
Spark Curiosity, Joy, and a Love of Learning
Free, educator-informed resources that spark connection, creativity, and equity across youth learning spaces nationwide.





Check out some of our favorite Collections!
Active Kids and Minds Functional Fitness: Weeks 1-4
Whole Body, Whole Self, Leadership and Teamwork
12 Activities
Active Kids and Minds Functional Fitness: Weeks 1-4
Active Kids and Minds
K - 8
8 Hours
Join Active Kids and Minds as they share a series of fun activities for incorporating functional fitness skills for young people. The guided physical activity program includes fundamental movements, along with running, games, mindfulness, and nutritional talks - all in a fun and inclusive environment.
The Active Kids and Minds program is structured as a 12-week program, providing three activities per week. The 12-weeks are grouped into three Mizzen Collections, starting with Weeks 1-4, followed by Active Kids and Minds Functional Fitness: Weeks 5-8, and finishing with Active Kids and Minds Functional Fitness: Week 9-12. All Collections can be found in the Mizzen Collections section.
Before getting started with the program, it is important to visit the Related Pro Tips linked below. The Pro Tips provide an introduction to the program, details on the program structure, and a helpful list of tips and tricks to guide facilitation of the program activities.
Discover Collection
Intro to Entrepreneurship (Grades 3-5)
STEM Lab: Build, Tinker, Explore, Future Ready: Learning and Earning
3 Activities
Intro to Entrepreneurship (Grades 3-5)
VentureLab
3 - 5
1 Hour 30 Minutes
Discover Collection
Creativity and Play (Grades 6-12)
STEM Lab: Build, Tinker, Explore, Arts in Action
2 Activities
Creativity and Play (Grades 6-12)
VentureLab
6 - 12
1 Hour 30 Minutes
This is a series on play and being playful, considered cornerstones of creativity and idea generation.
In the first activity, "Play Stations," students are provided with the opportunity to play and reconnect with their own innate creativity.
In the second activity, "Wacky Inventions," students work in groups to use existing products and objects to come up with (and then act out) the wackiest inventions they can think of.
Why is play important? There is significant evidence that many ideas for new products and services were developed through playing around with ideas, materials and products. Play itself gives us a fresh perspective which is often critical in solving problems and being innovative.
Play also helps us better understand the world around us because we can explore things in a fun way - we can make and build, create new worlds and personas, play new games and break the rules without fear of consequences. Play helps entrepreneurs innovate because it's risk-free—there's no judgment or failure when you're playing.
Using play and being playful as a tool for developing creativity can improve one's ability to generate ideas and solve problems. Often, to be able to come up with lots of ideas people need to be given permission to play around and be free from judgment!
Discover Collection
Health and Wellness for Families and Programs K-5th Grade
Leadership and Teamwork, Whole Body, Whole Self
8 Activities
Health and Wellness for Families and Programs K-5th Grade
Mizzen Education, Inc.
K - 5
5 Hours 45 Minutes
Discover Collection
Animal Adaptations
STEM Lab: Build, Tinker, Explore, The Natural World
3 Activities
Animal Adaptations
National Wildlife Federation
K - 8
Discover Collection
Make It Move Invention Camp
Arts in Action, STEM Lab: Build, Tinker, Explore
15 Activities
Make It Move Invention Camp
OregonASK
6 - 8
15 Hours 45 Minutes
Discover Collection
Active Kids and Minds Functional Fitness: Weeks 1-4
Whole Body, Whole Self, Leadership and Teamwork
12 Activities
Active Kids and Minds Functional Fitness: Weeks 1-4
Active Kids and Minds
K - 8
8 Hours
Join Active Kids and Minds as they share a series of fun activities for incorporating functional fitness skills for young people. The guided physical activity program includes fundamental movements, along with running, games, mindfulness, and nutritional talks - all in a fun and inclusive environment.
The Active Kids and Minds program is structured as a 12-week program, providing three activities per week. The 12-weeks are grouped into three Mizzen Collections, starting with Weeks 1-4, followed by Active Kids and Minds Functional Fitness: Weeks 5-8, and finishing with Active Kids and Minds Functional Fitness: Week 9-12. All Collections can be found in the Mizzen Collections section.
Before getting started with the program, it is important to visit the Related Pro Tips linked below. The Pro Tips provide an introduction to the program, details on the program structure, and a helpful list of tips and tricks to guide facilitation of the program activities.
Discover Collection
Intro to Entrepreneurship (Grades 3-5)
STEM Lab: Build, Tinker, Explore, Future Ready: Learning and Earning
3 Activities
Intro to Entrepreneurship (Grades 3-5)
VentureLab
3 - 5
1 Hour 30 Minutes
Discover Collection
Creativity and Play (Grades 6-12)
STEM Lab: Build, Tinker, Explore, Arts in Action
2 Activities
Creativity and Play (Grades 6-12)
VentureLab
6 - 12
1 Hour 30 Minutes
This is a series on play and being playful, considered cornerstones of creativity and idea generation.
In the first activity, "Play Stations," students are provided with the opportunity to play and reconnect with their own innate creativity.
In the second activity, "Wacky Inventions," students work in groups to use existing products and objects to come up with (and then act out) the wackiest inventions they can think of.
Why is play important? There is significant evidence that many ideas for new products and services were developed through playing around with ideas, materials and products. Play itself gives us a fresh perspective which is often critical in solving problems and being innovative.
Play also helps us better understand the world around us because we can explore things in a fun way - we can make and build, create new worlds and personas, play new games and break the rules without fear of consequences. Play helps entrepreneurs innovate because it's risk-free—there's no judgment or failure when you're playing.
Using play and being playful as a tool for developing creativity can improve one's ability to generate ideas and solve problems. Often, to be able to come up with lots of ideas people need to be given permission to play around and be free from judgment!
Discover Collection
Health and Wellness for Families and Programs K-5th Grade
Leadership and Teamwork, Whole Body, Whole Self
8 Activities
Health and Wellness for Families and Programs K-5th Grade
Mizzen Education, Inc.
K - 5
5 Hours 45 Minutes
Discover Collection
Animal Adaptations
STEM Lab: Build, Tinker, Explore, The Natural World
3 Activities
Animal Adaptations
National Wildlife Federation
K - 8
Discover Collection
Make It Move Invention Camp
Arts in Action, STEM Lab: Build, Tinker, Explore
15 Activities
Make It Move Invention Camp
OregonASK
6 - 8
15 Hours 45 Minutes
Discover Collection
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Whole Body, Whole Self
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The Natural World
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Copyright © 2025, Mizzen Education, Inc. is a 501(c)(3) nonprofit on a mission to empower, uplift and support out-of-school time educators.


Copyright © 2025, Mizzen Education, Inc. is a 501(c)(3) nonprofit on a mission to empower, uplift and support out-of-school time educators.

