SETPlan of Work
Knott County CES
Title:
SET
MAP:
Youth Science, Engineering and Technology
Agents Involved:
Dora Webb
MAJOR PROGRAM 1:
4-H Science, Engineering, and Technology Core Curriculum
Situation:
Youth will learn scientific research techniques, responsible practices and innovative technologies that positively address science, engineering and technology issues in Kentucky and globally.Through the Land Grant University and Extension system, 4-H can expand its impact and extend its reach in science, engineering and technology (4-H SET) by providing opportunities for hands-on scientific learning and discovery in 4-H clubs.
According to the Kentucky Center for Education and Workforce statistics only show 23.6% youth in the Knott County have high school graduates ready for college-level science coursework based on junior year ACT compared to the Non-Appalcahina region at 29.6%. Only 5.6% of the population obtain a bachelor's degree of higher compared to the state average of 12.5% and national average of 17.9% bachelor degree attainment. According to the Kentucky Center for Education and Workforce Statistics, 34.1% of Knott Countians did not attend college in 2011.
Long-Term Outcomes:
Youth will utilize the scientific method to solve problems in their daily life.
Youth will choose a career path in science, engineering or technology subject matter.
Youth will utilize the scientific method in decision-making.
Intermediate Outcomes:
Youth will use and apply the skills gained from 4-H science, engineering and technology.
Youth will demonstrate and share new abilities in science, engineering and technology with others.
Youth will practice scientific methods learned in 4-H SET programs.
Teens will mentor younger 4-H’ers in science, engineering and technology programs.
Initial Outcomes:
Youth will increase interest and engagement in 4-H science, engineering and technology.
Youth learn new skills in 4-H science, engineering and technology programs.
Youth will be introduced to careers in science, engineering, and technology.
Teens participate in science, engineering and technology 4-H programs to acquire new skills.
Evaluation:
Initial Outcome: Youth will increase interest and engagement in 4-H science, engineering and technology.
Indicator: Number of youth who do SET activities outside of school.
Method: Follow up surveys
Timeline:
Initial Outcome: Youth learn new skills in 4-H science, engineering and technology programs.
Indicator: Number of youth who use knowledge and skills from 4-H science, engineering and technology in daily life.
Method: Follow up surveys
Timeline:
Initial Outcome: Youth will be introduced to careers in science, engineering, and technology.
Indicator: Number of youth program participants
Method: Observations and surveys
Timeline:
Initial Outcome: Teens participate in science, engineering and technology 4-H programs to acquire new skills.
Indicator: Number of youth who create a display or object related to SET and can explain what they have
learned.
Method: Observations and surveys
Timeline:
Intermediate Outcome: Youth will use and apply the skills gained from 4-H science, engineering and technology.
Indicator: Number of youth who do SET activities outside of school.
Method: Surveys and observations
Timeline:
Intermediate Outcome: Youth will demonstrate and share new abilities in science, engineering and technology with others.
Indicator: Number of youth who use knowledge and skills from 4-H science, engineering and technology in daily life.
Method: Surveys and observations
Timeline:
Intermediate Outcome: Youth will practice scientific methods learned in 4-H SET programs.
Indicator: Number of youth who follow scientific methods when making decisions..
Method: Surveys and observations
Timeline:
Intermediate Outcome: Teens will mentor younger 4-H’ers in science, engineering and technology programs.
Indicator: Number of youth who create a display or object related to SET and can explain what they have
learned.
Method: Observations and Surveys
Timeline:
Long-term Outcome: Youth will utilize the scientific method in decision-making.
Indicator: Number of youth who follow scientific methods when making decisions..
Method: Surveys and observations
Timeline:
Long-term Outcome: Youth will utilize the scientific method to solve problems in their daily life.
Indicator: Number of youth who follow scientific methods when making decisions..
Method: Surveys and observations
Timeline:
Long-term Outcome: Youth will utilize the scientific method in decision-making.
Indicator: Number of youth who follow scientific methods when making decisions..
Method: Surveys and observations
Timeline:
Long-term Outcome: Youth will choose a career path in science, engineering or technology subject matter.
Indicator: Percentage of youth program participants who plan on pursuing secondary education in a science related field.
Method: Surveys and observations
Timeline:
Learning Opportunities:
Audience: 4-12 Grades
Project or Activity: Robotics
Content or Curriculum: 4H Robotics curriculum, Lego EV3 curriculum and First Lego league Competition
Inputs: Robotic kits, agent in-service trainings, volunteer trainings
Date: 2019-2020
Audience:Grades 4-8 Grades
Project or Activity: Energy
Content or Curriculum: 4H Energy Curriculum
Inputs: Snap circuit kits and energy kits
Date: 2019-2020
Audience: Grades 4-8 Grades
Project or Activity: Biotechnology
Content or Curriculum: Science Slueths, 4H Biotechnology/CSI
Inputs: Science lab kits/resources
Date: 2019-2020
Success Stories
4H Robotics Advancce to state FIRST LEGO League competition
Author: Dora Centers
Major Program: 4-H Science, Engineering, and Technology Core Curriculum
According to the US Berea of Labor and Statistics, the unemployment rate for Knott County, KY, as of October 2019 is 6.8%, compared to the statewide rate of 4.1%. Therefore, it is especially important to involve youth in 4-H SET learning opportunities since data suggest that at least 20 % of U.S. jobs require a high level of knowledge in any one STEM field (Rothwell, 2013). The 4 areas of competition are Core Values, Robot Design, Robot Games,
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