Texas 4-H has launched the 4-H Science, Engineering and Technology with the national initiative to bring the Science back into 4-H project work! One Million New Scientists. One Million New Ideas.™ The 4-H Youth Development Program—with its direct connection to the research and resources of the Cooperative Extension System’s 106 land-grant universities and colleges— is strategically positioned to strengthen US global competitiveness and leadership. 4-H will address our nation’s critical challenge by preparing 1 million new young people to excel in science, engineering, and technology by 2013. Currently, 4-H Science, Engineering and Technology programs reach more than 5 million youth with hands-on learning experiences to encourage young minds and fill the pipeline of young leaders proficient in science.
Discover Scientific Method Research Poster Contest
The Discover Scientific Method Research Poster Contest is an avenue for 4-H members to learn about the scientific method, and exhibit their work of research of a question. The daily 4-H Project work can be used to inspire independent discovery on a topic of interest to the member. While following and learning the scientific method, 4-H members can develop another life skill in the field of science.
What is 4-H Science?
4-H Science is the 4-H program’s response to our nation’s concern for improving human capacity and workforce ability in the areas of science, engineering and technology (SET). It combines non-formal education process, hands-on, and inquiry-based learning in a youth development context to increase literacy and engage youth in improving their knowledge, skills and abilities in science, engineering and technology. Specifically, 4-H will address this challenge by preparing one million new young people to excel in science, engineering and technology. We will do this by focusing our resources to:
- Create and disseminate innovative SET curriculum
- Foster and support 4-H clubs, camps, after-school programs and other delivery methods that can use SET curriculum
- Identify a 4-H SET liaison from each land-grant institution to maintain communication between national, state and county programs, and
- Provide 4-H Science training for 4-H Youth Development professionals and volunteers
4-H Science Experience: A 4-H Science experience is a program that is framed in science, engineering and technology (SET) concepts and based on national science education standards. It intentionally targets the development of SET knowledge, skills, and abilities. Additionally, it integrates the Essential Elements and engages participants in experiential and inquiry-based learning, allowing them to build deep understanding from these learning experiences. 4-H Science experiences operate from a perspective that youth are partners and resources in their own development. 4-H Science learning experiences rely on trained, caring adult volunteers acting as mentors, coaches, facilitators, and co-learner facilitators. 4-H Science experiences may engage youth in a variety of ways to result in:
- Greater awareness of science, engineering, & technology
- Greater understanding/appreciation for science, engineering, & technology
- Development of knowledge, skills, and abilities in science, engineering, & technology
In addition, 4-H infuses its hands-on approach to science, engineering and technology learning with opportunities that help youth:
- master life challenges,
- cultivate independence with guidance from caring adults,
- provide a sense of belonging within a positive group, and
- share a spirit of generosity toward others.
These four essential elements are critical to the healthy development of all youth.
The 4-H SET Abilities are the thirty most commonly identified abilities found in the research done to develop the document titled Science, Engineering, and Technology (SET) Programming in the Context of 4-H Youth Development which drives the SET initiative for the next five years.
The 4-H SET Abilities and definitions:
- Build/Construct — Make by putting materials together.
- Categorize/Order/Classify — Put objects or events in groups or classes.
- Collaborate — To work together; applies both to the work of individuals as well as larger groups.
- Collect Data — Record information in an organized fashion about objects and events that illustrate a specific situation.
- Communicate/Demonstrate — Any one of several procedures involving various media that transfer information from one person to another.
- Compare/Contrast — Evaluate similarities and differences.
- Design Solutions — A written plan, also known as a design brief, that identifies a problem to be solved, its criteria, and its constraints.
- Develop Solutions — A systematic strategy used to develop many possible solutions to solve a problem or satisfy human needs and wants.
- Draw/Design — To plan out in systematic, usually graphic form; design a building; design a computer program.
- Evaluate — The technique of examining and judging data presented.
- Hypothesize — State a tentative generalization, which is subject to immediate or eventual testing by one or more experiments; to explain a relatively large number of events.
- Invent/Implement Solutions — The practical application to fulfill a desired purpose.
- Infer — Explain an observation in terms of one’s previous experience.
- Interpret/Analyze/Reason — Determine the nature and relationship of the parts of the whole. Find a pattern inherent in a collection of data. This process leads to stating a generalization or drawing conclusions. In an experiment, it is the process by which one establishes the relationship between controlled factors and the outcome.
- Measure — A procedure by which one uses an instrument to estimate a quantitative value associated with some characteristic of an object or event.
- Model/Graph/Use Numbers — Devise a scheme or structure that will describe specific real objects or events.
- Observe — The most basic process of science, in which learners use their senses to obtain information about themselves or the world around them.
- Optimize — To make the best or most of a condition.
- Organize/Order/Classify — Put into working order; get together and arrange.
- Plan Investigations — Use a body of techniques, often referred to as the Scientific Method, for considering phenomena and acquiring knowledge, including the elements of hypothesis development, prediction, and the effects and limits of observation and based on gathering observable, empirical, measurable evidence, subject to the principles of reasoning.
- Predict — Projecting future observations on the basis of previously known information.
- Problem Solve — Part of the thinking process considered the most complex of all intellectual functions, that includes problem finding and problem shaping.
- Question — Raise an uncertainty, doubt, or unsettled issue that may be based on the perception of a discrepancy between what is observed and what is known by the questioner.
- Redesign — To draw, sketch, or plan again.
- Research a Problem — An active, diligent, and systematic process of inquiry aimed at discovering, interpreting, and revising facts. Is usually associated with the output of science and the scientific method.
- State a Problem — The first step in the engineering process focused on assessing/creating the need in order to define the problem to be solved.
- Summarize — To make a brief statement giving the main points or substance of a matter.
- Test — To verify or falsify an expectation with an observation, often as part of an experiment within the scientific method.
- Troubleshoot — A systematic search for the source of a problem so that it can be solved.
- Use Tools — Manipulate objects, instruments, and materials as a means of furthering a learner’s understanding, appreciation, and application of scientific knowledge.
NEED – National Energy Education Development Project
NEED has a great guide for Energy related projects for Science Fairs. Select the Energy Fair link!
4-H Robotics: Engineering for Today and Tomorrow
The 4-H Robotics curriculum uses robotics as a means of engaging youth and developing interesting and challenging experiences with science, engineering and technology. It also uses a variety of media and means to engage youth. It is a much broader project than most of the robotic curricula currently available, which often focus on a single platform or mode of delivery.
As they participate in 4-H Robotics: Engineering for Today and Tomorrow, youth:
- Build understanding of basic science concepts related to robotics;
- Apply the processes of scientific inquiry and engineering design;
- Build skills in science, engineering and technology;
- Use the tools of technology to enhance their learning;
- Explore related careers; and
- Apply the skills and knowledge they are developing to new challenges.
It is comprised of three separate tracks; each designed to meet the diverse requirements of 4‐H clubs, after‐school programs, individual youth and school enrichment activities.
Junk Drawer Robotics will challenge participants to build robots from everyday items. In each module youth will learn about a different aspect of robotics and then design and build a robot using what they have learned. This 3 level curriculum emphasizes developing knowledge and developing skills, as well as applying what they have learned as participating youth design and build their own robots. Youth will use their Robotics Notebook to record their learning experiences, robotic designs and data from their investigations.
Strong Partnerships: This initiative is built upon a strong network of partnerships across the U.S. led by the University of Nebraska. Partners in the project include: University of Nebraska, University of California, Global Design Challenge Award, University of Idaho, Montana State University, University of Connecticut, University of Maryland, and Iowa State University Extension.
4-H Science [4-H SET] Facebook Page – Texas
4-H Science Activities for Club Meetings
These activities can be done quickly, with emphasis on observation skills and hypothesis building. Use some or all of these activities to introduce the 4-H SET Abilities vocabulary while having a fun and educational experience with the 4-H members.
Kids’ Science Challenge
Registration is due annually by September The Challenge begins October1 and runs through January 31 each year Partnering with 4-H, Kids’ Science Challenge created a fun way to turn kids on to science. And right now they are offering incentives for 4-H teams who enter the competition – free science activity kits and special prizes for team entries – see below! Thanks in advance for helping us find local 4H leaders who will mentor Kids’ Science Challenge teams. http://www.kidsciencechallenge.com/, then click the Teachers and Parents side tab.
CSI Web Adventures
Web site is for Rice University in Houston Texas, and is sponsored by CBS television and other national donors.
GO LEARN! at http://forensics.rice.edu/
Team America Rocketry Challenge
Launch into TARC and win! Registration for the 2012 Team America Rocketry Challenge, the world’s largest rocket contest challenging participants to compete for $60,000 in prizes and scholarships has closed for this year. Contest rules and registration are at www.rocketcontest.org. Participation is limited to the first 750 teams who register by December 1 each year. The Challenge: Teams must design and build a rocket containing a raw egg that will climb to 750 feet and stay aloft for 45 seconds. Students in grades 7-12 in any U.S. school or non-profit youth organization are eligible to compete. Since TARC’s first contest in 2003, almost 60,000 students have taken the challenge. Aerospace Industries Association (AIA) sponsors the contest with the National Association of Rocketry (NAR), NASA, the Defense Department, and AIA member companies. NAR (www.nar.org) is a partner with 4-H and specifically invites 4-H groups to try TARC. The rocket contest gives future engineers the opportunity to demonstrate their math and physics skills. Working together in a team environment, they will design a real aerospace product, which will be put through the rigors of testing and evaluation. For more details download the Handbook and Rules documents and get started with your 4-H Rocketry Team right away in planning for the 2012 contest!
Explore how science, math and technology work in your world.
eCYBERMISSION is a web-based science, math and technology competition for 6th through 9th grade teams. Compete for regional and national awards while working to solve problems in your community. Potential Team Advisers: Click here to learn how you can incorporate eCYBERMISSIONinto your curriculum!
Extension Program Specialist – 4-H
PO Box 1849
Uvalde, TX 78802-1849
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