TEC Box

Teacher sits at a table with young children and art supplies
icon of the letter M icon of the letter E

A creative problem solving experiential learning activity for grades 1-5.

Tinker. Explore. Create. (TEC) Box is an experiential learning and maker movement activity that actively engages learners, encourages them to think for themselves, work hard, and ultimately learn more. TEC Box was developed to introduce youth to the idea of entrepreneurship; encourage active listening that leads to empathy, facilitate creative problem solving, and focus on the non- technical aspects of entrepreneurship. Through the TEC Box program, your students will engage with entrepreneurship and utilize their innovative spark!

Cardboard box full of maker supplies

TEC Box Overview

Tinker. Explore. Create. is a series of four activity sessions created by the “Youth Entrepreneurship and Business Opportunities” team within Nebraska Extension.

Session 1: Explore Entrepreneurship

TEC Box Words & High Five Circle: Students identify their own skills, likes and dislikes, and encourage one another.
Think Like Entrepreneurs: Students use storytelling to understand entrepreneurship as a product or service that can benefit people.
Community Entrepreneurs: Students apply new knowledge to business owners in their community.
Sum it Up! Students review all they have learned.

Session 2: Walk in Their Shoes

TEC Box Words & High Five Circle: Students refine their understanding of their own strengths and how to encourage strengths in one another.
Design Thinking: Students role play customer feelings and needs through scenario cards and discussion.
Brainstorm & Team Ideas: Students brainstorm and sketch solutions to problems, then collaborate to create top products to pursue.
Sum it Up! Students review all they have learned.

Session 3: Tinker. Explore.Create

TEC Box Words & High Five Circle: Students continue to refine their understanding of their own strengths and how to encourage strengths in one another.
Create Product Prototypes: Students create prototypes based on the most successful product designs from the previous session.
Quick Pitch: Students answer questions such as: Who is your customer? What is your product? What problem did you solve?
Sum it Up! Students review all they have learned.

Session 4: Trial Run

Preparation: Groups prepare their products (games) for peers to experience.
Trial Run: Students experience each other's games and provide feedback.
High Five Circle: Students stand in a circle and compliment one another on their strengths and accomplishments.
Sum it Up! Students review all they have learned.
Program Evaluation: Students complete a program evaluation online.

Questions?

Get in touch. We'd love to find the perfect program for your community.


Get in touch