Giving Youth Control

Staff and volunteers will provide opportunities for youth to direct and manage their own learning.

As a result of ongoing, consistent professional development efforts, staff and volunteers will be able to:

  • Describe the impact of self-determination, goal setting and decision making in preparing youth to be active learners, users and contributors to the fields of science and engineering.
  • Provide youth with a role in determining what is learned, when it is learned or even how it is learned.
  • Encourage exploration and creativity in all youth as they engage in STEM activities.

 


Resources

Tinkering

Participants will learn how tinkering is important to learning in computer science and prepare to engage youth in directing their learning.

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Project-Based Learning: An Overview

Participants will engage with the components of projects-based learning to learn ways to support giving youth control.

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Giving Youth Control with Project-Based Learning

Participants will engage with the components of project-based learning to learn ways to support giving youth control.

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Giving Youth Control with Group Projects

Participants will develop a list of strategies they would like to implement in order to give youth control of their learning.

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Giving Youth a Role

Participants will do the Make Your Own Rules activity to learn how to support giving youth more control over their learning.

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Examples in Action

Participants will watch the Giving Youth Control in Investigations Video-Based Learning Module to learn how to give youth more control in their STEM learning experiences.

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Encouraging Youth Choice

Participants will work through the Youth Voice and Choice Video-Based Learning Module and create an action plan to give youth more control of their STEM experiences.

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Effective Strategies for Giving Youth Control

Participants will engage in an Eco-Bots challenge to learn ways to support youths’ interest in activity design.

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Creating My Project

Participants will learn how to provide opportunities for youth to direct and manage their own learning and explore strategies to help young people learn to be problem solvers and contributors to computer science.

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