Field Trips

K-2 Engineering Design
Ask questions, make observations, and gather information about a situation people want to change to define a simple problem that can be solved through the development of a new or improved object or tool.

K-2 Push Pull
Analyze data to determine if a design solution works as intended to change the speed or direction of an object with a push or a pull.

1st-3rd Matter Properties
Analyze data obtained from testing different materials to determine which materials have the properties that are best suited for an intended purpose.*

1-2 Biomimicry
Students are visiting The STEAM Yard, a hands-on innovation center where artists, engineers, and scientists work together to study how biomimicry helps us solve real-world problems. As students rotate, they take on a new real-world role: artist, engineer, scientist, or inventor. While investigating the same big idea: biomimicry in nature.

3-5 Balanced and Unbalanced Forces
Students will participate in engineering challenges, test cart designs, and present their solutions. Students will investigate forces, design solutions, test prototypes, and create brand identities.

3-5 Waves
During their field trip to The STEAM Yard, students discover how light, sound, and motion waves shape the natural and technological world. Through hands-on experiences—from ocean bioluminescence to robotics and seismic simulations—they explore how waves transfer energy and create reactions. The trip concludes in the art studio, where students transform their learning into wave-inspired artwork.

6-8 Experimental Design
Students are visiting The STEAM Yard, a hands-on innovation center where artists, engineers, and scientists work together to solve real-world problems. Students will complete four interactive challenges using creativity, technology, engineering, math, and science.

6-8 Newton’s Laws
Apply Newton’s Third Law to design a solution to a problem involving the motion of two colliding objects.
