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How to learn Kindergarten: Science

Maine academic standards: Science, Kindergarten

0 of 12 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. Earth and Human Activity

  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. Weather Forecasting & Safety: Ask questions to obtain information about the purpose of weather forecasting and how people prepare for and respond to severe weather
  3. 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. Earth's Systems

  1. How Organisms Shape Habitats: Construct an argument supported by evidence for how plants and animals can change the environment to meet their needs
  2. Local weather patterns: Use and share observations of local weather conditions to describe patterns over time, recording temperature, rainfall, and other conditions

4. From Molecules to Organisms: Structures and Processes

  1. What Living Things Need: Understand what plants and animals (including humans) need to survive: water, food, air, and suitable conditions

5. Energy

  1. 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
  2. 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

6. Motion and Stability: Forces and Interactions

  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