the entire class in a peer-review process, and have students post their final designs to a Padlet Gallery Walk, reviewed here where they can comment on the feasibility of each other's wacky inventions.

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Frank Lloyd Wright Foundation Education - Frank Lloyd Wright Trust

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4 to 12
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The Frank Lloyd Wright Foundation Education website offers a variety of resources that help teachers introduce students to architecture, design, and creative problem-solving through...more
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The Frank Lloyd Wright Foundation Education website offers a variety of resources that help teachers introduce students to architecture, design, and creative problem-solving through hands-on learning. The site includes lesson ideas, classroom activities, and programs that connect art, architecture, and STEAM subjects while encouraging inquiry, creativity, and critical thinking. Teachers can explore design-based lessons, virtual activities, and professional development opportunities that demonstrate how to integrate architecture into subjects such as math, science, social studies, and visual arts. Many of the resources focus on interactive projects where students analyze patterns, geometry, and structures while learning about the work and legacy of architect Frank Lloyd Wright.

tag(s): architecture (83), critical thinking (179), inquiry (34), patterns (82), professional development (318), STEM (370)

In the Classroom

After learning about Frank Lloyd Wright's architectural style, have students design their own home using graph paper or a digital design tool such as Tinkercad, reviewed here. Show students images of Wright's buildings from the website and discuss their unique features. Then have them take a walk around the school or neighborhood and have students sketch or photograph buildings while identifying shapes, patterns, and design elements. Using simple materials such as index cards, cardboard, or LEGO bricks, challenge students to design and build a small structure. Students can test the strength and stability of their designs while learning basic engineering concepts.

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NASA Kids Science - NASA

Grades
3 to 8
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NASA Kids Science provides many interactive, Earth and space-themed resources designed for students in elementary and middle school, and includes four primary sections: Read, Play,...more
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NASA Kids Science provides many interactive, Earth and space-themed resources designed for students in elementary and middle school, and includes four primary sections: Read, Play, Watch, and Make. Within these categories, the site offers articles explaining complex scientific concepts such as the greenhouse effect and black holes, educational games like the CubeSat Builder, and high-quality videos that clarify the differences between weather and climate. For hands-on learning, the site includes printable PDFs and instructions for science experiments using household items, such as building a balloon-powered nanorover or creating a topographic map. If your district blocks YouTube, then the video may not be viewable.

tag(s): atmosphere (25), carbon footprint (8), climate (101), earth (195), oceans (143), solar system (124), STEM (370), sun (87), water (104), weather (177)

In the Classroom

Use this site to spark curiosity during an introductory unit on astronomy or environmental science. Assign specific articles or videos to different student groups to foster expertise on various celestial bodies or climate phenomena. After students explore their chosen topic, have them watch a relevant clip from the site and use Magic School, reviewed here, to generate a series of interactive video questions that check for understanding and spark critical thinking. To engage the entire class and assess comprehension further, launch a competitive review session using Blooket, reviewed here, featuring questions based on the site's articles and games. This approach enhances the learning experience by transforming passive reading into active creation and collaborative competition, extending the lesson beyond the information on the website.
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Summer Camp Activities K-8 Learners Will Love - Kami and Book Creator

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K to 8
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This resource shares a curated collection of digital, interactive activity books built in Book Creator, reviewed here specifically designed for summer...more
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This resource shares a curated collection of digital, interactive activity books built in Book Creator, reviewed here specifically designed for summer programs. Content categories include: K-5 Digital Art: Focused on foundational concepts like line, color, and mood, including reflection prompts for visual literacy, 6-8 STEM Challenges: Eight hands-on engineering projects (using low-cost materials like cardboard and tape) that follow the NGSS Engineering Design Process, K-2 STEM: A specialized unit using crayons to explore the properties of matter and basic design. Also included is a "Summer Memory Book" template that allows campers to document their experiences with photos, audio, and video, and share them with families. Recreate the book templates using the remix-to-library link in each book's preview.

tag(s): digital storytelling (166), engineering (141), logic (166), puzzles (163), sculpture (17), STEM (370), summer (50)

In the Classroom

These resources are ideal for summer school teachers or camp directors seeking a grab-and-go curriculum that requires no setup; however, they also include many possibilities for classroom use throughout the school year--using the built-in tools provided by Book Creator and Kami, reviewed here, students can easily record video walkthroughs of their STEM prototypes or narrate their digital art pieces. Use digital journals to help students think like engineers by documenting their experiments' trials and failures through video and annotation. Use the journals during the school year to complement STEM Friday learning activities, for monthly design challenges, or to document maker-space activities. For units on plants, weather, or ecosystems, give students a "Digital Observation Log" in Kami. They can use the Picture Dictionary and Speech-to-Text tools to document what they see in real-time during a lab.

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Opal - Google Labs

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K to 12
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Google Opal is an experimental tool from Google Labs that lets you build, edit, and share AI-powered mini-apps using simple natural language rather than traditional coding. Teachers...more
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Google Opal is an experimental tool from Google Labs that lets you build, edit, and share AI-powered mini-apps using simple natural language rather than traditional coding. Teachers can use Opal to quickly create interactive tools, workflows, or classroom resources by describing what they want and then refining them in a visual editor. The platform handles the technical aspects such as hosting and deployment, making it accessible for beginners while still offering flexibility for more advanced users. This makes Opal a useful resource for educators interested in introducing students to AI concepts, problem-solving, and creative digital design without requiring programming experience.

tag(s): artificial intelligence (300), Teacher Utilities (214)

In the Classroom

Have students describe a simple classroom tool they wish existed (e.g., a quiz generator, a vocabulary helper, a story prompt machine). Using Opal, they can turn their idea into a working AI mini-app, then present how it works and why it's useful. Students can design an AI-powered story generator that changes characters, setting, or conflict based on user input. In groups, have students build subject-specific review apps (reading comprehension quizzes, science concept checkers, social studies trivia).

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What If History - Anshumaan Vishnu

Grades
6 to 12
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What If History uses AI to develop timelines to explore alternatives to historical events, technology innovations, or future scenarios? View example scenarios, such as "What if 9/11...more
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What If History uses AI to develop timelines to explore alternatives to historical events, technology innovations, or future scenarios? View example scenarios, such as "What if 9/11 never happened" or "What if smartphones existed in the 1980s," to learn about the site's features. Each generation includes a timeline with distinctive headings such as immediate impact, 10 years later, and global impacts. Generate any scenario by entering a question in the message box and selecting from three output choices - serious, funny, or mixed. Along with a timeline, what if History included the option to generate a scene script that offers a quick look at what this event looks like from different perspectives? Users can share timelines by copying the text or using links to social media platforms.

tag(s): artificial intelligence (300), timelines (60)

In the Classroom

What if History is an excellent resource to promote critical thinking about the consequences of events, either in the past or in the future. Encourage students to think about what life would be like if the sun disappeared or if Edison hadn't invented the lightbulb. Ask students to use comic creation tools like Free Comic Maker by Adobe, reviewed here to create a visual representation of their look at alternatives to history. Use a discussion tool such as Kialo Edu, reviewed here to promote conversations about the pros and cons of the impact of historical events or technology and how life might be different if those events hadn't occurred.

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GenCyber Summer Camp - University of Colorado Denver

Grades
6 to 12
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The University of Colorado Denver GenCyber program is a free cybersecurity education initiative that introduces students to the fundamentals of digital safety, ethical hacking, and...more
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The University of Colorado Denver GenCyber program is a free cybersecurity education initiative that introduces students to the fundamentals of digital safety, ethical hacking, and computer security through engaging, hands-on experiences. Offered as a summer camp, the program provides interactive lessons, virtual labs, and real-world activities that explore topics such as cyber threats, networking, digital forensics, and online ethics. Students gain exposure to cybersecurity careers and develop critical thinking and problem-solving skills, with no prior experience required. Supported by the National Security Agency and National Science Foundation, the program aims to build awareness of cybersecurity pathways and inspire the next generation of technology professionals.

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

In the Classroom

Give students real-life digital situations (e.g., suspicious emails, password sharing, unsafe downloads). In small groups, have students decide what to do and explain their reasoning to build awareness of safe online behaviors. Teach students about password security, then have them design strong passwords using best practices. Have students analyze what a digital footprint is and reflect on their own online presence. They can create a "digital footprint map" or an action plan to maintain a positive and safe online identity.

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CS50: Introduction to Computer Science - Harvard University

Grades
7 to 12
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The Harvard University CS50: Introduction to Computer Science course (available through Harvard Online) is a free, self-paced, entry-level program designed for both beginners and students...more
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The Harvard University CS50: Introduction to Computer Science course (available through Harvard Online) is a free, self-paced, entry-level program designed for both beginners and students with prior experience. Taught by David J. Malan, the course introduces the fundamentals of computer science and programming, focusing on problem-solving, computational thinking, and real-world applications. Students explore key topics such as algorithms, data structures, abstraction, software engineering, and web development while gaining experience with multiple programming languages, including C, Python, SQL, and JavaScript. The course emphasizes hands-on learning through problem sets and a final project, helping learners build a strong foundation in coding and in thinking like a computer scientist.

tag(s): coding (109), computational thinking (45), computers (115), problem solving (275), seasonal (48), summer (50)

In the Classroom

Have students create a step-by-step algorithm for a simple real-world task, such as making a sandwich or organizing a backpack. Then, have classmates "test" the algorithm exactly as written to highlight the importance of precision and sequencing, just like in programming. Use selected beginner-friendly problem sets or videos from CS50 and have students try small coding tasks. Afterward, students can write a short reflection explaining how they solved the problem and what challenges they faced, reinforcing computational thinking. Have students design a basic project, such as a simple website, quiz game, or interactive story, using concepts learned from the course.

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Coding For Kids & Teens - Create & Learn

Grades
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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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.
This site includes advertising.

tag(s): citizen science (43), environment (254), space (248), STEM (370)

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 (88), STEM (370)

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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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.
This site includes advertising.

tag(s): business (50), design (76), famous people (40), podcasts (163), sports (88)

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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Free Maker Resources - Mackin

Grades
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 (370)

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

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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 (300), editing (89), images (266)

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 (179), teaching strategies (68), thinking skills (116), 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 (112), design (76), problem solving (275), STEM (370)

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 (112), design (76), problem solving (275), STEM (370)

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 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 (112), problem solving (275), professional development (318), STEM (370), thinking skills (116)

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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