About this course
Yeti Academy is a Revolutionary Way to Teach STEM in the Classroom or Online
With Yeti, each web-based experience is designed to provide multiple learning opportunities and engages students with a variety of learning styles. Yeti Code enables students to learn and practice coding in a unique multiplayer game environment. Our project-based STEM modules are designed for both 3rd-5th and 6th-9th grade students with a project-based appeal where students journey through different learning opportunities and teachers are supplied with extensive resources including lesson plans, activities, slide shows, tests and more that can be used in their electronic format or printed. Each module is methodically prepared by a highly accredited curriculum designer with years of STEM teaching experience.
A First-To-Market Multiplayer Coding Game
Yeti Code is a unique learning opportunity that teaches both beginning and advanced students to code in single and multi-player games. Students can play against each other in a virtual environment and motivate each other to progress in their coding skills.
Yeti Academy offers two distinct coding curriculums. Yeti Code Level 1 is perfect for first-time coders and suggested for grades 2-4. Yeti Code Level 2 is for students who have already been exposed to coding and is suggested for grades 4-8.
Yeti STEM Modules
Multimodal Learning Opportunities
Yeti STEM curriculum provides students with relevant, tech-based learning experiences and supports efficient workflow processes for teachers by providing all of the class materials. The extensive teacher resources we have made available to teachers in our platform is what sets Yeti Academy apart from any other STEM applications!
Our modules include topics ranging from introductory biology/life science, computational thinking, to digital citizenship, and training in G Suite applications. Teachers can even use Yeti Academy to build their own curriculum and serve it up to their students using Yeti Academy’s suite of tools and features. Lessons consist of the following seven components: Engage, Elaborate, Empower, Explain, Evaluate Enrich, and Explore; each providing unique opportunities for learning.
YETI CODE (Grades Level 1: 2-4, Level 2: 4-8)
Teaches students coding skills in a fun interactive Yeti snow mountain environment. Coding games can be played by single students or students can go head to head as multiplayer coding competitions.
CUSTOM TYPING (Grades K-12)
Custom Typing allows you to build your own typing curriculum! This easy to use typing module allows teachers to serve up custom typing lessons to their students. Yeti Type is a great way to reinforce critical keyboarding skills while serving up content that is relevant to your students’ current learning objectives.
THEME PARKS (Google Suite: Grades 6-9)
Theme Parks is a technology-based curriculum where students learn to use Google Suite while building their very own theme park. Students work through each of the lessons and learn the tools they need to make it a (virtual) reality! From logo design to site visit planning, and creating e-portfolios, Theme Parks offers hands-on learning to help develop your students business, school related, and personal skills. This course features an intentional inclusion of digital citizenship topics.
SPORTS MED (Biology/Life Science: Grades 6-9)
Sports Med is a technology-based introductory Biology/Life Science elective class based on NGS Standards. It provides a student-driven project and problem-based curriculum. The module is broken down into thirteen concepts, each with varying numbers of lessons. Each lesson page includes seven student modalities. The pacing of the module can easily be adapted based on the preferences of the classroom teacher and time restraints of the class and can be easily adapted to the teaching style of any classroom.
MODULE BUILDER (Grades K-12)
“Yeti-fy” your own curriculum and serve it up with ease to your students with this handy custom module building tool that includes ready to go templates to choose from, gamification, and access to all the exciting in app features Yeti offers. Easy to follow setup instructions for teachers and a great learning experience for students. The skies the limit for what you can do with this tool!
SNOWBOARD SHOP (Google Suite: Grades 3-5)
Sadie Shred is opening a snowboard shop called the “Backcountry Yeti” at the Black Diamond Peak ski resort. Students will help her launch a successful business and ride the chute past the competition! Students will learn and use Google Suite to help Sadie accomplish her tasks. Complete with in app video guidance.
SUPER CITIZENSHIP (Digital Citizenship Grades 3-5)
Prepares your 3-5 students to be successful in this digital age with this curriculum that is aligned with ISTE standards. Digital citizenship concepts are brought to life with a series of exciting super hero videos with lessons to reinforce learning, and an illustrated scenario-based quiz.
THE PIZZERIA (Computational Thinking: Grades 3-5)
As students journey through each concept and lesson, they are considering different facets associated with operating Bigfoot’s Pinecone Pizzeria restaurant. “The Pizzeria” module is divided into four concepts, corresponding to the four elements of computational thinking: Decomposition, Pattern Recognition, Abstraction, Algorithmic Thinking.
SPORTS PR AGENCY (Digital Citizenship: Grades 6-9)
In the Sports PR Agency module, students will participate in individual and collaborative project and problem based activities, centered around digital influence topics and scenarios. “Working” in a virtual PR agency, students will manage athletes and help them to understand the impact and etiquette surrounding digital influence. Complete with introductory videos featuring real world teens offering instant identification and relatability for your students!
BIKE SHOP (Computational Thinking Grades 6-9)
This module is divided into four concepts, corresponding to the four elements of computational thinking: Decomposition, Pattern Recognition, Abstraction, Algorithmic Thinking and utilizes a technology-based and student-driven curriculum where students practice computational thinking through a problem-based approach.