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“Te falta calle”: ¿y si el problema no es el exceso de pantallas, sino el escaso tiempo al aire libre?

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Distintos estudios cuestionan la idea de que los móviles estén minando la salud mental de los jóvenes y ponen el foco en la falta de contacto social físico

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1. Play supports learning.

2. Playful learning in school involves play with a purpose.

3. Paradoxes between play and school add complexity to teaching and learning.

4. Playful learning is universal yet shaped by culture.

5. Playful mindsets are central to playful learning.

6. Supportive school cultures enable playful learning to thrive.

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A baby red panda narrates the story of its life, describing how physical features, diet, habitat, and familial relationships play a role in its growth and development. Part of the El principio de los series Celebrating the life, growth, and development of baby animals, El principio de los narrates the tale of growing u

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Cecilia Pisos - Illustrated by Caru Grossi

﻿Nato likes to play with his tablet. All the time. Then, a trip to the country with his family will throw him into an alternative reality, the reality outside the screen... A complex and beautiful universe will collide with all his senses, revealing a natural world he thought he could only fit and understand through his screen.

The book challenges the imagination, forcing us to ponder about our use of technology and what happens when we turn our screens off.
Hardcover - 32 pages - Language: Spanish - Dimensions: 9.3 x 0.5 x 8.5 inches - Age Range: Early School Years. ISBN: 978-1-946071-16-3
Lesson Plan using TABLET - Rutina de pensamiento - Thank you Vicky Masson from the Norwood School in MD!

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Cecilia Pisos - Illustrated by Caru Grossi ﻿Nato likes to play with his tablet. All the time. Then, a trip to the country with his family will throw him into an alternative reality, the reality outside the screen...

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Text & Illustrations: Eva Mastrogiulio
We also have an English version!
Olivia, una niña sin preocupaciones y sin apuros, se encuentra un reloj. Y a través del reloj conocerá el Tiempo. Su nuevo amigo la llevará por una montaña rusa de actividades, a una velocidad vertiginosa. ¡No hay tiempo que perder!, dice. Olivia tendrá que cambiar algunas cosas para recuperar su tiempo y volver a disfrutar sin apuros.
Olivia has it made. She can play all day, every day, anytime, or anywhere. Her imagination knows no bounds and no worries plague her—until she spies a strange ticking contraption. What is it? What does it do? She straps it on and finds herself face to face with Time. Time revels in its newfound freedom and drags protesting Olivia in its wake. She is no longer in charge of her seconds, minutes, or hours—the genie of the wristwatch is the boss. She just wants to play in her own way at her own pace. Olivia decides to unstrap the watch, allowing herself to be free. Time is invited to come along for some freestyle fun, not as a dictator but as a friend.
Hardcover - 32 pages - Language: Spanish - Dimensions: 9 x 0.5 x 9 inches - Age Range: 3 to 6 years old. ISBN: 978-194-6071-26-2
SCHOOL LIBRARY JOURNAL REVIEW - “Mastrogiulio produces the naïve-style images of a child’s world. Calm blue is Olivia’s color while the autocratic genie of the wristwatch is frenzied red. Visual puns abound: “No time to lose,” “Time waits for no man” (or girl), “Time ran away from me.” The monster like visage of time incarnate epitomizes society’s manic obsession with schedules and the clock. A fevered, modern-day fable extolling the joys of child-initiated unstructured play. A great choice for classroom collections.”

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Text and illustrations: Sebastián Santana Camargo Some believe that stories are not created, that they have always existed. According to these beliefs, stories are everywhere, you just have to discover them, it’s a matter of knowing how to search. Even in a simple piece of glass, hundreds of stories can be found: incredible adventures, endearing characters, and marvelous objects. But what about the story of the lemon? Where does it hide? Has anyone discovered it? Algunos piensan que las historias no se crean, que existen desde siempre. Según estas creencias las historias están en todas partes, tan solo hay que descubrirlas, es cuestión de saber buscar. Incluso en un simple pedacito de vidrio se pueden descubrir cientos de historias: aventuras increíbles, personajes entrañables y objetos maravillosos. Pero, ¿y la historia del limón? ¿Dónde se oculta? ¿Alguien la descubrió? Hardcover - 32 pages - Language: Spanish - Dimensions: 9 x 0.5 x 9 inches - Age Range: 4 to 8 years old. ISBN: 9781946071392

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Silvina Rocha - Illustrated by Eugenia Nobati

Carmela teje su tela con mucho esmero y espera que caiga una mosca. Pero después de días, el que cae es Roberto. Carmela tiene hambre, pero Roberto tiene unos ojos hermosos y, además, canta... ¿Qué hará Carmela con Roberto? ¿Qué hará Roberto atrapado en la red de Carmela? ¿Qué harán el uno con el otro en esa red que van construyendo?

Hardcover - 32 pages - Language: Spanish - Dimensions: 9 x 0.5 x 9 inches - Age Range: 4 to 8 years old. ISBN: 9781946071408

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Silvina Rocha - Illustrated by Eugenia Nobati For the English version click here Carmela teje su tela con mucho esmero y espera que caiga una mosca. Pero después de días, el que cae es Roberto. Carmela tiene hambre, pero Roberto tiene unos ojos hermosos y, además, canta... ¿Qué hará Carmela con Roberto?

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Text & Illustrations: Pablo Bernasconi

Hipo is afraid of the water, so he convinced himself that swimming must be boring. He then decides to go out looking for something different to do. But nothing works out: he is too heavy or too big to jump on the rope, to climb trees or to play seesaw. Maybe, after all, there's something he can do... He'll have to find the courage to take a leap. A beautiful story about our fears and how we rise above them.
Hardcover - 32 pages - Language: Spanish - Dimensions: 9.3 x 0.5 x 8.5 inches - Age Range: 3 to 8 years old - ISBN: 978-1-946071-08-8

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Text & Illustrations: Pablo Bernasconi Hipo is afraid of the water, so he convinced himself that swimming must be boring. He then decides to go out looking for something different to do. But nothing works out: he is too heavy or too big to jump on the rope, to climb trees or to play seesaw.

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Silvina Rocha - Illustrated by Lucía M. Prieto

Mateo received a present: a notebook with smooth white pages that called out to him to draw. So Mateo drew. He drew a happy red cat. As the days went by the cat lost his smile. Mateo worried and decided to add more drawings so his cat would be happy again. He did this again and again until he realized that this was not the solution. Then he started to think about what he could do to make his cat happy again. Finally, he discovered the secret...
Hardcover - 32 pages - Language: Spanish - Dimensions: 9.3 x 0.5 x 8.5 inches - Age Range: 3 to 8 years old. ISBN: 978-1-946071-06-4

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Silvina Rocha - Illustrated by Lucía M. Prieto We also have an English version! Mateo received a present: a notebook with smooth white pages that called out to him to draw. So Mateo drew. He drew a happy red cat. As the days went by the cat lost his smile.

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Silvia y David Fernández - Illustrated by Mercè López

Los artistas del Circo Galaxia arriesgan sus vidas a diario. Saltan del trapecio sin red, tragan fuego y vuelan disparados por cañones. Quizás por eso siempre se pregunten tanto acerca de la muerte. ¿Qué habrá después? ¿Cómo será el "más allá"? En el Circo Galaxia hay tantas respuestas diferentes como especies de animales...

The artists of the Galaxy Circus risk their lives on a daily basis. They jump from the trapeze without a net, swallow fire, and fly shot by cannons. Perhaps that's why they are so curious about death. What happens after it? What is the nature of the 'hereafter'? At Galaxy Circus, there are as many different responses as there are species of animals.

Hardcover - 48 pages - Language: Spanish - Dimensions: 8.25 x 0.4 x 10.25 inches - Age Range: 3 to 8 years old. ISBN: 978-1-946071-30-9

-"From the first page, the illustrations draw readers in with distinctive personalities, thoughtful expressions, and intriguing setting details. Bright colors distinguish the spreads illustrating the imagined hereafter settings from the muted spreads showing the animals on a tightrope. Given the sensitive subject matter, the creators manage a careful, unbiased exploration that brings a huge question into focus for young minds. A daring and useful conversation starter."

-"This whimsical exploration of the hereafter follows the near-fatal mishaps of all 10 of the Galaxy Circus stars. Balancing on a tightrope, they fall one by one into the afterlives of their varied belief systems. Each instance touches lightly on the character's cultural vision of what's "out there." The open-ended question on which the ruminations end, "And you.... What do you believe?" invites further discussion against the backdrop of the performers in bandages, on crutches, and slings-having happily survived their near-death experiences. The text is neither didactic nor contentious and pairs well with Barcelona-born López's alternating spare and fantastical illustrations. A light-handed and thoughtful exploration of the hereafter."
Conferencia de Mercè López

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Silvia y David Fernández - Illustrated by Mercè López English version here! Los artistas del Circo Galaxia arriesgan sus vidas a diario. Saltan del trapecio sin red, tragan fuego y vuelan disparados por cañones. Quizás por eso siempre se pregunten tanto acerca de la muerte. ¿Qué habrá después?

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Visit the Ultimate Play Destination! The Strong Museum of Play is a highly interactive, collections-based museum devoted to the history and exploration of play. It is one of the largest history museums in the United States and one of the leading museums serving families.

The Strong houses the world's largest and most comprehensive collection of historical materials related to play. The Strong's multifaceted array of research, exhibits, and other interpretive and educational activities serve a diverse audience of adults, families, children, students, teachers, scholars, collectors, and others around the globe.

Play is a vital and important part of our lives. It's good to do and good for you! That probably explains why play is universal across all human societies. It helps us develop when we are children but remains essential in keeping us strong, agile, mentally healthy, and vibrant as adults.

At The Strong National Museum of Play we celebrate the importance of play and publish the latest scholarly research on the subject through our peer-reviewed publication the American Journal of Play. Based on that research here are ten reasons why you should make play a part of your everyday life.

1. Play Strengthens You

2. Play Makes You Smarter

3. Play Helps You Solve Problems

4. Play Boosts Creativity

5. Play Reduces Stress

6. Play Helps You Make Friends

7. Play Enhances Attractiveness

8. Play Builds Resilience

9. Play Promotes Discovery

10. Play is Fun

Now if you want to delve deeper to learn about the research that supports these statements, check out these articles in The Strong's American Journal of Play that provide further exposition, exploration, and information:

1. Play Strengthens You - Play builds physical strength, but it also increases mental, emotional, and psychological capacities. For a good discussion of how play strengthens us, see Scott G. Eberle, "The Elements of Play: Toward a Philosophy and a Definition of Play."

2. Play Makes You Smarter -- When we play, we solve problems, overcome obstacles, and engage in tasks that are fun because they are challenging. All this play work builds our brains. There are many ways to be smart, but Robyn Holmes, Sharon Liden, and Lisa Shin explore some of the connections between play and success in school in "Children's Thinking Styles, Play, and Academic Performance."

3. Play Helps You Solve Problems -- Life is full of surprises, obstacles, and challenges. It's impossible to predict everything that will happen to you, and play makes us more adaptable and responsive to the curveballs life throws at us. Read about this in humans and animals in "How Play Makes for a More Adaptable Brain: Comparative and Neural Perspectives," by Sergio M. Pellis, Vivien C. Pellis, and Brett T. Him.

4. Play Boosts Creativity -- Pretend play is the soil out of which creativity grows in childhood. The flexibility and free-spiritedness of play in adulthood keeps creativity thriving for grownups. Learn more about the connections between creativity and play in Sandra Russ and Claire E. Wallace's "Pretend Play and Creative Processes."

5. Play Reduces Stress -- Not all stress is bad. Sometimes we need stress to be productive, but too much stress not only makes us unhappy but also can damage our health, relationships, and ability to think clearly. Play offers a respite and a chance to renew ourselves; our recreation can be an important means of re-creation. For more, see Paula Thomson and S. Victoria Jaque, "Visiting the Muses: Creativity, Coping, and PTSD in Talented Dancers and Athletes."

6. Play Helps You Make Friends -- Watch kids on a school year and you'll see that play is the glue that cements friendships. Bill Corsaro has explored this beautifully in his many books and in an article drawing on his experience studying children in Italy and the United States.

7. Play Enhances Attractiveness -- Play is universal in part because it serves a biological imperative, the search for a mate. For an exploration of the link between romance and play, see "Play and Mate Preference: Testing the Signal Theory of Adult Playfulness" by Garry Chick, Careen Yarnal, and Andrew Purrington."

8. Play Builds Resilience - The capacity to bounce back from setback is crucial to success. Some call it grit. But how do we develop these habits of tenacity? Play has a role as Steven Siviy explores in his article "Play and Adversity: How the Playful Mammalian Brain Withstands Threats and Anxieties."

9. Play Promotes Discovery -- Discovery is the product of exploration, and exploration and play go hand-in-hand. Terry Marks-Tarlow's "The Fractal Self at Play" offers a unique meditation on this process.

10. Play is Fun -- Everyone knows that play is fun, and this shouldn't require any scholarly exploration! But if you're interested in learning more about the neuroscience that explains why play IS fun, see Louk J. M. J. Vanderschuren, "How the Brain Makes Play Fun."

Visit the Ultimate Play Destination! The Strong Museum of Play is a highly interactive, collections-based museum devoted to the history and exploration of play. It is one of the largest history museums in the United States and one of the leading museums serving families.

The Strong houses the world's largest and most comprehensive collection of historical materials related to play. The Strong's multifaceted array of research, exhibits, and other interpretive and educational activities serve a diverse audience of adults, families, children, students, teachers, scholars, collectors, and others around the globe.

Visit the Ultimate Play Destination! The Strong Museum of Play is a highly interactive, collections-based museum devoted to the history and exploration of play. It is one of the largest history museums in the United States and one of the leading museums serving families.

The Strong houses the world's largest and most comprehensive collection of historical materials related to play. The Strong's multifaceted array of research, exhibits, and other interpretive and educational activities serve a diverse audience of adults, families, children, students, teachers, scholars, collectors, and others around the globe.

Visit the Ultimate Play Destination! The Strong Museum of Play is a highly interactive, collections-based museum devoted to the history and exploration of play. It is one of the largest history museums in the United States and one of the leading museums serving families.

The Strong houses the world's largest and most comprehensive collection of historical materials related to play. The Strong's multifaceted array of research, exhibits, and other interpretive and educational activities serve a diverse audience of adults, families, children, students, teachers, scholars, collectors, and others around the globe.

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The Genius of Play | Top 10 Reasons to Play

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Jon Paul Dyson, Vice President, The Strong Museum of Play, shares key benefits why everyone should make time to play every day!

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How to do Cat's Cradle EASY! Step by step, with string

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How language shapes the way we think | Lera Boroditsky | TED

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The Strong® is a highly interactive, collections-based museum devoted to the history and exploration of play. It is one of the largest history museums in the United States and one of the leading museums serving families.

The Strong houses the world's largest and most comprehensive collection of historical materials related to play and is home to the International Center for the History of Electronic Games, the National Toy Hall of Fame, the World Video Game Hall of Fame, the Brian Sutton-Smith Library and Archives of Play, the Woodbury School, and the American Journal of Play. Together, these enable a multifaceted array of research, exhibition, and other interpretive and educational activities that serve a diverse audience of adults, families, children, students, teachers, scholars, collectors, and others around the globe.

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The Strong National Museum of Play, Rochester , United States - Google Arts & Culture

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The Strong® is a highly interactive, collections-based museum devoted to the history and exploration of play. It is one of the largest history museums in t...

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Empowers learners to lead their own learning.

Builds a culture of collaborative learning.

Promotes experimentation and risk-taking.

Encourages imaginative thinking.

Welcomes all emotions generated through play.

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"Play is the voluntary attempt to overcome an unnecessary challenge." Bernard Suit

"Leveraging recess and learning: We need academic rigor supported in an environment of empathy, teamwork and leadership." Jill Vialet, Playworks.org

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un panda rojo

pandas rojos bonitos

El pelo corto

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La familia

Nato usa el tablet

llora... no tele

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Tiempo De jugar

Utilizar reloj

Hacer Ameigo

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La Red es grande

Roberto es pegado

Un muy mal dia

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Hipo no nada

El tiene mucho miedo

Hipo es triste

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Cuaderno- notebook

Paquinas blanquisimas- completely blank pages

Ronroneo- purr

Contento- happy

Gato- cat

Dormir- to sleep

Perder- to lose

La sonrisa- the smile

Raton- rat

Compania- companion/friend

Ventana- window

Cielo- sky

Estrellas- stars

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Todos piensanlo:

La vida y la muerte

Son bellas, feliz

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https://pz.harvard.edu/projects/pedagogy-of-play

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ojos pequenos

las orejas grandes

hay cola larga

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Tanto = so much

Aburre = boring

Me olvide = I forgot

El cargador = charger

Entretenerse = To delay/amuse one self

Nubes sueltas = clouds set you free

Luciernagas = fireflies

Enchufan = to unplug

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intriga verde

historia del limón

cuentame cuentos

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Teje - weaves

Una mosca - a fly

La red - the web

Lento - slow

Cantar - sing

Recompone - recovers

Panico - panic

Dos pasos - two steps

Hambre - hunger

Estoy a salvo - I am safe

Silencio - silence

Musica - music

Amor - love

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Nadar- to swim

Saltar- to jump

Probar-to try

tener miedo- to be scared

Subir- to climb

Puedo/No puedo jugar- i can/ i cant play

Divertido- Fun

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El gato rojo

Perdio la sonrisa

El le lo dio

# data[].attributes.body
Trapecio - trapeze

Cañones - cannons

Aletas - fins

Hocico - snout

Manjares - delicacies

Llaneras - plains

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Lesson Plan

Think in Pictures: Like Dr. Grandin (Grades 3-5)

Purpose

Students compare agricultural inventors and inventions by creating a timeline of important dates, explore cattle flight zones, and work as agricultural engineers to design a corral system that uses the research of Dr. Temple Grandin. Grades 3-5

Materials Needed
Engage Activity 1: Comparing Inventors Activity 2: Cattle Flight Zones Activity 3: Curved Cattle Chute Elaborate

Vocabulary

agricultural engineer: career in which people design farm machinery or help plan farm structures

alleyway: a narrow corridor built for livestock to travel through when being herded from one location to another nearby

flight zone: distance from an animal a handler must maintain for the animal to feel comfortable

handling: the manner in which an animal is treated

livestock: farm animals (such as cows, horses, and pigs) that are kept, raised, and used by people

squeeze chute: a device used to restrain large animals, especially cattle and horses

Did You Know?

Temple Grandin was diagnosed with autism at age 2 and only began speaking after she was four years old. She went on to earn a bachelor's degree in psychology from Franklin Pierce College, a master's degree in animal science from Arizona State University, and a doctoral degree in animal science from the University of Illinois.

In 2010, Temple Grandin was included in Time magazine's list of 100 most influential people in the world in the "Heroes" category.

Dr. Grandin is an advocate of humane livestock practices and improvements of standards in slaughter houses, serves as a consultant to the livestock industry regarding animal treatment and behavior, and is a professor at Colorado State University.

Background Agricultural Connections

Moving livestock can be difficult if you do not understand how the animals think and move. Livestock handlers want to keep their animals calm when moving them to avoid stress and injury. If there are loud noises or other distractions, such as sights or even smells, many animals will become fearful or hesitant to move. An animal that is afraid can be dangerous for both the animal and the handler. Keeping the area free of distractions can help reduce animal handling problems. If the animals are kept calm and feel safe, they will usually move with little or no effort. Handlers want to keep animals calm so the animals are not negatively impacted. Stressed animals can have lower weight, reduced reproduction rates, and increased sickness.

Cattle producers use alleyways and squeeze chutes to move cattle while doctoring them. By understanding cattle behavior, such as their flight zones, along with creating alleyways and chutes with rounded turns and closed sides, producers can keep livestock calm. This greatly reduces the animals' stress levels while they are being handled. Understanding animal instincts allows producers to handle them easier.

As animals of prey, livestock have wide angle vision, which allows them to see predators as well as handlers. Cattle and pigs have a visual field in excess of 300°. In sheep, the visual field ranges from 191° to 306° depending on the amount of wool on the head. Due to their wide angle vision, they are aware of their surroundings. If the handler is in their blind spot, the animal will turn to see them.

Dr. Temple Grandin, a professor at Colorado State University, focuses on animal behavior and has made, and continues to make, a huge impact on how livestock are handled. She researches how livestock perceive their environment and helps producers develop livestock handling facilities that help keep animals calm.

Temple Grandin was diagnosed with autism as a young girl in the 1950s. In 1961, she spent the summer at her aunt's ranch in Arizona. She became interested in the cattle and realized they were visual thinkers; they saw the world in much the same way as her and noticed details in their surroundings most people missed. In fact, Temple often describes herself as someone who "thinks in pictures." As a senior in high school in 1965, she created her first invention, a squeeze machine. The inspiration for this invention came from cattle chutes that keep cattle calm during vaccinations by squeezing them firmly, like a hug. Temple grew to love animals and earned her master's degree in Animal Science in 1975. In 1976, she invented the curved chute system for moving cattle. She earned her doctoral degree in Animal Science in 1989. Dr. Grandin was inducted into the National Cowgirl Hall of Fame in 2010 and was also named one of Time magazine's 100 most influential people that year.

Dr. Grandin's research led her to believe that the way animals, especially cattle, are handled and transported can potentially cause stress, pain, and fear. When cattle are moved on wet or slippery slopes or in poorly lit areas, they can be injured. She believes that this is cruel and unnecessary. In order to design a better system for handling livestock, she decided to put herself through the handling process. Using her instincts, which are often similar to cattle, she realized cattle prefer pens and chutes with solid sides and well lit areas, keeping them free from distractions, dark tight spaces, and shadows which could scare the cattle. Her invention of the curved chute system came from the realization that cattle tend to move in a circular pattern around their handlers. By designing a system with solid walls, non-slip floors, and a curved walkway allowing cattle to move in a single-file line through the alley, cattle are handled in a calm manner. Today, half of the cattle in United States and Canadian meat processing plants are handled with equipment that Grandin designed.

Dr. Temple Grandin travels and speaks to groups about animal behavior. Many professional speakers wear suits, however Dr. Grandin is well known for her unique style. She wears Western shirts, often paired with cowboy scarves. She may wear fancy or simple Western shirts, but her Western shirts are as constant as her passion for agriculture. In 2011, she even wore a Western shirt to the Golden Globe Awards in Hollywood!

Agricultural engineers are important to livestock producers. They often assist producers in designing livestock handling areas using the research from Dr. Grandin. They help producers apply basic science and engineering principles as they develop these livestock facilities. Often, agricultural engineers design machinery such as tractors and implements, animal housing or handling facilities, irrigation and drainage systems, and soil conservation systems. Agricultural engineers help design methods to decrease labor, which also increases a producer's ability to produce food.

Engage

1. Discuss the words and definitions from the Thinking in Pictures Word List.

2. Use the Thinking in Pictures Frayer Modelto focus on unfamiliar vocabulary words.

3. Show the students the video Thinking in Pictures: The Temple Grandin Story.

4. Discuss what it would be like to "think in pictures."

5. Share words from the word list and ask students to share what they see in their mind. Emphasize that there are no right or wrong ways to think; we all think differently.

6. Divide into two teams. Each person will take turns being the team illustrator.

7. Set the timer for 3-5 minutes. Both teams will pick a card and draw at the same time. For each new word, a new person should draw. Teams will keep track of how many words they guess correctly. The team with the most correct words wins. The teams will have the same words to illustrate, but might not draw them in the same order.

8. Explain to the students that they will be exploring how "thinking in pictures" helped Temple Grandin to develop livestock management systems that benefitted the animals and the agriculture industry.

Explore and Explain

Activity 1: Comparing Inventors

1. Read the books The Girl Who Thought in Pictures: The Story of Dr. Temple Grandin by Julia Finley Mosca and John Deere, That's Who! by Tracy Nelson Maurer.

2. Have the students use the Temple Grandin and John Deere reading pages and the Comparing Inventors Timelines to construct a timeline for both Dr. Grandin and John Deere to show important dates in the lives of the inventors.

3. Lead a discussion about how Temple Grandin's and John Deere's inventions benefitted agriculture.

4. Provide each student with a copy of the Comparing Inventors Venn Diagram and ask them to complete the graphic organizer to show similarities and difference between the inventors and their inventions.

Activity 2: Cattle Flight Zones

1. Show the video Understanding Flight Zones to help students understand what a flight zone is and how it affects the comfort of the animals.

2. Discuss cattle movement and how entering and exiting the flight zone affects their movement.

3. Pass out a Cattle Flight Zones Reading Pageand a Cattle Flight Zones Reading Comprehension Sheettoeach student. Ask the students to do a close reading of the reading page and then complete the comprehension sheet.

Activity 3: Curved Cattle Chute

1. Present the following scenario to the students: A local cattle operation has a problem. They need to move their cattle from pasture through a cattle chute to doctor them, but the cattle are afraid to walk through the chute.

2. Explain to the students that their job is to design a cattle chute using the following guidelines:

The chute should have at least 3 turns causing the cattle to change directions.

The chute should end with a squeeze chute or pen to collect cattle.

The chute should start wide and then narrow as it reaches the squeeze chute or final pen, requiring the cattle to move through in a single-file line.

3. Pass out an Engineering Processhandout to each student. Walk through the engineering process as a class.

4. Organize the students into small groups and have each group work as a team to design a cattle chute using the Engineering Process.

5. Provide each group with a paper plate, scissors, glue, and tape and access to card stock, yarn, straws, construction paper, and pipe cleaners to construct their prototypes. Give each group marbles to represent the cattle who will be moving through the chute.

6. After the prototypes are built and tested, allow time for the groups to share their designs. Ask the students to consider the following:

What happened to the marble's motion when it hit the wall?

Can the motion be predicted?

Was there a change in energy?

How does this compare to how cattle process information and respond to the chute and/or distractions?

7. Show the video Design of Curved Cattle Chutes.

8. Discuss cattle movement and chute design. How do cattle use their senses to process information? Discuss how the chutes on the video are similar and different from the student designs.

9. Challenge the students to modify their projects to create a chute that follows Dr. Grandin's guidelines-solid walls and curved alleyways which narrow-but do not duplicate the chute shown in the video.

10. Have the students measure the length and width of their alleyways and the angle of their turns and then compare their designs. Ask the students to consider the following:

Which angles worked best to turn the cattle?

Does the length and width of the alleyways affect the cattle movement?

What is the widest the chute can be to only allow one calf to pass through at a time?

Elaborate

Temple Grandin wears Western shirts, often paired with cowboy scarves. Watch the video Temple Grandin and Her Cowboy Shirts. Discuss facts the students have learned about Temple Grandin such as her inventions, her thinking, her autism, and her impact on agriculture. Have the students use the Design a Western Shirt and Scarf activity sheets found in this lesson's Essential Files to design a unique Western shirt and scarf. Have the students share their designs and explain what inspired them.

Read the book How to Build a Hug: Temple Grandin and Her Amazing Squeeze Machine by Amy Guglielmo to learn more about Temple Grandin and her squeeze machine invention. The book tells the inspiring story of autism advocate Dr. Temple Grandin and her brilliant invention: the hug machine. As a young girl, Temple Grandin loved folding paper kites, making obstacle courses, and building lean-tos. But she really didn't like hugs. Temple wanted to be held-but to her, hugs felt like being stuffed inside the scratchiest sock in the world; like a tidal wave of dentist drills, sandpaper, and awful cologne, coming at her all at once. Would she ever get to enjoy the comfort of a hug? Then one day, while visiting her Aunt's cattle ranch, Temple had an idea. If she couldn't receive a hug, she would make one...she would build a hug machine!

Evaluate

After conducting these activities, review and summarize the following key concepts:

Livestock handlers want to keep their animals calm when moving them to avoid stress and injury.

Temple Grandin researches how livestock perceive their environment and helps producers develop livestock handling facilities that help keep animals calm.

By understanding cattle behavior, such as their flight zones, along with creating alleyways and chutes with rounded turns and closed sides, producers can keep livestock calm.

Acknowledgements

Some information in the Background Agricultural Connections and Activity 3 were adapted from the California Foundation for Agriculture in the Classroom lesson Build it Better .

Recommended Companion Resources

Author

Oklahoma Agriculture in the Classroom

Organization

Oklahoma Agriculture in the Classroom

We welcome your feedback! If you have a question about this lesson or would like to report a broken link, please send us an email. If you have used this lesson and are willing to share your experience, we will provide you with a coupon code for 10% off your next purchase at AgClassroomStore.

Agricultural Literacy

Education Content Standards

Common Core Connections

Education Content Standards

Science (SCIENCE)

3-5-ETS1: Engineering Design

3-5-ETS1-1 Define a simple design problem reflecting a need or a want that includes specified criteria for success and constraints on materials, time, or cost.

3-5-ETS1-2 Generate and compare multiple possible solutions to a problem based on how well each is likely to meet the criteria and constraints of the problem.

4-LS1: From Molecules to Organisms: Structures and Processes

4-LS1-1 Construct an argument that plants and animals have internal and external structures that function to support survival, growth, behavior, and reproduction.

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Katie Carpenter, Administrator and Yasuko Mitsuoka Grow, Designer

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Think in Pictures: Like Dr. Grandin (Grades 3-5)

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Students compare agricultural inventors and inventions by creating a timeline of important dates, explore cattle flight zones, and work as agricultural engineers to design a corral system that uses the research of Dr. Temple Grandin. Grades 3-5

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chillan - screaming

silban - hiss

gorjean - chirp

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The story of "Tablet" is that of a boy and his family who are all very interconnected through their technology. They decided to take a weekend trip to a place that didn't have a wifi connection or a signal, they couldn't use their technology. Nato, the main character, gets frustrated that his main source of entertainment is gone but through a strange man in the woods learns that his technology is not that important but his family and the time with them is.

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la orilla = the shore

los ronquidos = the snores

guiñar = to wink

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Throughout the story there is struggle of many characters. In the beginning, Carmela, the spider is extremely hungry and creates her web in hope of catching food. Soon after, she eventually catches a fly and plans on eating him. Come to find out Roberto (the fly), doesn't give up so easily. He is willing to do anything in order to stay alive, and right when he feels as if he might get eaten, he starts singing. This singing confuses the spider, though also makes him feel sympathy for Roberto. Roberto continues to sing and sing, causing Carmela to realize she cant eat him. So turns out Roberto's quick thinking not only saved his life, but created a impactful show for Carmela. Though this story may seem funny, there are many connections or themes that can be pulled out. One big one is never settle for failure. Though Roberto may have flew into Carmela's web and almost got eaten, he chose to never give up, and was willing to do whatever to stay alive. This leads to him singing, and even though it may seem unfamiliar, it works against Carmela and keeps Roberto striving. Overall, when things get low, realize there is always opportunity, and possibility for better change.

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In this story the plot is reinforced by the underlying message of trying new things and to face your fears. The hipo throughout is too afraid to try something so instead puts himself out there and goes out of his comfort zone. Through many new challenges the hipo finally is ready to face his fear of the water and realizes it is not so bad and he enjoys it.

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Mateo's parents give him a blank notebook so that he can draw. Once he draws a red cat with a smiling face, he is very happy, but the cat soon loses his smile. Mateo draws all sorts of toys and gives the cat things to cheer him up, but nothing seems to work. Then, Mateo draws a rat so the red cat can have a friend. Both animals soon have big smiles, but they also quickly fade away. After a long time of thinking, Mateo draws an open window with a sky full of stars so that the rat and the cat can be free. Mateo's notebook is blank again. This story seems to portray a message that sometimes you need to be "set free" or try new things in order to be happy in life and that not all happiness comes from materialistic things.

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Each character is provided two pages apiece for their specific perspective: one to introduce them and another to explain their ideas. Many characters show ways of thinking consistent with major religions or cultures in the real world. There is no dialogue between characters. The story is told from the perspective of an omniscient narrator which both introduces the ideas of the characters and prompts the reader to consider their own beliefs. Each idea is provided the same amount of importance. Each character is an animal, each with a different title and role within the course of the book.

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Education: preparing kids for a future we can't imagine

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Education: preparing kids for a future we can't imagine

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"Creativity should be held with the same importance as literacy."

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This is an informational book aimed towards a younger audience so it is simplified. Describing the characteristics of red pandas, and noises that they make.

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Nato, is the main character of the book and it very focused on his technology. He is a kid who loves his video games, and his parents are usually working on their technology.

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The hidden message is seen through a third person view. The author is an older woman so the hidden message is that the story is really written from an outside point of view of a family, possibly. Therefore the message the author wants to get across would be the increased usage of technology and the driving force it becomes in familial relationships.

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El #Limón mexicano 🍋, pertenece a la familia de los cítricos, caracterizado por su color verde intenso y su alto grado de acidez lo convierten en un producto de gran demanda. 
Las #ManosDelCampoPoblano 👩🏽‍🌾👨🏼‍🌾cosechan limón todo el año.

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Secretaría de Desarrollo Rural de Puebla

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El #Limón mexicano 🍋, pertenece a la familia de los cítricos, caracterizado por su color verde intenso y su alto grado de acidez lo convierten en un producto de gran demanda. 
Las #ManosDelCampoPoblano 👩🏽‍🌾👨🏼‍🌾cosechan limón todo el año. https://t.co/yJUdhNekHi

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Secretaría de Desarrollo Rural de Puebla

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Secretaría de Desarrollo Rural de Puebla

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El #Limón mexicano 🍋, pertenece a la familia de los cítricos, caracterizado por su color verde intenso y su alto grado de acidez lo convierten en un producto de gran demanda.
Las #ManosDelCampoPoblano 👩🏽‍🌾👨🏼‍🌾cosechan limón todo el año. pic.twitter.com/yJUdhNekHi
— Secretaría de Desarrollo Rural de Puebla (@SDRGobPue) October 6, 2021

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El #Limón mexicano 🍋, pertenece a la familia de los cítricos, caracterizado por su color verde intenso y su alto grado de acidez lo convierten en un producto de gran demanda. 
Las #ManosDelCampoPoblano 👩🏽‍🌾👨🏼‍🌾cosechan limón todo el año. https://t.co/yJUdhNekHi

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Secretaría de Desarrollo Rural de Puebla

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El #Limón mexicano 🍋, pertenece a la familia de los cítricos, caracterizado por su color verde intenso y su alto grado de acidez lo convierten en un producto de gran demanda. 
Las #ManosDelCampoPoblano 👩🏽‍🌾👨🏼‍🌾cosechan limón todo el año. https://t.co/yJUdhNekHi

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El #Limón mexicano 🍋, pertenece a la familia de los cítricos, caracterizado por su color verde intenso y su alto grado de acidez lo convierten en un producto de gran demanda. 
Las #ManosDelCampoPoblano 👩🏽‍🌾👨🏼‍🌾cosechan limón todo el año.

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Secretaría de Desarrollo Rural de Puebla

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Check out this Whiteboard designed by Beth Slocum.

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Be a panda in 5 mins with this easy to make DIY pattern. Perfect for a quick costume idea.

Your downloadable papercraft PDF also includes a black and white panda mask template to color in, plus a tiger fact sheet and coloring page. Follow our video tutorial and make your own panda mask in no time!

Great resources for parents and teachers for world book day

Make your own panda animal mask, animal mask color in pages and 5 animal facts color in sheets. Have fun cutting, pasting and making this simple printable animal mask.

YOU WILL RECEIVE:
I PDF HIGH RESOLUTION (300 dpi) file contains the following templates/patterns:

1) Panda mask template and instructions
2) Panda mask black and white color in your own version
3) Panda facts and colour in worksheets (Esp/Eng)

Our digital templates are designed to be easy to make. Beautifully crafted party items, favors and classroom worksheets at a fraction of the price!
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This easy panda mask template is part of our 10 printable animals mask set which include a dog mask, cat mask, owl mask, bear mask pdf, deer mask, fox mask, rabbit mask, tiger mask and koala mask. Available on Etsy here - https://www.etsy.com/listing/223805703/10-printable-animal-masks-dog-cat-bear

Watch our Happy Animal Friends video here - https://www.youtube.com/watch?v=dan56P-bVHM!
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DIGITAL DELIVERY:

The templates will be available for immediate download as soon as your payment clears. This listing is for a digital files (PDF) only. This PDF file will be sent to your email address - We won't print or ship to you!*

________________________________________________________

PRINTING:

You can print from your home or office printer or take to your local print shop. You will need Adobe Acrobat Reader to open this PDF file. If it's not already pre-installed on your computer, you can download it for free - get.adobe.com/reader.

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GETTING THE BEST OUT OF YOUR PANDA MASK PRINTABLE:

PAPER
Use a white card stock or something with a little more weight than standard printing paper. Our top economy tip is to buy a cartridge block pad and trim down the pages to fit your printer. The paper is usually just the right weight (of 120gsm) and has a lovely matt texture. (N.B Please check your printer settings first!)

SCISSORS
we recommend scissors for most of our paper crafts, as we find scissors are much easier to handle than a craft knife (at least on curves) and most people have them at hand. If you feel comfortable with a craft knife, go for it!

SCORING FOLDS OR CREASES
You can use the back of a butter knife to score folds before putting together your kit.

GLUE
A regular stick glue is fine for most of our printable paper crafts!

COPYRIGHT AND TERMS OF USE: © HAPPYTHOUGHT. All rights reserved. IMPORTANT {PLEASE READ}

CONTACT:

Please feel free to contact us if you have any queries.

Give a little love, leave a review, a rating or tick one of the social buttons below. Thanks.

Easy ideas for dressing up as a panda!

Learn more about this item

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Panda Mask Template DIY No Sew Mask Pattern. Instantly Make a Panda Mask With Our Easy to Download PDF Printable Templates by Happythought - Etsy

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This Party Favors item by Happythought has 12 favorites from Etsy shoppers. Ships from United States. Listed on Apr 5, 2024

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To learn how to draw a Red Panda, try this easy step by step tutorial. Don't get thrown by the Panda name, they actually look more like (and are the size of) a cat.

The Red Panda is a mammal that lives in trees in China and the Himalayas. For tech nerds, it is also known as the "Firefox" and is the logo of the web browser Mozilla Firefox.

Chinese red pandas are found north of the river in northern Myanmar, southeastern Tibet, and two southwestern provinces in China, while Himalayan red pandas are found south of the river in Nepal, India, Bhutan, and southern Tibet.

Red Pandas are endangered and efforts are needed to help to save them. One of the best way to save endangered animals is to spread awareness about them and teach our kids why these animals are important and why there is a need to save them from extinction.

This tutorial will show students how to draw a Red Panda and include their unique markings on their face, and the pretty pattern in their tail. That light stripe pattern is easy to do if you just change the coloring pressure with the same crayon. A dark orange crayon will make a very nice matching light orange color if you just color lightly with it.

MATERIALS

DIRECTIONS

Time needed: 1 hour.

How to Draw a Red Panda

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Draw a Red Panda · Art Projects for Kids

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The Red Panda is a mammal that lives in trees in China and the Himalayas. For tech nerds, it is also known as the "Firefox" and is the logo of the web browser Mozilla Firefox.