Steam educATION
Youth become environmental engineers as they work to save a fictional duck from a polluted pond. The activity explores animal habitats and ecosystems, recycling and environmental stewardship.
Time: 45-90 minutes
Youth explore animal adaptations through testing objects in relation to bird beaks.
Time: 45-60 minutes
Youth will build and code a Lego WeDo set to do a simple action.
Time: 45-90 minutes
Youth become aeronautical engineers as they design models of flying technologies that help NASA collect aerial photographs.
Time: 45-90 minutes
Standards: S.K.11, S.K.12, S.K.13, S.1.10, S.1.11, S.1.12, S.2.12, S.2.13, S.2.14 , S.3.16, S.3.17, S.3.18, S.4.14, S.4.15, S.4.16, S.5.15, S.5.16, S.5.17
Youth will become animal behavior scientists (or ethologists) and examine and explore the behavior of pill bugs.
Time: 45-75 minutes
Youth will become computer scientists and code their own computer program using scratch junior, a pre-reader friendly version of Scratch coding developed my MIT.
Time: 45-90 minutes
Youth will explore the dominion trail located at WVU Jackson’s Mill and observe a wetland ecosystem. Youth will have the opportunity to identify species of plants, animals and insects.
Time: 30-90 minutes
Youth become aerospace engineers as they use engineer design process to build and test model stomp rockets.
Time: 45-90 minutes
Standards: S.K.1, S.K.2, S.K.11, S.K.13, S.1.10, S.1.12, S.2.12, S.2.14, S.3.1, S.3.2, S.3.16, S.3.17, S.3.18, S.4.1, S.4.14, S.4.15, S.4.16, S.5.15, S.5.16, S.5.17, S.6.20, S.6.21, S.7.22, S.7.23, S.8.18, S.8.19, S.PS.31, S.PS.32
Outdoor Education
Youth will participate in age-appropriate games and activities that work on increasing teamwork, communication and other social skills needed in day-to-day life.
Time: 30-120 minutes
Standards: WE.K.20; WE.K.23; WE.K.26; WE.K.30; WE.K.31; WE.1.8; WE.1.21; WE.1.23; WE.1.27; WE.1.28; WE.2.8; WE.2.19; WE.2.20; WE.2.23; WE.2.27; WE.2.28; WE.3.17; WE.3.19; WE.3.23; WE.3.32; WE.3.34; WE.4.7; WE.4.20; WE.4.30; WE.4.31; WE.4.32; WE.5.18; WE.5.37; WE.5.38; WE.5.39; WE.6.14; WE.6.19; WE.6.21; WE.6.41; WE.6.4
Youth will learn about different aspects of the environment and Leave No Trace ethics. Specific topics can be requested by educators and all material will be grade appropriate.
Time: 30-60 minutes
Standards: S.K.3; S.K.8; S.K.9; S.1.5; S.1.6; S.1.8; S.2.7; S.2.11; S.3.6; S.3.10; S.4.8; S.4.12; S.5.5; S.5.9; S.5.11; S.6.1; S.6.3; S.6.5; S.6.7; S.6.16; S.7.17; S.7.19; S.8.17; S.ESS.13; S.ESS.15; S.B.3; S.B.12; S.ENV.2; S.ENV.6; S.ENV.7; S.ENV.9
Youth will learn the basics of rock climbing using the rock faces of our Tango Tower. Material will be grade appropriate.
Time: 30-90 minutes
Standards: WE.K.8; WE.K.23; WE.K.26; WE.K.31; WE.1.7; WE.1.8; WE.1.23; WE.1.27; WE.2.8; WE.2.23; WE.2.27; WE.2.28; WE.3.7; WE.3.29; WE.3.34; 4th Grade: WE.4.12; WE.4.31; WE.4.32; WE.5.18; WE.5.39; WE.6.41; WE.6.42; WE.6.44; WE.6.45; WE.6.52; WE.6.53; WE.6.54; WE.7.39; WE.7.40; WE.7.42; WE.7.43; WE.7.53; WE.8.39; WE.8.51; PE.1; PE.2; PE.5; PE.7; PE.16; PE.17
History EDUCATION
Youth will watch a demonstration and get hands-on experience running a water-powered gristmill with Blaker's Mill. The history of gristmilling in West Virginia and its significance in WVU Jackson's Mill history will be highlighted.
Standards: SS.K.22; SS.1.23; SS.2.20; SS.2.21; SS.4.18; SS.6.9; SS.8.22
Youth will see a blacksmith shop in action while a historian demonstrate skills and tools used in the process highlighting its importance to WV and WVU Jackson's Mill.
Standards: SS.K.22; SS.1.23; SS.2.20; SS.2.21; SS.4.18; SS.6.9; SS.8.22
Youth will use a hand crank, tabletop rope machine to make their own small piece of twisted cotton rope roughly the size of a bracelet.
Standards: SS.K.22; SS.1.23; SS.2.20; SS.2.21; SS.4.18; SS.6.9; SS.8.22
Preserved food samples are used to demonstrate the importance of various foods & food preservation types early settlers used. Participants will also make their own butter.
Standards: SS.2.20; SS.2.21; SS.4.18; SS.6.9; SS.8.22
Using replica toys and a variety of household items, youth will try old-fashioned games, learn how people entertained themselves and compare them to modern games.
Standards: SS.K.22; SS.1.23; SS.2.20; SS.2.21; SS.4.18; SS.6.9; SS.8.22