Letting go of traditional classroom models to engage students in learning

Extra-curricular learning opportunities in science, technology, engineering and math (STEM) are critical for young learners, often influencing future learning pathways. However, it is difficult to retain youth interest and engagement in voluntary programming, especially in middle and high school years when there is more choice and competing uses of time. How can I keep youth engaged?

Learn more about the strategies library staff used to address this challenge.

Audience: 
Upper elementary (3-5)
Middle school (6-8)
Learner Experience w/ CS & CT: 
Beginner
Some Practice
Experienced
Facilitator Type: 
Library staff member
Community member
Facilitator Experience w/ CS & CT: 
Beginner
Some Practice
Experienced
Type of Library: 
Public
School
Tribal
Special
Library Location Type: 
Rural
Suburban
Urban
Size: 
Very small (< 300 students, < 10k population)
Small (< 500 students, < 24k population)
Medium (< 750 students, < 99k population)
Large (< 1000 students, < 500k population)
Very large (1000+ students, 500k+ population)
Topic: 
Gaming
Making
Program Type & Frequency: 
In school time
Out of school time
Ongoing sessions
One time session
Requirements: 
Technology not required
No cost
Ready to Code Pathway Connection: 
Connecting youth interests & youth voice
Resource Type: 
Strategies
Ready to Code examples
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