Sparking curiosity is at the center of what Pine-Richland libraries do. We believe that curiosity and questioning are essential for learning. Curiosity keeps our learners engaged and motivated. Every day we offer our students opportunities to be curious through literature and resources, hands-on activities, and problem-based/project-based learning.
The Makerspace club is a student-led club that collaborates with Northern Tier: Pine Center's Maker Monday program to bring crafting and creating opportunities to students. This club has stayed active and popular throughout the year and students learned a variety of skills, such as how to sew, knit, crochet, make buttons, build flashlights, and more.
Throughout the year, students in reading classes visit the library to participate in BreakoutEDU digital scavenger hunt puzzle challenges to test their library skills and build teamwork. Classes periodically use our flexible space to record FlipGrid videos reflecting on and analyzing their independent reading.
The renovations to the Think Tank @ Eden Hall Library led to increased opportunities for students to get curious through hands-on, project-based learning. Learning opportunities were designed through collaborative planning between the library and the content area teachers, and included projects tied to science, ELA, math, social studies, and coding. Two sessions of Think Tank Club, and a partnership with the GATE teachers allowed for students to design and implement independent projects.
Coding is taught to students across all K-3 levels. This is integrated in both library and computer classes. Students pictured are interacting and creating "blockly" code in order to maniplulate the new "Dash" robots.
Each year the library works with the 3rd grade teachers and parents to help students choose what science project they would like to do and how to conduct the experiments.
Students in third grade read two books about basketball: Swish: the slam-dunking, alley-ooping, high-flying Harlem Globetrotters and Basketball Belles. Then students created a basketball hoop out of makerspace supplies, and then created catapults and programmed Dash robots to throw ping pong balls into their hoops.