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- Create-to-Learn: STEAM for 21st Century Learners
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Series: Create-to-Learn: STEAM for 21st Century Learners
All the Best Moves
Children aged 3-7 can use the five STEAM disciplines – science, technology engineering, art, and math – to explore living and non-living things.
In this activity, children will create a game focused on how things move. By combining seemingly...Show More
Children aged 3-7 can use the five STEAM disciplines – science, technology engineering, art, and math – to explore living and non-living things.
In this activity, children will create a game focused on how things move. By combining seemingly unrelated ideas, children build creative thinking and numeracy skills. Show Less
Animals Big and Small
Observing what is the same or different is an important skill for 21st century learners.
In this activity, children aged 3-7 will design and play a hand-made card game. In doing so, they will build observation skills while learning about animal...Show More
Observing what is the same or different is an important skill for 21st century learners.
In this activity, children aged 3-7 will design and play a hand-made card game. In doing so, they will build observation skills while learning about animal families. Show Less
Design Innovations
Designers and engineers create new products by identifying unmet needs, then defining, exploring and assessing solutions.
In this activity, children aged 12-14 will use the IDEA Design Thinking Process to reimagine and improve items used every...Show More
Designers and engineers create new products by identifying unmet needs, then defining, exploring and assessing solutions.
In this activity, children aged 12-14 will use the IDEA Design Thinking Process to reimagine and improve items used every day at home, in school or the community. Show Less
Dream Car
From self-driving cars to amphibian roadsters, vehicles are evolving to meet human needs. Design Thinking involves taking other people’s ideas onboard.
In this activity, children aged 8-11 will use the IDEA Design Thinking Process to create...Show More
From self-driving cars to amphibian roadsters, vehicles are evolving to meet human needs. Design Thinking involves taking other people’s ideas onboard.
In this activity, children aged 8-11 will use the IDEA Design Thinking Process to create innovative new vehicles. Children will Identify, Define, Express and Assess their ideas. Show Less
Look Around
Observing and describing are important 21st century skills. Children compare things in the STEAM fields of science, technology, engineering, art and math.
In this activity, children will make and play a “What Do I See?” game, then create an...Show More
Observing and describing are important 21st century skills. Children compare things in the STEAM fields of science, technology, engineering, art and math.
In this activity, children will make and play a “What Do I See?” game, then create an Opposites book of objects, actions or emotions. Show Less
Parks and Playgrounds
Children are the designers of the future. Parks and public spaces give everyone opportunities to enjoy the outdoors.
In this activity, children aged 3-7 will observe how people use public spaces, Then design parks and playgrounds that are...Show More
Children are the designers of the future. Parks and public spaces give everyone opportunities to enjoy the outdoors.
In this activity, children aged 3-7 will observe how people use public spaces, Then design parks and playgrounds that are attractive, fun and functional. Show Less
STEAM In My World
Skills and mindsets that students cultivate today, including curiosity, imagination, open-mindedness, persistence and growth mindset, prepare them for STEAM careers.
In this activity, children aged 8-10 and parents will work together to design a...Show More
Skills and mindsets that students cultivate today, including curiosity, imagination, open-mindedness, persistence and growth mindset, prepare them for STEAM careers.
In this activity, children aged 8-10 and parents will work together to design a game that explores many paths to STEAM careers. Show Less
Steps to Success
Making visual connections between the present and the future helps to open gateways and expand possibilities.
Futurists predict that the majority of students will work in jobs that do not even exist today. In this activity, children aged 8-10...Show More
Making visual connections between the present and the future helps to open gateways and expand possibilities.
Futurists predict that the majority of students will work in jobs that do not even exist today. In this activity, children aged 8-10 will imagine and sketch the jobs of the future. In doing so, they will make personal connections to careers in science, technology, engineering, art and math. Show Less
Transportation Game
When children make the games they play, they connect ideas about people and places.
In this activity, children aged 3-7 will design a Transportation Game. The game involves transporting products to the relevant destination. In this way, children...Show More
When children make the games they play, they connect ideas about people and places.
In this activity, children aged 3-7 will design a Transportation Game. The game involves transporting products to the relevant destination. In this way, children learn how and why things move from place to place. Show Less
Weather or Not Game
Families need to be ready for whatever weather is coming and to help children prepare for the unexpected.
In this activity, children aged 8-11 will design and play a game that helps them explore different types of weather. When children design an...Show More
Families need to be ready for whatever weather is coming and to help children prepare for the unexpected.
In this activity, children aged 8-11 will design and play a game that helps them explore different types of weather. When children design an original game, they learn about weather, rule setting and decision making. Show Less