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Showing 91 Results

Fake Voices Versus Deepfakes

Fake Voices Versus Deepfakes

Grade audience: Grade 9

Students explore deepfakes and create a fake voices app using the MIT App Inventor. Learners also explore how deepfakes can pose a threat to online safety and privacy, and how they can have an impact on not only our daily lives but also other areas like commerce, history, crime, and pop culture.

STEAM SCIENCE: Spin and Win(d)

STEAM SCIENCE: Spin and Win(d)

Grade audience: Grade 1 - Grade 3

The premise of this experiment is that wind around us can be harnessed, and used for many purposes. It’s a first step to understanding the concepts of renewable energy as well as the historical uses of wind power, and is a starting point to help learners grasp the potential of renewable energy sources.

STEAM Science: Solar Oven – Dinner is served!

STEAM Science: Solar Oven – Dinner is served!

Grade audience: Middle - Secondary

The premise of this experiment is that you can use the sun to “cook” things. It’s a first step to understanding the concepts of renewable energy, and how the sun’s heat can be harnessed as a tool to help us achieve our goals, without using nonrenewable energy sources.

Rover Fleet Luna

Rover Fleet Luna

Grade audience: Middle - Secondary

In Rover Fleet Luna you will be an autonomous rover that has awakened alone on the moons surface. You will need to gather supplies and navigate a vast map in order to survive your abandonment on the Moon.

Translating Literature to Code

Translating Literature to Code

Grade audience: Secondary - Grade 12

This lesson merges the worlds of artificial intelligence (AI) and poetry. Students read a poem and decipher it to analyze tone, emotions, and symbolism.

A graphic with a green to white gradient, Scientists Who Inspire is wrote in the center.

Scientists Who Inspire

Grade audience: Primary - Middle

Learn about the pioneers of science and the characteristics that allowed them to thrive! Wilhelm Röntgen: Curiosity This episode takes a look at Wilhelm Röntgen and how curiosity helped him in his discovery of the X-ray machine, and how we can be curious about the world just like him. Marie Curie: Confidence This episode takes … Continued

A graphic with a white to green gradient, The Science Behind is wrote in the center.

The Science Behind Podcast

Grade audience: Primary - Middle

Let’s think like a scientist and find the answers to the questions that make us wonder! The Science Behind podcast series explores the ways in which science is connected to humans and the world around us in an interactive format that follows the scientific method. (The scientific method is the process of testing and experimenting … Continued

The Planet Sedna

The Planet Sedna

Grade audience: Primary - Secondary

This comic features an alien named Smidge who explains the discovery of the planet Sedna and the Oort Cloud.

A photo from the Chandrasekhars activity.

Chandrasekhar’s Limit

Grade audience: Middle - Secondary

This activity tells the story of Subrahmanyan Chandrasekhar, a mathematician responsible for discovering the stars of a certain size become supernovas, instead of white dwarfs, when they collapse.

An infographic on how telescopes work.

How Telescopes Work

Grade audience: Middle - Secondary

This infographic explores four different types of telescopes, where they are used, and how scientists use physics to combine different lenses and mirrors to learn more about space.

Constellations on a blue background.

Constellation and Stellar Knowledge

Grade audience: Secondary

Students will learn about constellations and to describe the role of celestial objects in the traditions and beliefs of selected cultures and civilizations.

Solar systems on a blue background.

Understanding Our Solar System

Grade audience: Grade 4 - Grade 6

In this lesson, students come to understand the solar system in which they live. They will learn what makes a planet habitable and why most planets are inhabitable.

A drawn moon and stars.

Exploring the Moon

Grade audience: Primary

Students will be “over the moon” for this lesson, as they will be asked to observe the moon over a period of two months, document their observations, and learn the phases of the moon together as a class.

The beginning interface of the game StarScribe, designed by Brandon Bunnie.

StarScribe

Star Scribe is an educational game experience created and designed by Brandon Bunnie.  Players will visit the surface of Earth’s moon and learn about several Cree constellations from Wilfred Buck a.k.a. “Star Guy.” 

An animated earth on a blue background, with a snack along the top.

Design Redefined Series 1-5

The Design Redefined Video Series is an engaging resource for learning about biomimicry, the act of using designs found in nature and animals to inspire man-made technologies and innovations.

A still form Sophie Penners youtube series.

What’s Above Us Video Series 1-9

The What’s Above Us Video Series is an engaging resource for learning about the Earth’s atmosphere and the space beyond. Each video explores a different feature of the sky and provides examples of the interconnected systems that exist above us.

Beaded flowers.

Stitches & Switches Booklet

Grade audience: Middle - Adult

The Stitches & Switches Booklet includes activities that explore and blend sewing and technology to get creative with electronic circuits.

Webcam interface for the people selection.

Introduction to Machine Learning

Grade audience: Primary - Grade 3

In this lesson, students learn how a computer can be taught to categorize objects. This is something students already have experience with.

Panels from Cole Pauls' "Just Like Us" comic.

Just Like Us

Grade audience: Primary - Adult

Cole Pauls explores the importance of Indigenous representation in video games through a personal story he wrote and illustrated.

A learner playing a game on a tablet.

Introduction to Serious Games and Their Design for K–Grade 3

Grade audience: Grade 1 - Grade 3

Serious games are games whose primary purpose is education and training as opposed to entertainment. They take advantage of the ability of computer games to attract and engage players/learners for a specific purpose, such as to develop new knowledge or skills.

A learner playing a game on a laptop.

Introduction to Serious Games and Their Design for Grades 4–6

Grade audience: Grade 4 - Grade 6

Serious games are games whose primary purpose is education and training as opposed to entertainment. They take advantage of the ability of computer games to attract and engage players/learners for a specific purpose such as to develop new knowledge or skills.