Based on self-understanding, awareness, and needs, and cognitive and affective growth, students will be able to choose a project in domains they are passionate about.
Progress through the three phases of the cycle of inquiry within a Makerspace model.
Phase 1: Exploration
Complete a variety of makers activities to develop an understanding of STEAM concepts:
- Hex Bug Hack
- Mechanical Arm
- Electromagnets and Magnet Mazes
- Marker Spirograph
- Flashlights and Secret Codes
- Magnetic Slime and Hanging Up
- Zip Line Flyers
- Cork Shooters and Zip Line Targets
- Build a Catapult and Design a Game
- Light Exploration- Kinetic Shadows
- Alternative Energy- Water Turbines
- Space and Sound- Drums
- Simple Machines- Make your own fishing pole
- And other maker projects
Phase 2: Expression
Design and create an invention, Rube Goldberg Machine, Other Design Challenge, Circuit Project, or Leonardo Da Vinci Project to develop these skills:
- Follow Engineering Design Process: Ask, Imagine, Plan, Create, Improve, Share
- Creative and Critical Thinking
- Problem Solving and Finding Solutions
- Divergent and Convergent Thinking
- Making Thinking Visible
Phase 3: Exposition
- As the inquiry advances, learners will use a multitude of resources to gather and record data, visually represent and interpret results, and document the process, explain their learning and make meaning of the inquiry.
- Develop and showcase their learning. Use a variety of mediums, resources, and materials students will apply their learning, through the implementation of new strategies and skills to share with others, present solutions to design challenges, and solve meaningful problems.