# Eco Guardians

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## Student Playbook

Fun classroom and family activities that emphasize the Four Cs of 21st Century Education Skills – Collaboration, Communication, Creativity and Critical Thinking. Students can review, identify details, remember, apply skills and share their knowledge with family and friends.

Co-curricular subjects included: Math, Reading, Science, Language Arts, Spelling and Arts

Activities: Vocabulary, Word Scramble, Word Find, Math Message, Crossword, Quiz and Take Home Activity

Class time: 60-90 minutes

Printable or download PDF

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## Kilowatt Kitchen E-Book

Purpose of Activity: Review, Reading and Reading Comprehension

Description: An interactive digital story to help students read with sufficient accuracy and fluency to support comprehension. Teachers can use this activity to support and apply grade-level phonics and word analysis skills in decoding words and meanings.

Time: 20-30 minutes
Grade Range: 3-5
Plays best on whiteboard, computer, tablet or smart phone

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## Graphic Novel

Description: Flip through this colorful graphic novel for a new and engaging story. With fun artwork, entertaining characters and expanded information, the Electrana graphic novel offers a page-turning experience.

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## Electrana! Digital Breakout Game

Description: A digital breakout game based around the content in this program.

Game Story: You enter the offices of The Energized Guyz, a league of superheroes who track down and eliminate energy waste. One of these heroes, Electrana (aka Ella Hollinsworth), has gone missing, leaving behind nothing but a few digital clues. With Electrana missing, The Energized Guyz’ arch nemesis, Professor Ohm, can get busy wasting energy all over the community. You must use your wits to solve the clues to find Electrana and stop Professor Ohm’s shenanigans, before all the energy in our town is wasted!

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## Energy Word Search

Purpose of Activity: Identify Details, Review, Apply Skills, Read or Listen

Description: A word search game to test your skills at finding science terms.

Time: 10 to 15 minutes
Grade Range: 3-5
Plays best on whiteboard, computer, tablet or smart phone

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## Electric Line

Purpose of Activity: Apply Skills

Description: A puzzle game that uses spatial thinking to create a connection from one end to another.

Time: 10 to 15 minutes
Grade Range: K-5
Plays best on whiteboard, computer, tablet or smart phone