The 4-H Science, Technology and Engineering projects provide a wide variety of opportunities for youth to learn about and become involved with science and engineering. In the Science Rich Learning section discover science in 4-H Horticulture, Entomology, Forestry, Geology, Marine Science, Dog, Horse, Foods, and Clothing projects.
The projects can also be combined to enrich learning- such as studying aeronautics for airplanes and weather together! Or the Electricity Project with Wearable Technology Clothing design! These hands-on minds-on projects will appeal to the maker in both youth and adults. Materials kits are available for many of the STEM project areas from the Shop 4-H STEM page
Open up a world of aviation with the 4-H Aerospace Project. Build a rocket and learn how an airplane works and how weather can influence flight. Create an altitude tracker and determine how pilots calculate fuel efficiency. Check out the Aerospace curriculum at the Shop 4-H Mall!
You will be introduced to the five fundamental principles of computer programming through a series of tutorials and challenges within the Scratch Computer program.
- With Scratch, you can program your own interactive stories, games, and animations — and share your creations with others in the online community.
- Scratch helps young people learn to think creatively, reason systematically, and work collaboratively — essential skills for life in the 21st century.
- Scratch is a project of the Lifelong Kindergarten Group at the MIT Media Lab. It is provided free of charge.
Member and Leader Materials
Energize and electrify youth with Electric Excitement, the 4-H electric energy series. The series is supported by Interactive Learning Programs (ILPs), which are on-line modules that will help adults and youth learn about electricity. The ILPs were developed by the Oregon 4-H program and follow the books, providing self-paced activates. They are filled with interactive active features such as “drag and drop” animation and virtual experiments. They also include additional printable resources to assist with successful completion of each activity in the curriculum.
Through this printed curriculum and the Interactive Learning Program, youth demystify the “magic” of electric circuits, magnetism, motors, and electronics. These project materials invite members to explore all areas of electricity from forming and testing hypotheses, to building burglar alarms, to learning how to select high quality stereo and other consumer items. Each book contains hands-on, useful, and fun projects that allow youth to experience technology first-hand, promoting scientific literacy while teaching communication and decision-making life skills.
Level 1 Magic of Electricity Youth explore why certain things insulate from electricity better than others and the effect that magnetism has various substances. They also build a flashlight, a compass, an electromagnet, and an electric motor.
Level 1 4-H Magic of Electricity Interactive Learning Programs
- 4 & 5 Make and Test a Virtual Switch & Conductivity Potential - e-learning
- 5 “Conducting Things” Virtual Experiment
- 12 Make and Test a Virtual Electromagnet - e-learning
Level 2 Investigating Electricity Youth build circuits and test voltages, build a rocket launcher, and build a burglar alarm as they practice decision making and communication. This unit is designed for youth who understand magnetism, electron flow, and circuit design for the Magic of Electricity book .
Level 2 4-H Magic of Electricity Interactive Learning Programs
- 3 & 4 The Volt-Ohm meter and Ohm’s Law - e-learning
- 5 & 6 Conductivity and Circuit Diagrams - e-learning
- 7 & 8 Series and Parallel Circuits< - e-learning
- Electricity Level 1: The Magic of Electricity (06848)
- Electricity Level 2: Investigating Electricity (06849, formerly 4-H 412)
- Electricity Level 3: Wired for Power (06850, formerly 4-H 413)
- Electricity Level 4: Entering Electronics (06851, formerly 4-H 414)
For Volunteers, in Addition to Member Materials
Exploring Spaces, Going Places explores the world of geospatial science, including geospatial technology, geographic education, Geographic Information Systems (GIS), and Global Positioning Systems (GPS).
1 –Getting Out Where in the world are you? Youth are introduced to new ways of thinking about geographic positions, navigational tools (like GPS, compasses, maps and globes), identifying locations, measuring distances and more. Project activities like “Mega Bite’s Mystery,” “Map Teller,” “Data Everywhere!” and “The Navigator” make learning fun!
2 –On the Trail Maps, maps, everywhere! Future map-makers will learn how to collect data, combine the data with geographical positions and then make their own maps. Maps of school grounds, neighborhoods, farms or towns, states and beyond can be made. The choice is theirs!
3 – Reaching Your Destination Can maps solve problems? Can they lower traffic congestion, pinpoint pollution sources, boost tourism, reduce disease and control crime? Advanced learners find solutions to problems like these as they develop and use multilayered maps to solve complex problems within their own communities.
G2 Helper’s Guide The helper’s guide, also included on the CD, supports group activities and group fun. This CD provides the helper with the background and information needed to introduce learners to the world of geospatial concepts, GPS, magnetic compass, maps and GIS. Activities include GPS Treasure Hunt, As the Ring Turns, Navigational Skillathon, I-M-AG- E Bingo, Letterboxing, GPS Search & Rescue – Find Bubba! and much more!
Member and Volunteer Materials
Robotics 1: Lego Robotics with EV3 Curriculum - Use the newest LEGO® technology to learn about what a robot is, how to build one, and how to program it. Activities are based on the EV3 Core Set available from LEGO® Education for about $411.95 (price as of October 2018). A computer for running the programming software and Internet access for watching videos are required.
Robotics 2: EV3N More - This second book in this series guides youth through new robot configurations and programming challenges with activities in the book and with instructional videos online. The LEGO® EV3 robot constructed for Robotics 1 with EV3 is required (no new LEGO® purchase is necessary). A computer for running the programming software and Internet access for watching videos are required.
Member and Volunteer Materials
Junk Drawer Robotics Project Materials
In the Junk Drawer Robotics curriculum, youth are challenged to build robots from everyday items. None of the levels requires or uses computers. There is a separate Facilitator Guide for each of the three project levels. Youth use a Robotics Notebook to record their learning experiences, robotic designs and data from their investigations. Materials kits are available for Level 1 and Level 2 below.
Junk Drawer Robotics Youth Notebook
There is one Robotics Notebook for the three levels of the Junk Drawer Robotics curriculum. The notebook encourages youth to think and act like scientists and engineers. In their notebook, youth will record their ideas, collect data, draw designs, and reflect on their experiences. It also provides specific information for the challenges. Each youth should have his or her own Robotics Notebook. Grades 4-12.
Junk Drawer Robotics Level 1 Facilitator Guide - Give Robots a Hand
In Level 1 - Give Robots a Hand, youth explore and learn about robot arms. Concepts covered include pneumatics, arm designs, and three-dimensional space. Big ideas include form and function, scientific habits of mind, and engineering design.
Junk Drawer Robotics Level 2 Facilitator Guide - Robots on the Move
n Level 2 - Robots on the Move, youth learn about locomotion through exploring, designing, and building mobile robot ROVs and other subsystems. Youth learn about friction, electronic circuits, mobile robots, simple machines, and buoyancy.
Junk Drawer Robotics Level 3 Facilitator Guide - Mechatronics
In Level 3 - Mechatronics, youth will explore sensors and analog and digital systems. The track introduces simple electronic components; youth will build basic circuits to see how the components work. They will investigate basic elements of programming and instructions for robotic computer control.
This kit contains the hands-on materials needed to complete level one of the Junk Drawer Robotics curriculum. The kit includes basic materials as well as the not-so-common materials needed to complete each activity. Save hours of shopping and purchase a ready-to-use kit! This materials kit is designed to accommodate ten (10) youth. Curriculum books must be purchased separately. Materials include, but are not limited to: Balloons, Tennis Balls, Squeeze Bottles, Clips, Clothespins, Craft Sticks, Straws, Syringes, Skewers, Airline Tubing, Washer, Paper Clips, etc.
The Robotics Level 2 Materials Kit contains all of the materials needed for completing the activities in the second level of the Junk Drawer Robotics curriculum. Just like its predecessor, this kit was put together in a way that would reduce the hours of shopping and searching for the needed items to complete the activities. Purchase this ready-made kit and get started on an exciting adventure with Robotics. This kit is designed to accommodate ten (10) youth. Materials include, but are not limited to: Motors, Tennis Balls, Protractors, Craft Sticks, Paper Clips, Gears, Straws, and Electrical Tape.
Member and Volunteer Materials
Try out this e-learning program about using electricity to light up fabric creations and clothing - 4-H Clothing Spark!
WearTec 1 Circuitry Leader’s Guide- This is Level 1 of the Wearable Technology curriculum series, in which youth solve real world problems and practice the engineering design process while immersed in the innovative area of wearable technologies. This curriculum teaches engineering design, computer programming, basic circuitry, and sewing. In Level 1, youth learn the foundations of circuitry through 4 projects.
WearTec 2 Sewing & Microcontrollers Leader's Guide - This is Level 2 of the Wearable Technology curriculum series, in which youth solve real world problems and practice the engineering design process while immersed in the innovative area of wearable technologies. This curriculum teaches engineering design, computer programming, basic circuitry, and sewing. In Level 2, youth learn how to sew and create projects using microcontrollers.
WearTec 3 Programming - Leader's Guide - This is Level 3 of the Wearable Technology curriculum series, in which youth solve real world problems and practice the engineering design process while immersed in the innovative area of wearable technologies. This curriculum teaches engineering design, computer programming, basic circuitry, and sewing. In Level 3, youth learn basic programming and coding skills and then apply these skills using various platforms, such as Arduino.
WearTec 4 Design Challenges - Leader's Guide - This is Level 4 of the Wearable Technology curriculum series, in which youth solve real world problems and practice the engineering design process while immersed in the innovative area of wearable technologies. This curriculum teaches engineering design, computer programming, basic circuitry, and sewing. In Level 4, youth practice each step of the engineering design process: Research, Develop a Solution, Test & Evaluate, and Communicate. Level 4 includes 4 Design Challenges involving light and temperature.
Member and Volunteer Materials
- WearTec 1 Circuitry Leader’s Guide
- WearTec 1 Circuitry - Engineering Design Notebook
- WearTec 2 Sewing & Microcontrollers Leader's Guide
- WearTec 2 Sewing & Microcontrollers - Engineering Design Notebook
- WearTec 3 Programming - Leader's Guide
- WearTec 3 Programming - Engineering Design Notebook
- WearTec 4 Design Challenges - Engineering Design Notebook
- WearTec 4 Design Challenges - Leader's Guide
Weather and Climate Science
The 4-H Weather and Climate Science curriculum is for youth who enjoy learning about science, especially weather and climate.
- Facilitators Guide - The Facilitator’s Guide is for all three levels. This guide contains activity facilitation and answers as well as a listing of the Next Generation Science Standards by activity.
- Level 1 - Introduces basic weather words and ideas. Activities focus on understanding the signs of weather, and youth will also begin to learn the difference between weather and climate and how these ideas are related.
- Level 2 - Discusses complex weather topics, understanding climate, and making and using weather instruments.
- Level 3 - Delves deeper into weather and climate science concepts, such as air masses, windchill and heat index, drought monitoring, and the sun-earth relationship.
- Complete set - all three levels and Facilitators Guide
Power of Wind Youth Guide
Are you looking for something to spark engineering and science interest among middle school kids? The activities in The Power of the Wind curriculum involve young people in the engineering design process as they learn about the wind and its uses. Youth work with members of a team to design, create, build, and test a wind powered device. The device must solve a problem and requires the designers to balance options and constraints. Participants are guided to make adjustments and retest until the vehicle or machine solves the original problem.
Power of Wind Kit
This kit includes all the basic and not-so-common materials for the Power of the Wind curriculum. This comprehensive kit contains materials for youth to practice engineering skills to construct wind powered machines and various wind turbines. Youth use their turbine designs to lift a load and produce electricity. Youth learn how generators work using motors and multimeters. Material kits are designed to accommodate up to five groups of students (target group size is 2-5 youth). Materials include, but are not limited to: Multimeters, digital stopwatches, motors, corks, and string. Full list of product contents can be found on the 4-H Mall website.
For Volunteers, in Addition to Member Materials