4-H School Enrichment - Jr/HS

2019-2020

Nebraska Extension - Thurston County

Jennifer E. Hansen, Extension Educator, jhansen6@unl.edu

Stacey Keys, Extension Assistant, stacey.keys@unl.edu

Dear Administrators and Teachers,

School Enrichment programs are a cooperative effort between schools, the University of Nebraska-Lincoln, and Nebraska Extension, which complement the educational goals of all organizations. The materials used in 4-H are based on research and produced by specialists from the University of Nebraska, National 4-H, and various universities and organizations throughout the United States. The lessons use the Experiential Learning Model: Do, Reflect, and apply to develop critical life skills. 4-H School Enrichment resources include teacher guides, student manuals, DVDs, teaching kits, and staff presentations.

Take a look, if you are interested in participating with us in this learning opportunity for the youth of the future, please fill out the registration form and return it to the Nebraska Extension Office in Thurston County.

If you have any questions, please don't hesitate to call or email. We hope these programs will enhance your existing curriculum and you will take advantage of these programmatic opportunities. We look forward to working with you.

Sincerely,

Jennifer E. Hansen, Extension Educator, jhansen6@unl.edu

Stacey Keys, Extension Assistant, stacey.keys@unl.edu

Table of Contents

National Youth Science Day Experiments

  • Wired for Wind
  • Rockets to the Rescue
  • Motion Commotion
  • Drone Discovery
  • Incredible Wearables
  • Code Your World
  • Game Changers *NEW 2019*

General School Enrichment

  • Embryology
  • Health Rocks!
  • Discover Your Future
  • Career Explorer App/Website
  • Build Your Future
  • EntrepreneurSHIP Investigation
  • Blue Print
  • INVENTURE Day
  • Solar Eclipse
  • Computer Coding

Target Audience Programs

  • Secrets of Service on the Job
  • 6th Grade Conservation Day
  • Real World Money
  • Connecting the Dots
  • Credit Card Blues

What is 4-H?

4-H is the premier youth development program of the U.S. Department of Agriculture. Originating in the early 1900’s as “four-square education,” the 4-H’s (head-heart-hands-health) seek to promote positive youth development, facilitate learning, and engage youth in the work of their community through the Extension Service to enhance the quality of life. For more than a hundred years, 4-H has been dedicated to creating research based learning opportunities for youth that broaden skill sand aspirations nurturing the full potential of youth.

National Youth Science Day Experiments

Wired for Wind

As the world’s demand for clean energy sources increases, so has the interest in wind power. This experience will help youth better understand the physics of wind energy and how it can be used to conserve energy and save our planet from the pollution and harm caused by burning fossil fuels. During this experiment youth will design and build two types of wind turbines, then test them to determine which design is more effective in harnessing wind power. Youth will then experiment with different blade pitch angles to determine how each one affects the wine turbines; rotor speech and performance.

Suggested grade level: 5th—8th

Sessions: Two-Three 45-60 minute sessions

Rockets to the Rescue

Rockets to the Rescue is an engaging activity that gives young scientists an opportunity to let their imagination take flight and explore how aerospace engineering addresses real world problems, such as delivering food and supplies in emergency situations. Participants will apply lessons in science, math and physics to design and build an aerodynamic Food Transportation Device (FTD) that can deliver a payload to a desired target using different trajectories.

Suggested grade levels: 4th+

Sessions: Three 30-45 minute sessions

Motion Commotion

Kids who are captivated with the crash collisions and daredevil students of the Fast and Furious movies will have a chance to explore the science that makes it all possible. The Motion Commotion experiment is a two-part science activity that involves every day materials, including a toy car, modeling clay, ruler, calculator and cell phone. In the first phase, youth will construct a simulated runway to analyze the speed, momentum and kinetic energy of a car in motion, and will explore the science behind the cart’s collisions. In the second phase, they will lead an experiment that uses the same physics principles to demonstrate the consequences of distracted driving.

Suggested grade level: 6th-8th

Sessions: Two 45-60 minute sessions

Drone Discovery

Drone Discovery, engages youth with fun and educational activities related to aerospace, flight, and unmanned vehicles. Drones are revolutionizing the way we work and play, whether you are a filmmaker looking for the perfect aerial shot, a rescue worker mapping damage from natural disaster or a farmer determining how to increase crop yield. As drones play an increasingly important role in the world around us, this experiment introduces youth to the burgeoning field of drones in a hands-on, interactive design challenge.

Suggested grade level: 4th-6th

Sessions: Two-Three 45-60 minute sessions

Incredible Wearables

Incredible Wearables, will see youth use the engineering design process to build a prototype wearable technology that will gather data to help solve a real-world problem. From watches and eyewear to fashion and virtual reality headsets, wearable technologies are fast becoming the must-have accessory for forward-thinking people around the world. Wearable technologies didn’t start out as trendy however – one of the world’s first wearable technologies was the hearing aid! Wearable technologies are now used in industries around the globe, from education and sports, to health, fashion, entertainment, transportation and communication. Even agriculture is entering the wearable space with bio-metric ear tag sensors that can identify and signal illness in animals.

Suggested grade level: 4th +

Sessions: 90 minutes

Code Your World

Code Your World is a four-part challenge that teaches kids ages 8-14 to apply CS to the world around them through hands-on activities. Developed by Google and West Virginia University Extension Service, it includes a computer-based activity on Google’s CS First platform and three unplugged activities that bring coding to life through games and interaction.

Game Changers *NEW 2019*

Game Changers is a collection of three activities that teaches kids computer science (CS) skills through game play, puzzles and animation all centered around topics they care passionately about. Developed by Google, 4-H, and West Virginia University Extension Service, it includes a computer-based activity on Google’s CS First platform and two unplugged activities that can be done all at once or individually.

General School Enrichment

Embryology

4-H Embryology teaches students about science and respect for life. Students hatch chicks in the classroom and witness the exciting miracle of life. Students take the responsibilities of caring for the fertilized eggs and then the chicks after they have hatched. Following each session, the hatched birds are given to local farmers.

Suggested grade level: K+

Sessions: Three 30-45 minute sessions

Health Rocks!

Health Rocks! is a curricula for a healthy living program where youth participate in hands-on activities that educate them on the consequences of tobacco, alcohol, and drug use. The program aims to:

· Reduce youth smoking and tobacco use.

· Help youth build life skills that lead to healthy lifestyle choices with special emphasis on youth smoking and tobacco use prevention.

· Help youth understand influences and health consequences of tobacco, drug, and alcohol use to make healthy choices.

· Engage youth and adults in partnership to develop and implement community strategies that promote healthy lifestyle choices.

· Build positive, enduring relationships with youth involved as full partners through widely varying “communities of interest” to address youth risk behaviors.

Suggested grade level: 2nd—8th

Sessions: Each session is about 30-45 minutes. The program is designed to be taught in full but individual lessons can be utilized individually

Discover Your Future

Youth will discover their personal College and Career interests and aspirations. They discover careers, learn the college lingo, and develop their own SMART college goals.

Suggested grade level: 5th-8th

Sessions: Three 45-60 minute sessions

Career Explorer App/Website

Helps you connect the dots between choice you make every day and the opportunities you could have in the future.

Suggested grade level: 5th-12th

Sessions: 45 minute session

Build Your Future

Help youth develop skills and knowledge in career exploration. Using identified learner outcomes and success indicators, facilitators can easily lead fun, interactive learning experiences. Participants experience a variety of learning methods such as developing a business plan, competing in a quiz bowl, creating a portfolio, analyzing case studies, and discussing questions that reflect on their experiences. These interactive activities enhance learning and retention.

Suggested grade level: 8th-12th

Sessions: 30-90 minutes sessions

EntrepreneurSHIP Investigation

An exciting, interactive, and comprehensive curriculum project. ESI uses a variety of tools to help participants develop their entrepreneurial skills and find their business niche. Through exciting activities, case studies and current technology, participants are transformed into budding entrepreneurs!

Suggested grade level: 5th-12th

Blue Print

An online curriculum that leads youth through what it takes to be an entrepreneur and onto developing a dynamic business plan.

Suggest grade level: 9th-12th

INVENTure Program

An Entrepreneurial Adventure for Middle School Youth!

Objectives:

  • Youth will increase knowledge of local businesses, business owners and community opportunities.
  • Entrepreneurs are engaged with the students in out-school-settings.
  • Youth will identify potential entrepreneurial careers.

Program Topics

Pre-lessons:

  • Investigating Entrepreneurship
  • Find your Passion & Discover Strengths
  • Exploring Your Community
  • Creativity & Teamwork

Field Day:

  • Widget Distribution
  • Product Development
  • INVENTURE DAY Factory
  • Lunch with an Entrepreneur
  • Product Pitch Competition

Suggested Grade level: 5th - 8th

Sessions: A field day experience for youth (8:30 a.m. to 2:30 p.m.). Up to 4 pre-lessons in the classroom.

Cost: Field Day $15/student

Solar Eclipse

We will have lessons that make it easy to incorporate the eclipse into the classroom. We’ll provide history on solar and lunar eclipses, then bring you up to speed on the great solar eclipse of 2018. We’ll include fun trivia and activities that can be adjusted based on grade level. Each proposed activity will align with state standards.

Suggested Grade level: K-12

Sessions: 45 mins

Computer Coding

For high schools, we offer two years of Computer Science courses for beginners. The first course, Computer Science Discoveries, is appropriate for grades 6-10 and the second, Computer Science Principles, can be implemented as an AP course or an introductory course. If you want to go even further with your students, the third party resources below provide suggestions for teaching AP Computer Science A and additional courses in programming, game design, and more.

Suggested Grade level: 6th-12th

Target Audience Programs

Secrets of Service

“Secrets of Service on the Job” is an interactive entrepreneurial education program which is part of community vitality and is designed to enable youth to develop knowledge and life skills. The workshop will teach the importance of customer service in

the workplace and responsible ethical behavior needed in the community

and on the job.

The program is designed to:

  • Enhance “Secrets of Service on the Job.”

* S - See it from the customer’s point of view

* E - Enjoy helping others

* R - Respond courteously

* V - Volunteer your ideas

* I - I can make a difference

* C- Customer is always right

* E - Every detail matters

  • Develop Entrepreneurial skills:

1) Marketing; 2) Promotion; 3) Design; 4) Buy/sell a product

  • Explore careers and enhance vitality of community

Suggested Grade level: 5th & 6th Grade

Session: Day Long program (8:45 am - 2:15 pm) IN 2019 - Feb 4 @ Niobrara & Feb 6 @ Norfolk

Cost: $5/student & adult

6th Grade Conservation Day

This is a fun, educational day planned by the PapioMissouri River NRD, Nebraska Extension, and Natural Resources and Conservation Service. Students participate in a nature hike and workshops where they learn about: native grasses, the water cycle, shrubs, animal trails and foods eaten by wildlife. Information will be sent out to teachers, but if you need additional information please contact the Extension Office.

Suggested grade level: 6th grade

Session: Day long program (Sept 25, 2017)

Real World Money

This interactive financial management program is designed to help 7th grade and 8th students become better prepared to make financial decisions as young adults.

Schools should bring one adult for every ten students. Teachers/adults will work with students to develop financial skills and put them into practice throughout the day in a real world simulation.

The student will:

  • Experience a real life simulation where they can express their views on financial resources and learn the impact of the views on future decisions.
  • Explore careers and resources that are available.
  • Be able to make wise credit choices.
  • Gain a better understanding of family finances.
  • Realize the limits of financial resources both within the family and as a young adult.
  • Have fun learning together.

Suggested Grade level: 7th & 8th

Session: Day long program (9:00 am - 2:30 pm), Real World Money simulation only (2 hrs)

Cost: $5/student

Connecting the Dots

This interactive career exploration simulation program is designed to help students learn more about careers of interest as well as how to “connect the dots” from ninth grade through postsecondary study to the workplace. Students will need to complete Kuder career exploration activities prior to registering and will work in teams of two or three based on career interests.

The student will:

  • Experience a “real life” simulation to learn how their high school choices impact their post secondary study and their workplace experiences.
  • Learn more about their favorite careers.
  • Learn about the importance of networking as they begin to prepare for their careers.
  • Build work readiness skills including resume building and interviewing.
  • Complete personality inventories to relate to future jobs.
  • Have fun learning together.

Suggested Grade level: 9th & 10th Grade

Session: Day long program (8:45 am - 2:45 pm)

Cost: $2,000

Credit Card Blues

Preventing the Credit Card Blues at 22 is a free two-part program designed to provide high school seniors with valuable information to help them avoid credit card problems and pitfalls by choosing and using credit wisely.

Suggested Grade level: 12th Grade

Session: 2-3 sessions, 30-45 minutes

If you are interested in any of our programming or would like more information, please contact at the office 402-385-6041 or Jennifer at jhansen6@unl.edu or Stacey at stacey.keys@unl.edu. We will contact you and let the education through the University of Nebraska - Lincoln Extension begin!
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4-H School Enrichment Definition

School enrichment programs are groups of youth or children receiving a sequence of learning experiences in cooperation with school officials during school hours to support the school curriculum. Involves direct teaching by 4-H staff, trained volunteers or teachers.

4-H School Enrichment Purpose

The purpose of a 4-H school enrichment program is to:

· Encourage long-term involvement in 4-H for enhanced positive youth development.

· Enhance the relationship between 4-H and the school system (public or private).

· Provide non-formal education to complement formal education, leading to better educated youth.

· Enhance the subject matter area being studied.

· Foster and promote enthusiasm and support for participation in 4-H programs, events, and activities.

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Structure of a 4-H School Enrichment Experience

· Conducted during school hours in partnership with the classroom instructor.

· A minimum of six hours of programming.

· Engages youth in hands-on learning opportunities that support the school curriculum.

4-H School Enrichment Quality Standards

What does a quality experience look like?

· Delivered by 4-H staff, trained volunteers or teachers.

· A sequential and varied learning experience supporting the school curriculum.

· Youth are able to articulate that this is a 4-H sponsored project.

· An evaluation is completed by teachers and/or school participants.

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