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creatED® Design-a-Game™: A Create-to-Learn™ STEAM Program from Crayola® – Grade 4-5

£30.00

Combines STEAM, design thinking, social-emotional learning, and student engagement into one creativity-filled classroom kit for your 4th and 5th graders.

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SKU: 2018-1B555 Category:

Description

Combines STEAM, design thinking, social-emotional learning, and student engagement into one creativity-filled classroom kit for your 4th and 5th graders.

  • 4th and 5th grade students work in teams of 4 to develop unique game objectives, rules, and game play
  • Students learn to communicate complex systems while building their own metacognitive skills
  • Gives students experience in solving problems, collaborating, and designing
  • Contains everything teachers need to integrate STEAM and project-based learning with creativity and confidence
  • From planning through assessment, kits open a world of hands-on learning in the classroom, makerspace, before/after school programs, and for school-wide STEAM challenges
  • Using the IDEA Design Thinking process, students identify, define, explore, and assess their game concepts to create board games
  • Students will learn by seeing games as systems
  • Research-supported approach same as what’s often used in project-based learning and in STEAM assessment rubrics
  • Deepens students’ knowledge of curriculum, builds their strategic planning skills, and empowers them as decision-makers
  • Teacher guide, planning tools, and art supplies are reusable to inspire creativity and project-based learning all year long

Components include:

  • 8 blank game boards
  • 600 blank game cards to personalize game instruction
  • 16 blank dice
  • 32 packs of Crayola® Model Magic (1 oz. each)
  • 64 Crayola® Silly Scents™ broad line markers
  • 36 erasable colored pencils
  • 8 Crayola® dry-erase/wet-erase sheets
  • 32 Crayola® Pip-Squeaks Skinnies® markers
  • 8 wipe-off sponges
  • 2 sticker sheets
  • Comprehensive 72-page Teacher’s Resource Book with methods, planning guides, end-of-unit assessments, and ideas to get students started on their game projects
  • Aligned to curricular standards
  • For 8 groups of 4-6 students each

Topics explored:

  • Biomimicry – Students use science, engineering, and visual art concepts to solve human problems by mimicking natural structures and phenomena
  • Economics in Action – Students create games that connect math, science, social studies, and art to build working economics systems
  • Ecosystems & Adaptation – Students consider the essential needs of plants, people, and animals in specific ecosystems

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