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How to learn Kindergarten: Science

Alaska academic standards: Science, Kindergarten

0 of 11 concepts ready to learn · Markdown, for your AI

1. Engineering Design

  1. Modelling with Sketches: Develop a simple sketch, drawing, or physical model to illustrate how the shape of an object helps it function as needed to solve a given problem
  2. Comparing Design Solutions: Analyse data from tests of two objects designed to solve the same problem to compare the strengths and weaknesses of each design

2. Weather and Climate

  1. Weather Forecasting & Safety: Ask questions to obtain information about the purpose of weather forecasting and how people prepare for and respond to severe weather
  2. Local weather patterns: Use and share observations of local weather conditions to describe patterns over time, recording temperature, rainfall, and other conditions
  3. Sunlight warms things up: Make observations to determine the effect of sunlight on Earth's surface, noticing that sunlight warms the ground, water, and objects
  4. Building shade from the sun: Use tools and materials to design and build a structure that will reduce the warming effect of sunlight on an area, such as a shade or shelter

3. Interdependent Relationships in Ecosystems: Animals, Plants, and Their Environment

  1. Reducing Human Impact: Communicate solutions that will reduce the impact of humans on the land, water, air, and other living things in the local environment
  2. Plants and animals in their habitats: Use a model to represent the relationship between the needs of different plants and animals and the places they live, connecting organism needs to habitat features
  3. How Organisms Shape Habitats: Construct an argument supported by evidence for how plants and animals can change the environment to meet their needs

4. Forces and Interactions: Pushes and Pulls

  1. Pushes & Pulls: Understand that pushes and pulls are forces that can change the speed or direction of an object's motion, and compare the effects of different strengths and directions
  2. Testing Push & Pull Designs: Analyse data to determine if a design solution works as intended to change the speed or direction of an object with a push or pull