STEAM Program Handbook for Teachers

1 Spot on STEAM STEAM Program Handbook for Teachers Developed by M.Ed. Jimena Lizalde Updated: 07/10/2026 Dear Teacher, Welcome to the Spot on STEAM Handbook! This handbook has been designed to help you deliver a successful and engaging STEAM program. Inside, you will find everything you need—from curriculum guidance and lesson structures to assessment tools, classroom strategies, and project ideas. Key Features of the STEAM Handbook The Spot on STEAM Handbook is designed to be a comprehensive, practical, and user-friendly resource that support you in delivering high-quality STEAM learning experiences. Key features include:  Program Overview and Philosophy – A clear explanation of the STEAM approach and its goals, helping teachers understand the purpose and value of the program.  Curriculum and Learning Outcomes – Detailed information on the skills, knowledge, and competencies students are expected to develop.  Teaching Strategies – Practical approaches to fostering creativity, critical thinking, collaboration, communication, and problem-solving.  Assessment Tools and Rubrics – A range of assessment resources, including rubrics, observation checklists, self-assessments, and peer-assessment templates.  Classroom Management Tips – Guidance on organizing materials, facilitating group work, managing projects, and creating an engaging STEAM learning environment. Together, these features provide you with everything they need to plan, teach, assess, and confidently facilitate meaningful STEAM experiences that inspire curiosity, innovation, and lifelong learning. Whether you are new to STEAM or an experienced STEAM educator, this resource will support you every step of the way, helping you foster creativity, critical thinking, collaboration, and innovation in your students. Use this handbook with confidence, knowing that it provides the resources, guidance, and practical tools needed to create meaningful STEAM learning experiences and inspire the next generation of problem-solvers and creators. Happy STEAM teaching! Jimena Lizalde

2 Introduction to STEAM STEAM is an educational approach that integrates Science, Technology, Engineering, Arts, and Mathematics through hands-on, interdisciplinary experiences that encourage creativity, critical thinking, collaboration, communication, and problem-solving. S = Science T = Technology E = Engineering (Ingeniería) A = Arts (Artes) M = Mathematics STEAM helps students learn by exploring, creating, designing, testing, and solving real-world challenges using knowledge and skills from Science, Technology, Engineering, Arts, and Mathematics. STEAM in one formula ������������������������������EXPLORE → ��QUESTION → ������INVESTIGATE → ����������CREATE → ��TEST → ��� IMPROVE → ��SHARE AND REFLECT → �LEARN Goal: Real-World Learning • Students investigate questions, solve problems, create solutions, communicate ideas, and apply knowledge through meaningful STEAM experiences. • Students develop 21st Century competencies through meaningful hands-on learning experiences. Outcome Curious Learners + Creative Thinkers + Problem Solvers + Future Innovators General objective Develop students' critical thinking, creativity, problem-solving, collaboration, and communication skills through hands-on, interdisciplinary STEAM experiences, taught once a week throughout the school year. The pattern for classes is: Friday 1: S Friday 2: T Friday 3: E Friday 4: A Friday 5: M Then start again. Methodological and Pedagogical Rationale This STEAM Program is pedagogically framed within a combination of: • STEAM Education • Inquiry-Based Learning • Project-Based Learning (PBL) • Design Thinking

3 • Constructivism • Experiential Learning • Cooperative Learning • Competency-Based Education • Social and Emotional Learning The Spot on STEAM Program is based on the idea that students learn more effectively when they actively construct knowledge through meaningful experiences, experimentation, inquiry, creativity, and collaboration. Rather than receiving information passively, students engage in authentic challenges that require them to ask questions, investigate, design, create, test, communicate, and reflect. The program seeks to develop key 21st-century competencies such as critical thinking, creativity, problem-solving, collaboration, and communication through practical and interdisciplinary STEAM experiences delivered weekly throughout the school year. The progression from science, technology, engineering, arts, and mathematics topics across the different blocks promotes integrated learning and helps students connect concepts from multiple disciplines to understand and solve real-world situations. Methodological Approaches that Frame the Program ��1. STEAM Education Approach The program is fundamentally framed within the STEAM approach, integrating: * Science * Technology * Engineering * Arts * Mathematics through real-world challenges and projects. The weekly sequence intentionally distributes experiences from each discipline while encouraging interdisciplinary connections. Contribution: * Encourages innovation. * Connects theory and practice. * Promotes creativity and problem solving. * Develops future-ready competencies.

4 ��2. Inquiry-Based Learning (IBL) Many activities are structured around observation, questioning, investigation, experimentation, and discovery. Examples include: * Scientific Method * States of Matter * Energy * Ecosystems * Water and the Environment * Physical and Chemical Changes Students investigate phenomena, collect evidence, and build explanations rather than simply memorizing concepts. Contribution: * Develops scientific thinking. * Promotes curiosity and exploration. * Strengthens reasoning skills. ��3. Project-Based Learning (PBL) The program incorporates continuous project development through prototypes, models, investigations, presentations, and a final STEAM Fair. Examples include: * Bridge design * Vehicle design * Solving real school problems * Iterative design improvement * Final prototype development * STEAM Fair exhibition Contribution: * Encourages authentic learning. * Connects learning to real contexts. * Increases student ownership and motivation. ��4. Design Thinking Several engineering and technology activities follow a design cycle: 1. Identify a problem 2. Imagine solutions 3. Design 4. Create 5. Test 6. Improve

5 Examples include: * Resistant constructions * Bridge design * Vehicle design * Problem-solving prototypes * Iterative redesign activities Contribution: * Develops innovation and creativity. * Builds resilience through iteration. * Encourages user-centered problem solving. ��5. Constructivist Learning The Spot on Steam program reflects constructivist principles because students build knowledge through direct experience, interaction with materials, reflection, and social participation. The methodology includes practical challenges, socialization, and evidence of learning in every session. Contribution: * Promotes meaningful learning. * Connects new knowledge with previous experiences. * Encourages active participation. ��6. Experiential Learning Students learn through doing, experimenting, reflecting, and applying. The structure of: * Practical challenge/project * Reflection/socialization * Learning evidence aligns with experiential learning models. Contribution: * Improves knowledge retention. * Strengthens practical application. * Encourages reflection on learning. ��7. Cooperative Learning Many activities naturally require teamwork, communication, and collaborative problem-solving and explicitly incorporate a Kagan Structure. The evaluation criteria include: * Participation * Teamwork * Communication of ideas

6 Contribution: * Develops social skills. * Promotes shared responsibility. * Enhances peer learning. ��8. Competency-Based Education The program is oriented toward the development of competencies rather than content coverage alone. The evaluation criteria focus on: * Participation * Creativity * Troubleshooting * Teamwork * Communication of ideas * Knowledge application Contribution: * Assesses what students can do with knowledge. * Encourages transfer to new contexts. * Supports holistic development. Together, these approaches create an active, student-centered learning environment where learners investigate, design, create, collaborate, reflect, and apply knowledge to real-world challenges while developing the key competencies required for the 21st century. General structure of the Spot on STEAM program Frequency: • 1 session per week • Every Friday • Suggested duration: 1 hour Each session includes: 1. Introduction (10 min) 2. Challenge or practical experiment/project (30-40 min) a. Brain friendly activity b. Kagan Structures activity c. SEL activity 3. Reflection/socialization (10 min) 4. Evidence of learning/product (photo, log, prototype or short presentation)

7 General Recommendations Before Starting If you are implementing/teaching this STEAM program for the first time, it is important to remember that the STEAM program is not a general English language course. While English is the language of instruction and communication, the primary goal is not to teach grammar, vocabulary, or language rules in isolation. Instead, English serves as a tool that enables students to engage in meaningful learning experiences and develop a wider range of essential skills. Through STEAM activities and projects, students use language to collaborate with others, communicate ideas, think critically, solve problems, innovate, create, and reflect on their learning. The focus is on helping students apply English in authentic contexts while developing competencies such as teamwork, troubleshooting, design thinking, creativity, resilience, and presentation skills. You should therefore prioritize student participation, inquiry, experimentation, and discussion over language accuracy alone. Success in a STEAM classroom is measured not only by what students can say in English, but by how effectively they use language to explore ideas, overcome challenges, and work together to create meaningful solutions. Another important recommendation is to understand that the goal is not to produce perfect projects, but to develop students' curiosity, creativity, critical thinking, collaboration, and problem-solving skills through hands-on experiences. The program itself emphasizes practical challenges, reflection, evidence of learning, interdisciplinary connections, and competency development throughout the year. �1. Focus on the Process More Than the Product Students do not need to create perfect prototypes, posters, models, or experiments. What matters most is that they: * Ask questions * Try solutions * Test ideas * Make mistakes * Improve their work * Reflect on what they learned A bridge that collapses or a hypothesis that is incorrect can be just as valuable as a successful result. �2. Adopt the Role of Facilitator In STEAM, the teacher is not the person who always provides the answers. Instead: * Ask guiding questions. * Encourage investigation. * Promote discussion. * Allow students to discover solutions. Examples: Instead of: "This is the correct answer." Use:

8 "What evidence supports your idea?" "How could you test that?" "What would happen if you changed the design?" �3. Create a Safe Environment for Failure Many students are accustomed to thinking there is only one correct answer. STEAM activities often have multiple possible solutions. Help students understand: * Failure is feedback. * Mistakes are part of learning. * Engineers redesign. * Scientists revise hypotheses. * Artists experiment. �4. Establish Routines Early Because the program runs every Friday, create predictable routines such as: 1. Introduction 2. Challenge 3. Build/Create 4. Test 5. Reflect 6. Clean up Consistent routines help students work more independently as the year progresses. Classroom Management Recommendations Effective classroom management is essential for the success of any STEAM program. Unlike traditional classrooms, STEAM lessons are often hands-on, collaborative, and project-based. Students work in teams, use a variety of materials and tools, move around the classroom, and engage in discussions and problem-solving activities. Without clear expectations and routines, this dynamic environment can quickly become disorganized, reducing both learning and productivity. Strong classroom management creates a safe, structured, and positive learning environment where students can focus on exploration and innovation. When students understand procedures, team roles, behavior expectations, and transitions between activities, they can spend more time creating, designing, testing, and learning rather than managing confusion or conflicts. Good classroom management also supports the development of key STEAM skills such as collaboration, communication, responsibility, and perseverance. Students learn to work respectfully with others, share resources, manage their time effectively, and take ownership of their learning. As a result, teachers can spend less time addressing behavioral issues and more time facilitating meaningful inquiry, creativity, and problem-solving. Ultimately, effective classroom management is the foundation that allows STEAM learning to thrive. It ensures that students can engage confidently in hands-on experiences, take productive risks, and successfully develop the skills needed to become creative thinkers, innovators, and lifelong learners.

9 �1. Prepare Materials in Advance STEAM classes involve many materials. Prepare: * Individual kits * Group trays * Labeled containers This minimizes transition time and maximizes hands-on learning. �2. Define Team Roles To improve collaboration, assign roles such as: * Materials Manager * Recorder * Builder * Presenter * Time Keeper Rotate roles throughout the year so all students experience different responsibilities. �3. Expect Noise—but Productive Noise STEAM classes often look and sound different from traditional lessons. Students should be: * Talking * Exploring * Building * Discussing ideas The goal is productive engagement, not silence. Pedagogical Recommendations �1. Connect Activities to Real Life Whenever possible, ask: * Where do we see this in everyday life? * Why is this important? * How do professionals use this? For example: * Bridges → civil engineering * Patterns → coding and architecture * Scientific method → medical research * Measurement → construction and design �2. Encourage Reflection Every Session The reflection stage is often where learning becomes meaningful. Simple questions include:

10 * What worked? * What didn't work? * What surprised you? * What would you change next time? The program intentionally includes reflection and evidence of learning in every session. �3. Use Open-Ended Questions Good STEAM questions include: * How do you know? * What's another solution? * What evidence supports your idea? * Can you improve it? * What would happen if...? These promote higher-order thinking. Assessment Recommendations �1. Assess Skills, Not Just Content The program recommends evaluating: * Participation * Creativity * Troubleshooting * Teamwork * Communication of ideas * Knowledge application Observe students throughout the process rather than only evaluating the final product. �2. Collect Evidence Continuously Suggested evidence in the program includes: * Learning logs * Photographs * Prototypes * Oral presentations * Final projects A simple photo portfolio can become powerful documentation of student growth across the year. Recommendations for Older Students (10–12 Years) �1. Increase the Level of Challenge when appropriate. Allow students to: * Design their own investigations. * Create multiple solutions. * Compare ideas. * Defend decisions using evidence.

11 * Improve prototypes after testing. �2. Let Students Explain Their Thinking Ask for justification: Why did you choose that design? What evidence supports your conclusion? How does your solution solve the problem? The explanation is often more valuable than the answer itself. Mindset Recommendations for Teachers Remember: You do not need to be an expert scientist, engineer, programmer, artist, or mathematician. Your role is to create opportunities for students to: * Explore * Question * Create * Collaborate * Reflect If students leave the classroom curious, engaged, and willing to keep trying when something is difficult, then the STEAM lesson has been successful.

12 Program evaluation: Suggested Assessment In a STEAM program, the main purpose is not only to measure what students know, but also how they think, create, collaborate, and apply what they learn to solve challenges. The proposed rubric focuses on competencies that are at the heart of STEAM education and 21st-century learning. Traditional assessments often emphasize correct answers and content recall. However, STEAM learning involves investigation, experimentation, design, iteration, communication, and teamwork. Therefore, assessment should capture both the learning process and the final product. Evaluate with a simple rubric from 1 to 4 in: ��Participation STEAM learning is active by nature. Students learn through exploration, experimentation, discussion, and creation. Participation shows that students are: • Engaging in the learning process • Taking initiative • Contributing to investigations and projects • Developing curiosity and confidence A student who participates actively is more likely to develop deeper understanding and stronger learning habits. ��Creativity Creativity is one of the core goals of STEAM education. Students are frequently asked to: • Generate ideas • Design solutions • Create models • Develop artistic products • Think of different ways to solve problems Assessing creativity values originality, flexibility of thinking, innovation, and willingness to explore possibilities rather than simply reproducing information. ��Troubleshooting Problem-solving is central to science, engineering, technology, and mathematics. Students regularly encounter challenges such as: • A tower that falls • A bridge that does not support weight • An experiment that does not go as expected • A pattern that is difficult to identify By assessing troubleshooting skills, teachers recognize students' ability to: • Identify problems • Test solutions

13 • Analyze results • Improve their work • Demonstrate perseverance This criterion values learning from mistakes and iteration, which are essential components of authentic STEAM practice. ��Teamwork Real-world STEAM professionals rarely work alone. Scientists, engineers, designers, and innovators collaborate to achieve common goals. Evaluating teamwork allows teachers to observe students': • Cooperation • Respect for others • Shared responsibility • Listening skills • Ability to contribute to group goals This criterion promotes the social skills needed both in school and in future professional contexts. ��Communication of ideas In STEAM, discovering or creating something is only part of the process. Students must also be able to explain their thinking. • Communication includes: • Sharing observations • Explaining reasoning • Presenting results • Defending solutions with evidence • Using appropriate vocabulary By assessing communication, teachers encourage students to make their thinking visible and develop confidence in expressing their ideas. ��Knowledge Application One of the most important goals of STEAM is helping students use knowledge in meaningful contexts. Rather than asking, "What do you remember?" STEAM asks: • Can you use what you learned? • Can you apply concepts to a challenge? • Can you transfer knowledge to a new situation? This criterion measures whether students can connect theory and practice, which is the essence of authentic learning. Collecting Evidence Evidence collection is essential because STEAM learning goes beyond memorizing information. Students are expected to investigate, design, create, apply knowledge, collaborate, solve problems,

14 and communicate ideas. Evidence helps teachers document these processes and make learning visible. The program specifically recommends collecting evidence through logs, photographs, prototypes, and presentations. Evidence allows teachers to: • Monitor student progress over time. • Assess both the learning process and the final product. • Provide meaningful feedback. • Document competency development. • Share learning with families and school leaders. • Support authentic assessment practices. Tools to collect evidence �����Student Log The student log (journal, notebook, reflection sheet, or investigation record) provides evidence of thinking and learning over time. The program includes products such as observation logs, hypothesis records, investigation charts, and strategy logs throughout the year. What does it show? • Student observations • Predictions and hypotheses • Reflection on successes and mistakes • Problem-solving strategies • Growth in understanding Pedagogical value It promotes: • Metacognition ("thinking about thinking") • Reflection • Scientific and mathematical reasoning • Ownership of learning ��������Project Photographs Photographs capture learning moments that cannot always be represented in written work. The program recommends photos as evidence throughout the different activities and projects. What do they show? • Student engagement • Collaboration • Construction processes • Experimentation • Prototype development Pedagogical value • Photos help document:

15 • The learning journey • Student participation • Improvements across different stages of a project They are particularly valuable because STEAM learning is highly hands-on. �������Prototypes Prototypes are physical evidence of students applying knowledge to solve problems. The program includes numerous examples of prototypes such as towers, bridges, vehicles, machines, and final engineering projects. What do they show? • Application of concepts • Creativity • Engineering thinking • Design decisions • Problem-solving processes Pedagogical value Prototypes demonstrate that students can transfer learning into practical solutions. They answer the question: "Can students use what they learned to create something meaningful?" ��Oral presentations STEAM learning includes not only creating solutions but also explaining them. The program identifies oral presentations as an important source of evidence. What do they show? • Communication skills • Understanding of concepts • Ability to justify decisions • Use of academic vocabulary Pedagogical value Presentations develop: • Confidence • Public speaking skills • Critical thinking • Ability to explain reasoning Students learn that sharing ideas is part of the learning process.

16 ���Final presentations The final presentations and STEAM Fair activities serve as culminating experiences where students integrate learning from multiple disciplines. The program concludes with final projects, displays, reports, and presentations. What do they show? • Knowledge integration • Project development • Long-term learning • Team collaboration • Application of STEAM skills Pedagogical value • Final presentations provide authentic assessment because students must: • Demonstrate what they learned • Explain their work • Reflect on their process • Present evidence of their achievements Assessment Considerations for Teachers When using the suggested rubric for the program, consider: • Growth over time, not only final performance. • Effort and persistence, especially during challenging tasks. • Individual progress relative to students' starting points. • Evidence collected through logs, prototypes, discussions, presentations, and observations. • The learning process, recognizing that experimentation, mistakes, revision, and reflection are valuable parts of STEAM learning. This approach supports a growth mindset, emphasizing development, improvement, and authentic application of learning rather than simply rewarding correct answers. This rubric focuses on growth and development. Every student can progress from getting started to growing and improving, doing great, and eventually becoming a shining star through practice, effort, collaboration, and perseverance. The goal is to celebrate learning, creativity, curiosity, and continuous improvement. Assessing Participation Assessing student participation in a STEAM class should go beyond simply tracking who speaks the most. Effective assessment captures how students collaborate, create, solve problems, communicate ideas, and engage in the design process. Key Areas to Assess: Engagement and Contribution Observe how actively students participate in activities. Indicators:

17 ������Contributes ideas during discussions ������Asks questions ������Stays focused on tasks ������Takes initiative in investigations and projects STEAM learning often involves group projects. Indicators: ������Respects others' ideas ������Shares responsibilities ������Supports teammates ������Resolves conflicts constructively Assess how students approach challenges. Indicators: ������Tests multiple solutions ������Uses evidence to make decisions ������Revises designs after feedback ������Explains reasoning Questions to Consider: �����Did the student persevere through obstacles? �����Did they learn from failures and improve their design? Assessing Creativity and Innovation The "A" in STEAM emphasizes creative thinking. Indicators: ������Generates original ideas ������Uses materials in novel ways ������Integrates artistic and technical elements ������Takes creative risks Assessing Communication of Ideas Students should communicate ideas and both process and results. Indicators: ������Explains ideas clearly ������Uses STEM vocabulary correctly ������Presents findings effectively ������Creates clear visual or digital presentations ������Assessment Tools ������Observation Checklist You can create a simple checklist during activities.

18 Example: □ Contributed ideas □ Asked questions □ Worked cooperatively □ Demonstrated problem-solving □ Shared findings Assessing Troubleshooting and Problem-Solving Skills Assessing troubleshooting skills in a STEAM class focuses on how students identify problems, analyze causes, test solutions, and learn from failures—not just whether they arrive at the correct answer. Key Skills to Assess 1. Problem Identification: Can students recognize and clearly define the issue? Indicators: ������Notices when something is not working as intended ������Describes the problem accurately ������Identifies possible causes 2. Systematic Investigation: Can students investigate the problem logically? Indicators: ������Collects evidence before making changes ������Tests one variable at a time ������Uses observations and data to guide decisions 3. Solution Testing: Can students develop and test possible solutions? Indicators: ������Proposes multiple solutions ������Tests solutions methodically ������Records results of each attempt 4. Persistence and Resilience: Troubleshooting often requires repeated attempts. Indicators: ������Stays engaged despite setbacks ������Learns from mistakes ������Revises plans based on feedback 5. Reflection and Communication Can students explain their troubleshooting process? Indicators: ������Explains what went wrong ������Describes steps taken to fix the problem

19 ������Justifies why a solution worked or failed A useful rule in STEAM assessment is: Reward evidence-based problem-solving and persistence as much as the successful solution itself. Assessing Teamwork Assessing teamwork in a STEAM class is important because many STEAM projects require students to collaborate, share ideas, solve problems together, and manage responsibilities. Effective assessment should focus on the process of collaboration, not just the final product. Key Teamwork Skills to Assess 1. Communication: How well do students share ideas and listen to others? Indicators: ������Expresses ideas clearly ������Listens actively to teammates ������Asks questions and seeks clarification ������Gives constructive feedback 2. Collaboration: How effectively do students work with others? Indicators: ������Shares responsibilities fairly ������Contributes to group tasks ������Supports teammates when needed ������Participates in decision-making 3. Respect and Inclusivity: How students interact with diverse perspectives. Indicators: ������Respects others' opinions ������Encourages participation from all members ������Demonstrates positive attitudes ������Manages disagreements respectfully 4. Responsibility and Accountability: Students should be dependable team members. Indicators: ������Completes assigned tasks on time ������Comes prepared ������Follows through on commitments ������Helps the group achieve goals 5. Problem-Solving as a Team: STEAM projects often involve collaborative troubleshooting. Indicators: ������Works with others to identify challenges

20 ������Contributes solutions ������Builds on teammates' ideas ������Helps resolve conflicts and obstacles

21 Program Evaluation: Suggested Assessment Rubric Use the following 4-point rubric to assess student performance across all STEAM activities. Criteria ������ Shining SPOT Outstanding STEAM Learner � Strong SPOT Successful STEAM Learner �� Growing SPOT Growing STEAM Learner ������ Starting SPOT Emerging STEAM Learner Participation Participates actively throughout the entire activity, contributes ideas consistently, and remains fully engaged. Participates in most activities and contributes when prompted. Participates occasionally but needs reminders or encouragement to stay involved. Rarely participates or shows little engagement in the activity. Creativity Demonstrates original thinking, explores multiple ideas, and creates unique solutions or products. Shows creativity and develops appropriate ideas with some originality. Demonstrates limited originality and tends to rely on examples provided. Shows little effort to generate ideas or explore creative solutions. Troubleshooting / Problem- Solving Independently identifies problems, tests solutions, and makes effective improvements. Identifies problems and attempts solutions with minimal support. Requires guidance to recognize problems and improve solutions. Struggles to identify problems or make improvements, even with support. Teamwork Collaborates respectfully, encourages others, shares responsibilities, and contributes positively to group goals. Works well with others and usually shares responsibilities appropriately. Participates in group work but may need reminders about cooperation or shared responsibility. Has difficulty working with others or contributing to the group task. Communication of Ideas Clearly explains ideas, reasoning, and observations using appropriate vocabulary and examples. Communicates ideas adequately and shares thoughts with others. Communicates simple ideas but may struggle to explain reasoning or details. Has difficulty expressing ideas, observations, or explanations.

22 Performance Scale Score Descriptor 4 ������ Shining SPOT Outstanding STEAM Learner Consistently exceeds expectations. Demonstrates the competency independently, applies knowledge in new situations, shows initiative, contributes original ideas, supports peers, and produces high-quality work. 3 � Strong SPOT Successful STEAM Learner Meets expectations consistently. Demonstrates understanding and application of skills with minimal support, participates actively, completes tasks successfully, and contributes positively to learning activities. 2 �� Growing SPOT Growing STEAM Learner Demonstrates partial understanding and application of skills. Requires occasional guidance, reminders, or support. Participates inconsistently but shows progress toward achieving the learning objectives. 1 ��� Starting SPOT Emerging STEAM Learner Is beginning to develop the competency. Requires significant support, modeling, and encouragement. Participation and application of skills are emerging but not yet consistent. Overall Interpretation • 18–20 points: Outstanding achievement of learning objectives. Consistently demonstrates strong skills across all areas and often exceeds expectations. • 14–17 points: Successful achievement of learning objectives. Demonstrates the expected skills and participates effectively in most activities. • 10–13 points: Partial achievement of learning objectives; additional support recommended. Is developing important skills and would benefit from continued practice and support. • 5–9 points: Emerging achievement; requires significant guidance and practice. Is beginning to develop the targeted skills and benefits from guidance and encouragement.

23 STEAM Contents 4 to 6 years old Proposal for 40 Fridays (approx. one school year), organized in 8 blocks of 5 sessions. Week 1 = Block 1: We explore and discover Friday 1 S Topic: The Scientific Method Activity: Simple hypothesis experiment (which objects float and which sink?) Product: Hypothesis and Results Registry Brain Friendly activity: Movement game Kagan Structure: Rally Robin oral turns SEL activity: Little Scientists Feelings Circle Friday 2 T Topic: What is technology? Activity: Identify everyday technologies and create a visual map Product: Poster "Technology in my life" Brain Friendly activity: Movement game Kagan Structure: Quiz-Quiz-Trade SEL activity: Little Techy Feelings Circle Friday 3 E Topic: Resistant constructions Activity: Build a tower with straws, sticks or paper Product: Prototype and resistance test Brain Friendly activity: Movement game Kagan Structure: Rally Coach SEL activity: Brave Engineers Reflection Friday 4 A Topic: Creativity and observation Activity: Create a work inspired by patterns from nature Product: Drawing, collage or model Brain Friendly activity: Movement game: “Pattern movements” Kagan Structure: Rally Robin oral turns SEL activity: I am a creative artist Friday 5 M Topic: Patterns and sequences Activity: Series games, mosaics and number sequences Product: Geometric design with patterns Brain Friendly activity: Movement pattern game Kagan Structure: Rally Robin oral turns SEL activity: I can solve patterns Week 2 = Block 2: The natural and digital world Friday 6 S Topic: States of matter Activity: Observation of solids, liquids and gases Product: Comparative table Brain Friendly activity: Movement game Kagan Structure: Rally Robin oral turns SEL activity: Curious Scientists Talk Friday 7 T Topic: Computational Thinking Without Screens Activity: Give Step-by-Step Instructions to Solve a Challenge Product: Algorithm on Paper Brain Friendly activity: Movement game Kagan Structure: Stand Up – Hand Up – Pair Up

24 SEL activity: We help each other solve problems Friday 8 E Topic: We design bridges Activity: Building a bridge with simple materials Product: Functional prototype Brain Friendly activity: Movement game: “Be a bridge” Kagan Structure: Stand Up, Hand Up, Pair Up SEL activity: We are engineers Friday 9 A Topic: Art and emotion Activity: Create an artistic piece that represents an emotion Product: Work with oral explanation Brain Friendly activity: Movement Game: Move the Emotion Kagan Structure: Think–Pair–Share SEL activity: Little Artists Feelings Circle Friday 10 M Topic: Measurement Activity: Measuring Objects in the Environment and Comparing Units Product: Measurement Table Brain Friendly activity: Movement Game: Long or Short? Kagan Structure: Think–Pair–Share SEL activity: Little Mathematicians Feelings Circle Week 3 = Block 3: Energy, Design and Logic Friday 11 S Topic: Types of Energy Activity: Classify Examples of Energy in Daily Life Product: Concept Map Brain Friendly activity: Movement Game: Be the Energy! Kagan Structure: Rally Coach SEL activity: Curious Scientists Energy Circle Friday 12 T Topic: Introduction to programming Activity: Logical sequences or use of basic platform if there are devices Product: Mini challenge solved Brain Friendly activity: Movement Game: Be the Robot Kagan Structure: Rally Coach SEL activity: Proud Programmers Circle Friday 13 E Topic: Vehicle Design Activity: Create a Simple Air-Powered or Thrust Cart Product: Prototype and Test Brain Friendly activity: Movement Game: Move Like a Vehicle! Kagan Structure: Stand Up, Hand Up, Pair Up SEL activity: Engineering Team Pit Stop Friday 14 A Topic: Visual Design Activity: Create Logo and Name of an Invention Product: Invention Poster Brain Friendly activity: Magic Shape Transformations! Kagan Structure: RoundRobin SEL activity: Little Artists Feelings Circle Friday 15 M Topic: Graphs Activity: Collect data from the group and represent it Product: Bar graph or pictogram Brain Friendly activity: Human Graph Kagan Structure: Mix-Pair-Share SEL activity: Math Friends Appreciation Circle

25 Week 4 = Block 4: We observe, create and solve Friday 16 S Topic: Ecosystems Activity: Investigate living and non-living elements of the environment Product: Diorama or diagram Brain Friendly activity: Game: Living or Not? Kagan Structure: Rally Coach SEL activity: Little Scientists Feelings Circle Friday 17 T Topic: Digital tools for learning Activity: Guided use of presentations, digital drawing, or educational apps Product: Basic digital resource Brain Friendly activity: Game: Click, Drag, Draw! Kagan Structure: Pairs – Rally Coach SEL activity: Little Techy Feelings Circle Friday 18 E Topic: Simple Machines Activity: Explore Lever, Ramp or Pulley with Homemade Materials Product: Functional Model Brain Friendly activity: Game: Push, Pull, Lift! Kagan Structure: Stand Up – Hand Up – Pair Up SEL activity: Little Engineers Feelings Circle Friday 19 A Topic: Music and patterns Activity: Creating rhythms using repetitive sequences Product: Simple rhythmic composition Brain Friendly activity: Game: Copy the Sound Kagan Structure: Round Robin SEL activity: Proud Musicians Circle Friday 20 M Topic: Geometric Figures Activity: Construction and Classification of 2D and 3D Figures Product: Geometric Map Brain Friendly activity: Game: Shape Hunt Kagan Structure: Mix-Pair-Share SEL activity: Shape Builders Circle Week 5 = Block 5: Research and prototype Friday 21 S Topic: Plants and Growth Activity: Germination or Comparison of Growing Conditions Product: Observation Log Brain Friendly activity: Movement Game: Be a Growing Plant Kagan Structure: Rally Coach SEL activity: Curious Scientists Plant Circle Friday 22 T Topic: Digital Security Activity: Good practices in the internet and privacy Product: Digital Decalogue Brain Friendly activity: Movement Game: Safe or Not Safe Kagan Structure: Stand Up, Hand Up, Pair Up SEL activity: Digital Safety Stations Friday 23 E Topic: Solving Real Problems Activity: Designing a Solution to a School Need Product: Sketch of the Prototype Brain Friendly activity: Movement Game: Problem or Solution? Kagan Structure: Think–Pair–Share SEL activity: Little Engineers Feelings Circle Friday 24 Topic: Visual Communication

26 A Activity: Create a visual campaign to present an idea Product: Infographic or poster Brain Friendly activity: Movement Game: What Is the Message? Kagan Structure: Think–Pair–Share SEL activity: Communication Celebration Circle Friday 25 M Topic: Applied operations Activity: Solve mathematical challenges linked to the project Product: Reasoned solution sheet Brain Friendly activity: Movement Game: Add or Take Away? Kagan Structure: Rally Robin oral turns SEL activity: Teamwork Math Tower Week 6 = Block 6: STEAM applied to the environment Friday 26 S Topic: Water and the environment Activity: Simple filtration or analysis of water use Product: Experiment and conclusions Brain Friendly activity: Water Everywhere! Kagan Structure: Round Robin SEL activity: Water Guardians Friday 27 T Topic: Technology to Solve Problems Activity: Investigate Useful Inventions for the Community Product: Fact Sheet Brain Friendly activity: Match the Problem Kagan Structure: Mix-Pair-Share SEL activity: Young Inventors for the Community Friday 28 E Topic: Iterative Design Activity: Improve a Previous Prototype After Testing Product: Prototype Version 2 Brain Friendly activity: Better or Not Yet? Kagan Structure: Showdown SEL activity: Growth Mindset Engineers Friday 29 A Topic: Scientific Storytelling Activity: Tell a story about an invention, discovery, or solution Product: Comic or short script Brain Friendly activity: Story Actions Kagan Structure: Hand Up – Pair Up SEL activity: Kindness Through Solutions Friday 30 M Topic: Probability and prediction Activity: Controlled games of chance and analysis of results Product: Record and conclusions Brain Friendly activity: Move to Your Prediction Kagan Structure: Find Someone Who… SEL activity: Good Guessers and Good Learners Week 7= Block 7: Cross curricular Integration Friday 31 S Topic: Physical and chemical changes Activity: Observe transformations in materials Product: Comparative table Brain Friendly activity: Change or Stay the Same?" Kagan Structure: Pairs Compare SEL activity: Curious Scientists

27 Friday 32 T Topic: Digital Design or Basic Robotics (if applicable) Activity: Visual Programming or Basic Automated Sequence Product: Digital Mini Project Brain Friendly activity: Robot Teacher Kagan Structure: Timed Pair Share SEL activity: Patient Problem Solvers Friday 33 E Topic: Mobile Structures Activity: Create Simple Articulated Mechanism Product: Mobile Model Brain Friendly activity: Move Like a Mechanism Kagan Structure: Fan-N-Pick SEL activity: Creative Engineers Friday 34 A Topic: Art with recycling Activity: Create a piece using reused materials Product: Sculpture or installation Brain Friendly activity: What Could It Become? Kagan Structure: Stand Up – Hand Up – Pair Up SEL activity: The Gift of Giving Materials a Second Life Friday 35 M Topic: Mathematical logic Activity: Riddles, puzzles and reasoning challenges Product: Strategy log Brain Friendly activity: Clue Hunt Around the Room Kagan Structure: Quiz-Quiz-Trade SEL activity: Detective Thinkers Week 8 = Block 8: STEAM Fair Friday 36 S Topic: Final Research Activity: Choose a Simple Scientific Question to Answer Product: Mini Research Brain Friendly activity: Question Detectives Kagan Structure: Stand Up – Hand Up – Pair Up SEL activity: STEAM Celebration Circle Friday 37 T Topic: Digital Presentation Activity: Prepare Project's Slide, Video, or Visual Resource Product: Visual Support Brain Friendly activity: Picture Story Sequence Kagan Structure: Mix-Pair-Share SEL activity: Confident Presenters Friday 38 E Topic: Final Construction Activity: Finish the Final Prototype Product: Assembled Project Brain Friendly activity: Engineering Museum Walk Kagan Structure: Stand Up – Hand Up – Pair Up SEL activity: Engineering Success Celebration Friday 39 A Topic: Exhibition Design Activity: Prepare Poster, Booth Aesthetics & Speech Product: Display Stand Brain Friendly activity: Display Detectives Kagan Structure: Mix–Pair–Share SEL activity: STEAM Fair Stars Friday 40 M Topic: Data and results Activity: Present measurements, comparisons or results of the project

28 Product: Short report or final graph Brain Friendly activity: Human Graph Kagan Structure: Timed Pair Share SEL activity: My STEAM Learning Journey

29 STEAM Contents 7 to 9 years old Proposal for 40 Fridays (approx. one school year), organized in 8 blocks of 5 sessions. Week 1 = Block 1: We explore and discover Friday 1 S Topic: Scientific Method Activity: Testing Variables: Why Do Some Objects Float and Others Sink? Product: Scientific Investigation Sheet with Predictions, Results, and Conclusions Brain Friendly activity: Corners Challenge Kagan Structure: Quiz–Quiz–Trade SEL activity: Science Collaboration Challenge Friday 2 T Topic: What is Technology? Activity: Analyze Everyday Technologies and Design a Technology Network Map Product: Technology in My Life Mind Map Brain Friendly activity: Human Need Challenge Kagan Structure: Numbered Heads Together SEL activity: Technology Team Challenge Friday 3 E Topic: Resistant Constructions Activity: Design and Build the Tallest Tower that Supports Weight Product: Engineering Prototype and Design Improvement Report Brain Friendly activity: Human Structures Challenge Kagan Structure: Round Robin SEL activity: Engineering Team Awards Friday 4 A Topic: Creativity and Observation Activity: Design an Artwork Using Patterns, Symmetry, and Natural Inspirations Product: Mixed-Media Nature Pattern Artwork with Artist Reflection Brain Friendly activity: Human Pattern Challenge Kagan Structure: RoundTable SEL activity: Art Critique Circle Friday 5 M Topic: Patterns and Sequences Activity: Investigate, Analyze, and Create Complex Patterns and Growing Sequences Product: Mathematical Pattern Design and Sequence Challenge Booklet Brain Friendly activity: Human Sequence Challenge Kagan Structure: Numbered Heads Together SEL activity: Pattern Problem-Solvers Circle Week 2 = Block 2: The natural and digital world Friday 6 S Topic: States of Matter Activity: Investigate Matter in the Natural and Human-Made World Product: Matter Explorer Investigation Chart Brain Friendly activity: Nature or Human-Made Matter? Kagan Structure: Quiz–Quiz–Trade SEL activity: Nature Investigators Team Reflection Friday 7 T Topic: Computational Thinking Without Screens Activity: Create and Test a Human Robot Maze Product: Algorithm and Debugging Record on Paper Brain Friendly activity: Movement Game: Robot Commander Kagan Structure: Stand Up – Hand Up – Pair Up SEL activity: We Solve Problems Together Friday 8 Topic: We Design Bridges

30 E Activity: Design, Build, Test, and Improve a Bridge Product: Bridge Prototype and Engineering Design Record Brain Friendly activity: Movement Game: Human Bridges Kagan Structure: Stand Up – Hand Up – Pair Up SEL activity: We Are Engineering Teams Friday 9 A Topic: Art and Emotion Activity: Create an Artwork that Represents an Emotion Product: Artwork with Oral Explanation Brain Friendly activity: Activity: Emotion Detective Kagan Structure: Rally Robin SEL activity: Appreciation Gallery Walk Friday 10 M Topic: Measurement Activity: Measure, Estimate, Compare, and Analyze Objects in the Environment Product: Measurement Investigation Chart Brain Friendly activity: Estimation Corners Kagan Structure: Quiz–Quiz–Trade SEL activity: Growth Mindset Reflection Week 3 = Block 3: Energy, Design and Logic Friday 11 S Topic: Types of Energy Activity: Classify Examples of Energy in Daily Life Product: Energy Investigation Poster Brain Friendly activity: Energy Challenge Corners Kagan Structure: Quiz-Quiz-Trade SEL activity: Scientist Reflection and Appreciation Circle Friday 12 T Topic: Introduction to Programming Activity: Logical Sequences or Use of Basic Platform if There Are Devices Product: Program Design Challenge Map Brain Friendly activity: Programming Escape Mission Kagan Structure: Mix-Pair-Share SEL activity: Growth Mindset Debugging Circle Friday 13 E Topic: Vehicle Design Activity: Create a Simple Air-Powered or Thrust Cart Product: Vehicle Design Challenge Poster and Improved Prototype Brain Friendly activity: Vehicle Engineers Mission Challenge Kagan Structure: Quiz-Quiz-Trade SEL activity: Engineering Collaboration Challenge Friday 14 A Topic: Visual Design Activity: Create Logo and Name of an Invention Product: Inventor Brand Board (Name, Logo, Slogan, and Product Advertisement) Brain Friendly activity: Design Detective Challenge Kagan Structure: Timed Pair Share SEL activity: Creative Confidence Gallery Walk Friday 15 M Topic: Graphs Activity: Collect Data from the Group and Represent It Product: Class Survey Report with Comparative Bar Graph Brain Friendly activity: Data Detective Corners Kagan Structure: Fan-N-Pick SEL activity: Data Detectives Team Week 4 = Block 4: We observe, create and solve

31 Friday 16 S Topic: Ecosystems Activity: Investigate Living and Non-Living Elements of the Environment Product: Ecosystem Investigation Poster Brain Friendly activity: Ecosystem Mystery Mission Kagan Structure: Fan-N-Pick SEL activity: Ecosystem Team Appreciation Circle Friday 17 T Topic: Digital Tools for Learning Activity: Guided use of presentations, digital drawing, or educational apps Product: Basic digital resource Brain Friendly activity: Digital Commands Challenge Kagan Structure: Timed Pair Share SEL activity: Compliment Gallery Walk Friday 18 E Topic: Simple Machines Activity: Explore a Lever, Ramp, or Pulley with Homemade Materials Product: Functional Model Brain Friendly activity: Engineering Challenge: Which Way Is Easier? Kagan Structure: Quiz-Quiz-Trade SEL activity: Engineering Appreciation Walk Friday 19 A Topic: Music and Patterns Activity: Creating rhythms using repetitive sequences Product: Simple Rhythmic Composition Brain Friendly activity: Rhythm Detective Kagan Structure: Timed Pair Share SEL activity: Musical Compliment Carousel Friday 20 M Topic: Geometric Figures Activity: Construction and Classification of 2D and 3D Figures Product: Geometric Map Brain Friendly activity: Mystery Shape Challenge Kagan Structure: Quiz-Quiz-Trade SEL activity: Shape Compliment Walk Week 5 = Block 5: Research and prototype Friday 21 S Topic: Plants and Growth Activity: Germination or Comparison of Growing Conditions Product: Observation Log Brain Friendly activity: "Corners of Growth" Movement Challenge Kagan Structure: Think–Pair–Share SEL activity: Plant Care Promise Friday 22 T Topic: Digital Security Activity: Good practices on the internet and privacy Product: Digital Decalogue Brain Friendly activity: Digital Safety Corners Kagan Structure: RallyRobin SEL activity: My Digital Safety Shield Friday 23 E Topic: Solving Real Problems Activity: Designing a Solution to a School Need Product: Sketch of the Prototype Brain Friendly activity: Engineering Challenge Relay Kagan Structure: Rally Robin SEL activity: Engineering Pitch and Peer Feedback Friday 24 A Topic: Visual Communication Activity: Create a Visual Campaign to Present an Idea

32 Product: Infographic or Poster Brain Friendly activity: Message Detective Challenge Kagan Structure: RallyCoach SEL activity: Audience Impact Reflection Friday 25 M Topic: Applied Operations Activity: Solve Mathematical Challenges Linked to the Project Product: Reasoned Solution Sheet Brain Friendly activity: Math Mission Paths Kagan Structure: Quiz–Quiz–Trade SEL activity: Math Strategy Showcase Week 6 = Block 6: STEAM applied to the environment Friday 26 S Topic: Water and the Environment Activity: Water Filtration Investigation and Water Use Analysis Product: Experiment and Scientific Conclusions Brain Friendly activity: Water Use Challenge Kagan Structure: Round Robin SEL activity: Water Stewardship Challenge Friday 27 T Topic: Technology to Solve Problems Activity: Investigate Useful Inventions for the Community Product: Fact Sheet Brain Friendly activity: Technology Solutions Hunt Kagan Structure: RallyCoach SEL activity: Community Innovation Challenge Friday 28 E Topic: Iterative Design Activity: Improve a Previous Prototype After Testing Product: Prototype Version 2 Brain Friendly activity: Engineering Detectives Kagan Structure: RallyCoach SEL activity: Resilient Engineers Friday 29 A Topic: Scientific Storytelling Activity: Tell a Story About an Invention, Discovery, or Solution Product: Comic or Short Script Brain Friendly activity: Inventor's Mission Kagan Structure: Talking Chips SEL activity: Inventors Who Help Others Friday 30 M Topic: Probability and Prediction Activity: Controlled Games of Chance and Analysis of Results Product: Record and Conclusions Brain Friendly activity: Probability Corners Kagan Structure: Quiz-Quiz-Trade SEL activity: Thinking Like a Mathematician Week 7= Block 7: Cross curricular Integration Friday 31 S Topic: Physical and Chemical Changes Activity: Observe Transformations in Materials Product: Comparative Table Brain Friendly activity: Transformation Detectives Kagan Structure: RallyRobin SEL activity: Curious Investigators Friday 32 Topic: Digital Design or Basic Robotics

33 T Activity: Visual Programming or Basic Automated Sequence Product: Digital Mini Project Brain Friendly activity: Human Robot Challenge Kagan Structure: RallyCoach SEL activity: The Power of Debugging Friday 33 E Topic: Mobile Structures Activity: Create a Simple Articulated Mechanism Product: Mobile Model Brain Friendly activity: Mechanism Detectives Kagan Structure: Gallery Walk SEL activity: Engineers Never Quit Friday 34 A Topic: Art with Recycling Activity: Create a Piece Using Reused Materials Product: Sculpture or Installation Brain Friendly activity: Creative Transformation Challenge Kagan Structure: Mix-Pair-Share SEL activity: Art for Positive Change Friday 35 M Topic: Mathematical Logic Activity: Riddles, Puzzles, and Reasoning Challenges Product: Strategy Log Brain Friendly activity: Logic Corners Kagan Structure: RallyRobin SEL activity: The Power of Persistence Week 8 = Block 8: STEAM Fair Friday 36 S Topic: Final Research Activity: Choose a Scientific Question to Answer Product: Mini Research Brain Friendly activity: STEAM Detective Challenge Kagan Structure: Timed Pair Share SEL activity: STEAM Scientist Celebration Friday 37 T Topic: Digital Presentation Activity: Prepare Project Slide, Video, or Visual Resource Product: Visual Support Brain Friendly activity: Presentation Puzzle Race Kagan Structure: RallyCoach SEL activity: Proud to Share My Learning Friday 38 E Topic: Final Construction Activity: Finish the Final Prototype Product: Assembled Project Brain Friendly activity: Engineering Expert Challenge Kagan Structure: RallyCoach SEL activity: Engineering Growth Reflection Friday 39 A Topic: Exhibition Design Activity: Prepare Poster, Booth Aesthetics & Speech Product: Display Stand Brain Friendly activity: Display Design Challenge Kagan Structure: RallyCoach SEL activity: Ready to Shine Friday 40 M Topic: Data and Results Activity: Present Measurements, Comparisons, or Results of the Project Product: Short Report or Final Graph

34 Brain Friendly activity: Data Detectives Kagan Structure: Quiz-Quiz-Trade SEL activity: Celebrating Growth Through Data

35 STEAM Contents 10 to 12 years old Proposal for 40 Fridays (approx. one school year), organized in 8 blocks of 5 sessions. Week 1 = Block 1: We explore and discover Friday 1 S Topic: Scientific Method Activity: Investigating Why Objects Float or Sink Product: Scientific Investigation Record and Data Chart Brain Friendly activity: Evidence or Opinion? Kagan Structure: Sage and Scholar SEL activity: Scientist Mindset Reflection Friday 2 T Topic: What Is Technology? Activity: Analyze Everyday Technologies and Create a Technology Impact Map Product: Technology in My Life Infographic / Impact Map Brain Friendly activity: Technology Detective Challenge Kagan Structure: Inside–Outside Circle SEL activity: Future Innovators Reflection Friday 3 E Topic: Resistant Constructions Activity: Design, Build, Test, and Improve a Resistant Tower Product: Engineering Prototype and Resistance Test Report Brain Friendly activity: Engineering Failure Challenge Kagan Structure: Round Table SEL activity: Engineering Team Debrief Friday 4 A Topic: Creativity and Observation Activity: Create an Artwork Inspired by Patterns from Nature Product: Nature-Inspired Artwork and Artist Reflection Card Brain Friendly activity: Pattern Detective Challenge Kagan Structure: Timed Pair Share SEL activity: Creative Feedback Studio Friday 5 M Topic: Patterns and Sequences Activity: Investigate, Analyze, and Create Mathematical Patterns Product: Pattern Design and Sequence Investigation Report Brain Friendly activity: Pattern Escape Challenge Kagan Structure: Fan-N-Pick SEL activity: Growth Through Challenge Week 2 = Block 2: The natural and digital world Friday 6 S Topic: States of Matter Activity: Investigation and Analysis of Solids, Liquids, and Gases Product: States of Matter Investigation Report Brain Friendly activity: Matter Mystery Challenge Kagan Structure: Fan-N-Pick SEL activity: Scientific Thinking Forum Friday 7 T Topic: Computational Thinking Without Screens Activity: Design and Test Algorithms to Solve Challenges Product: Algorithm Design Portfolio Brain Friendly activity: Mission Impossible Algorithm Challenge Kagan Structure: Sage-N-Scribe SEL activity: Problem-Solving Leadership Forum Friday 8 E Topic: Bridges Activity: Build a Bridge with Everyday Materials

36 Product: Bridge Engineering Design Portfolio and Load-Tested Prototype Brain Friendly activity: Bridge Design Challenge Stations Kagan Structure: Carousel Feedback SEL activity: Engineering Decision-Making Forum Friday 9 A Topic: Art and Emotion Activity: Create an Artwork that Represents an Emotion Product: Emotion-Inspired Mixed Media Art Piece and Artist Statement Brain Friendly activity: Emotion Detective Gallery Challenge Kagan Structure: Carousel Feedback SEL activity: Emotional Perspective Forum Friday 10 M Topic: Measurement Activity: Measuring Objects in the Environment and Comparing Units Product: Measurement Investigation Report and Comparison Analysis Chart Brain Friendly activity: Measurement Mystery Challenge Kagan Structure: Placemat Consensus SEL activity: Mathematical Reasoning Forum Week 3 = Block 3: Energy, Design and Logic Friday 11 S Topic: Types of Energy Activity: Analyze and Classify Examples of Energy in Daily Life Product: Energy Systems Infographic Brain Friendly activity: Energy Mystery Challenge Kagan Structure: Numbered Heads Together SEL activity: Scientific Debate and Reflection Circle Friday 12 T Topic: Introduction to Programming Activity: Logical Sequences or Use of Basic Platform if There Are Devices Product: Interactive Coding Quest Board Brain Friendly activity: Human Robot Escape Challenge Kagan Structure: Stand Up, Hand Up, Pair Up SEL activity: Team Problem-Solving Reflection Friday 13 E Topic: Vehicle Design Activity: Create a Simple Air-Powered or Thrust Cart Product: Engineering Design Portfolio and Optimized Prototype Brain Friendly activity: Engineering Design Sprint Kagan Structure: RoundRobin SEL activity: Engineering Leadership and Decision-Making Forum Friday 14 A Topic: Visual Design Activity: Create Logo and Name of an Invention Product: Professional Brand Identity Presentation Board Brain Friendly activity: Logo Detective Challenge Kagan Structure: Three-Step Interview SEL activity: Design Feedback Studio Friday 15 M Topic: Graphs Activity: Collect Data from the Group and Represent It Product: Data Analysis Report and Multi-Category Bar Graph Brain Friendly activity: Graph Prediction Challenge Kagan Structure: Placemat Consensus SEL activity: Data Detectives Peer Consultation Week 4 = Block 4: We observe, create and solve Friday 16 Topic: Ecosystems

37 S Activity: Investigate Living and Non-Living Elements of the Environment Product: Diorama or Ecosystem Diagram Brain Friendly activity: Ecosystem Mystery Challenge Kagan Structure: RoundRobin SEL activity: Appreciation Web Friday 17 T Topic: Digital Tools for Learning Activity: Guided use of presentations, digital drawing, or educational apps Product: Basic Digital Resource (Digital Poster, Illustration, or Mini Presentation) Brain Friendly activity: Digital Designer Challenge Kagan Structure: Numbered Heads Together SEL activity: Tech Team Appreciation Board Friday 18 E Topic: Simple Machines Activity: Explore a Lever, Ramp, or Pulley with Homemade Materials Product: Functional Model Brain Friendly activity: Engineering Mystery Challenge Kagan Structure: Numbered Heads Together SEL activity: Engineering Success Statements Friday 19 A Topic: Music and Patterns Activity: Creating rhythms using repetitive sequences Product: Original Rhythmic Composition Brain Friendly activity: Rhythm Code Breakers Kagan Structure: RallyRobin SEL activity: Music Producer Feedback Session Friday 20 M Topic: Geometric Figures Activity: Construction and Classification of 2D and 3D Figures Product: Geometric City Map Brain Friendly activity: Shape Detective Escape Challenge Kagan Structure: Numbered Heads Together SEL activity: Geometry Gallery Feedback Protocol Week 5 = Block 5: Research and prototype Friday 21 S Topic: Plants and Growth Activity: Germination or Comparison of Growing Conditions Product: Scientific Observation Log Brain Friendly activity: Human Growth Factor Challenge Kagan Structure: Round Robin SEL activity: Environmental Responsibility Reflection Friday 22 T Topic: Digital Security Activity: Good Practices on the Internet and Privacy Product: Digital Decalogue Brain Friendly activity: Human Risk Scale Kagan Structure: RoundTable SEL activity: My Digital Identity and Responsibility Map Friday 23 E Topic: Solving Real Problems Activity: Designing a Solution to a School Need Product: Prototype Sketch Brain Friendly activity: Engineering Mission Challenge Kagan Structure: RoundRobin SEL activity: Design Review Board Friday 24 A Topic: Visual Communication Activity: Create a Visual Campaign to Present an Idea Product: Infographic or Poster

38 Brain Friendly activity: Visual Communication Escape Kagan Structure: RoundTable SEL activity: Audience Perspective Panel Friday 25 M Topic: Applied Operations Activity: Solve Mathematical Challenges Linked to the Project Product: Reasoned Solution Sheet Brain Friendly activity: Math Escape Mission Kagan Structure: Numbered Heads Together SEL activity: Mathematical Debate Circle Week 6 = Block 6: STEAM applied to the environment Friday 26 S Topic: Water and the Environment Activity: Water Filtration Investigation and Analysis of Water Use Product: Experiment and Scientific Conclusions Brain Friendly activity: Water Resource Decision Challenge Kagan Structure: Round Robin SEL activity: Sustainable Water Management Challenge Friday 27 T Topic: Technology to Solve Problems Activity: Investigate Useful Inventions for the Community Product: Fact Sheet Brain Friendly activity: Technology Impact Corners Kagan Structure: Numbered Heads Together SEL activity: Sustainable Community Innovation Challenge Friday 28 E Topic: Iterative Design Activity: Improve a Previous Prototype After Testing Product: Prototype Version 2 Brain Friendly activity: Engineering Trade-Off Challenge Kagan Structure: Numbered Heads Together SEL activity: Engineering for a Sustainable Future Friday 29 A Topic: Scientific Storytelling Activity: Tell a Story About an Invention, Discovery, or Solution Product: Comic or Short Script Brain Friendly activity: Innovation Impact Corners Kagan Structure: Three-Step Interview SEL activity: Innovators for the Future Friday 30 M Topic: Probability and Prediction Activity: Controlled Games of Chance and Analysis of Results Product: Record and Conclusions Brain Friendly activity: Probability Decision Line Kagan Structure: Numbered Heads Together SEL activity: Making Decisions with Data Week 7= Block 7: Cross curricular Integration Friday 31 S Topic: Physical and Chemical Changes Activity: Observe Transformations in Materials Product: Comparative Table Brain Friendly activity: Evidence Line-Up Kagan Structure: Numbered Heads Together SEL activity: Thinking Like Scientists Friday 32 T Topic: Digital Design or Basic Robotics Activity: Visual Programming or Basic Automated Sequence

39 Product: Digital Mini Project Brain Friendly activity: Human Algorithm Challenge Kagan Structure: Quiz-Quiz-Trade SEL activity: Thinking Like a Programmer Friday 33 E Topic: Mobile Structures Activity: Create an Articulated Mechanism Product: Mobile Model Brain Friendly activity: Movement Analysis Challenge" Kagan Structure: Gallery Walk SEL activity: Innovative Engineers Friday 34 A Topic: Art with Recycling Activity: Create a Piece Using Reused Materials Product: Sculpture or Installation Brain Friendly activity: Materials Design Challenge Kagan Structure: Carousel Feedback SEL activity: Voices for the Environment Friday 35 M Topic: Mathematical Logic Activity: Riddles, Puzzles, and Reasoning Challenges Product: Strategy Log Brain Friendly activity: Reasoning Path Challenge Kagan Structure: Quiz-Quiz-Trade SEL activity: Thinking Through Challenges Week 8 = Block 8: STEAM Fair Friday 36 S Topic: Final Research Activity: Choose a Scientific Question to Answer Product: Mini Research Brain Friendly activity: STEAM Fair Research Challenge" Kagan Structure: Three-Step Interview SEL activity: STEAM Scientist Showcase Friday 37 T Topic: Digital Presentation Activity: Prepare Project Slide, Video, or Visual Resource Product: Visual Support Brain Friendly activity: Presentation Detectives Kagan Structure: Carousel Feedback SEL activity: Becoming a STEAM Communicator Friday 38 E Topic: Final Construction Activity: Finish the Final Prototype Product: Assembled Project Brain Friendly activity: Engineering Review Panel Kagan Structure: Gallery Walk with Engineering Feedback SEL activity: Engineering Legacy Reflection Friday 39 A Topic: Exhibition Design Activity: Prepare Poster, Booth Aesthetics & Speech Product: Display Stand Brain Friendly activity: Exhibit Critic Challenge Kagan Structure: Three-Step Interview SEL activity: STEAM Fair Leadership Reflection Friday 40 M Topic: Data and Results Activity: Present Measurements, Comparisons, or Results of the Project Product: Short Report or Final Graph Brain Friendly activity: Data Detectives: The Missing Story"

40 Kagan Structure: RoundTable Analysis SEL activity: My Growth Through Evidence