The Ultimate Solution for Students
Education Planning Participants learn about the benefits of finishing high school and planning for education and career; how to identify available options for post-secondary education; how to recognize relationship between education, careers and lifestyles; develop effective study habits and time management skills; learn on-line resources for SAT and Act preparation.
Big Picture: Recognize the relationship between education, careers and lifestyle
Reflection: Analyze environmental influences on educational choices an values
Goal Setting: Set goals based on interests and aptitudes and develop a working plan
Skills and Habits: Develop effective study habits, skills, and test taking strategies
Resources:Do college and grant searches, find mentors
Innovative Ways to Reach and Teach Youth
The Conflict Resolution module includes five (5) theme-based social and emotional units that use story-telling, reading and writing comprehension, discussion groups, situation analysis and contemporary music and games to help students succeed.
ON THE REEL
Is the animated short that starts off each module, in which The Crew of virtual teens provide examples of how to build skills and avoid the pitfalls of adolescence by understanding the consequences of their decisions.
BREAK IT DOWN
Replays portions of the animation that the YLA Team Leader uses to facilitate critical thinking, group analysis and discussion. This activity teaches teens to identify problems as risk, draw conclusions, and learn through experience. Behind the scenes to respect one another and build empathy.
WRITE TO THE POINT
Allows participants to express their individual views in a journal to reinforce the lessons learned in prior sessions. Students use their critical thinking and reasoning skills to build knowledge, change attitude and improve their behavior.
WE GOT GAME
Takes the lesson to a physical plane, allowing students to act on the topic and to integrate the lesson experientially through floor games and role-playing. Participants learn to trust, have empathy, and work collaboratively in groups.
Is a TV-style quiz game that measures retention without feeling like a test. It allows for evaluation and assessment of participants.