Below are the module descriptions for Kindergarten.  We will complete two (TBD) of the following modules this year.


Structure and Function: Exploring Design  - Students discover the design process and how engineers influence their lives. They explore structure and function by identifying products around them designed by engineers, asking questions engineers might ask as they design products, and determining the structure and function of items. Working in small groups, students design, build, and test a structure from available materials to withstand a force. Students apply newly acquired knowledge and skills as they utilize the design process to design, sketch, build, test, and reflect on a new tool design.    







Pushes and Pulls - Students investigate different pushes and pulls on the motion of an object and develop knowledge and skills related to forces of differing strengths and directions. Their explorations include pushes and pulls found in their everyday world such as pushing a friend on a swing or pulling a wagon. Students are challenged to refine a design and successfully solve a problem, and they reflect on the effect of modifying the strength or direction of a force.


Structure and Function: Human Body - Students explore the relationship between structure and function in the human body. They examine major structures, or organs, within the body and investigate how the structure of each organ is related to its function. Once students establish an understanding of basic structure and function in the body, they take a deeper look at the functions of bone. Students assemble a skeleton and create a model X-ray of a hand. They act as scientists to perform an inquiry investigation to understand why fingers are made up of more than one bone. Finally, each student works through an engineering design process to design and build a cast to aid healing of a broken bone.


Animals and Algorithms - Students explore the nature of computers and the ways in which humans control and use technology. Starting with a computer-free activity, students learn about the sequential nature of computer programs. Students apply this knowledge to the domain of science when they design a simple algorithm about an animal in its habitat. Using an age-appropriate programming environment, students use their newly developed programming skills to turn their algorithm into a short animation. Through this work, students come to understand that computing is a collaborative activity that can be used to create digital artifacts pertaining to any area of interest.