Inquiry-based Learning Experiences Focusing on Sustainability
Smithsonian Science for Global Goalsis a new, freely available curriculum that uses the United Nations’ Global Goals for Sustainable Development as a framework to focus on sustainable actions to local problems, defined and implemented by students. The curriculum was developed to be region and grade-level agnostic so that any student between the ages of 8 and 17 will be able to engage in the material. Among the tentative topics are “Energy” (How do we balance energy and environmental concerns?), “Weather and People” (How do we balance economics and preparedness?), “Biotechnology and Humans” (How do we balance technology, actions, and ethics?), and “Access” (How do we balance support for individuals with special needs?). Students have the opportunity to learn firsthand from researchers who are working on these problems around the world. Students then engage in inquiry-based challenges in their local communities, considering the problems through multiple perspectives (social, ethical, economic, environmental). The modules are built on a rich storyline that begins with students creating an Identity Map and Defining the Problem, and ends with the development of an Action Plan. The program was developed by the Smithsonian Science Education Center, along with the InterAcademy Partnership. The modules have been field-tested and reviewed by subject-matter experts, teachers, and students from around the world and are available in multiple languages.
Learn to Code with El Chavo is a freeeducational game from Televisa for five- to eight-year-old children to learn about the logic behind computer coding through the characters of El Chavo del Ocho (often shortened to El Chavo), a Mexican television sitcom that gained enormous popularity in Latin America and Spain, as well as in the United States.
SAE Foundation’s A World in Motion (AWIM) is a teacher-administered, industry volunteer-assisted program that brings science, technology, engineering, and math (STEM) education to life in the classroom for K–8 students.
Each year the American Computer Science League (ACSL) organizes a computer science or programming competition for precollege students in five divisions—Senior, Intermediate, Junior, Classroom, and Elementary. A preliminary competition, in which individual students compete to get their school team qualified for the All-Star Contest, consists of four contests, each of which has two parts: a written section (called “shorts”) and a programming section.