Engineering

Introduction
Children exposed to engineering in their early years have the chance to solve problems, test their ideas, and grow resilient via the hands-on creation and testing process. Through these encounters, children are urged to participate in trial and error, discover solutions for challenges, and appreciate both their achievements and their mistakes. Youngsters who participate in creating and designing learn key components of creativity and invention—perserverance, spatial reasoning, and critical thinking—which are traits of which they need (Bers, 2018). Engineering is a very valuable addition to a creative early childhood curriculum because of its capacity to build an integrated approach to learning by including imagination, logic, and cooperation.

Theories and perspective
Developed by Seymour Papert, constructionism emphasises learning by doing—that is, in which students build information by making objects, whether they be digital or real (Papert, 1980). Engineering-related activities are great match for this approach as they provide children the chance to learn by means of the process of producing, trying, and reflecting. Jerome Bruner's 1960 spiral curriculum idea has been demonstrated to support the idea that pupils may return to engineering concerns over time with a deeper understanding and a greater degree of complexity. These concepts of the relevance of design help to highlight the advantages of constant, iterative design experiences that support creativity, agency, and resilience in young learners.

Resources and Technologies
Early childhood environments should provide engineering tools with open-ended, developmentally appropriate nature as well as diversity. Children benefit from materials such marble runs, LEGO bricks, wooden blocks, straws, ramps, pulleys, and repurposed goods. < Marble runs are also useful. Two digital tools available to older children to introduce them to basic design and programming concepts are Tinkercad and ScratchJr. Simple, basic circuits like Makey Makey or Snap Circuits offer intriguing starting points into the field of electronics and the relationships between causes and effects. By means of design and instrument experimentation, children may translate their creative ideas into actual form, therefore fostering creativity (Martinez & Stager, 2013).

Learning Experiences by Age Group
To enhance their motor skills and spatial awareness, young children between the ages of 0 and two years explore building and tumbling constructions out of soft foam blocks. Teachers scaffold terminology like "tall," "fall," and "again" to help pupils develop both physically and cognitively.
Toddlers between the ages of two and three use ramps and balls to learn about movement, speed, and gravity. As they try several angles and surfaces, they begin to understand cause and effect and enjoy waiting for the outcomes of their experiments.
Children between the ages of three and five build bridges out of loose materials like paper cups, craft sticks, and tape. This exercise promotes imaginative thinking, group projects, and problem-solving as kids test their constructions' strength and balance. It also helps them discover answers.
Children between the ages of six and eight conceive and build catapult designs using rubber bands and popsicle sticks. They probe dimensions like distance, angles, and force, then improve their models by means of testing and introspection. Having guided discussions on the engineering-related operations and concerns could help this age group.
Original Creative Opportunities
Children ages 0 to two years old: "Tumble Towers"
Children pick up ideas of balance, structure, and gravity as they construct towers out of soft blocks and enjoy knocking them down. Teachers can promote mathematical language (such as "more," "high," and "up"), and repetition with the goal of mastery.
"Roll and Race" is two to three year old age range.
Using cardboard ramps and a range of objects—cars, balls, blocks—children test which object rolls the fastest. Through height adjustments, outcome comparison, and group projects with their peers, kids cultivate curiosity and tenacity in the context of an exciting engineering activity.
Third through five years: "Bridge Builders"
Youngsters are tasked with building a bridge out of just cups, sticks, and tape strong enough to sustain a toy animal across its span. This work promotes creative thinking, design thinking, and teamwork even while it supplies a range of entry points and possible solutions.


Critical Reflection
Mistakes are not just accepted in the field of engineering; rather, they are seen as essential for growth. Giving students open-ended challenges and motivating them to test and reevaluate their ideas helps me to teach this as well. My role is to underline that failure is a crucial step on the road to creation and act as a model of curiosity and persistence. I get great pleasure in co-designing with young people. Leading enquiries like "What would happen if..." and "Can we try a different way?" appeal to them. These conversations enable children to grow more confident and agentful. Drawing on the ideas of constructionism put out by Papert in 1980, I support a highly individualised, participatory, creative learning process. Martinez and Stager (2013) claim that early engineering experiences not only help to build problem-solving skills but also a strong love of investigation, experimentation, and teamwork.
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