12 Activities
•
Grades K - 8
Active Kids and Minds Functional Fitness: Weeks 1-4
Leadership and Teamwork, Health and Wellness
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
10 Activities
•
Grades 3 - 12
Youth Voice
Social and Emotional Awareness, Leadership and Teamwork
Youth Voice
Mizzen Education, Inc.
3 - 12
8 Hours 15 Minutes
Discover Collection
12 Activities
•
Grades K - 5
Art Projects for K-5th Grade at Home or in Small Groups
Arts, Literacy
Art Projects for K-5th Grade at Home or in Small Groups
Mizzen Education, Inc.
K - 5
10 Hours
Discover Collection
12 Activities
•
Grades K - 12
Foster Health and Wellness with Richmond Brown, Jr.
Health and Wellness, Leadership and Teamwork
Foster Health and Wellness with Richmond Brown, Jr.
Mizzen Education, Inc.
K - 12
Belonging. New friends. Fresh foods. Joy. Embracing a whole-child perspective, this playlist celebrates the many everyday ways we can nourish youth health and wellness. Dive into this collection and you’ll find blood-pumping relay races, team-building balloon tosses, and creativity-boosting game design. Plus this playlist is brimming with learning resources you can use to introduce youth to yoga, mindfulness meditation, and the health benefits of seasonal fruits and vegetables!
“Physical activity, creative expression, and social interaction are all essential for well-rounded development that goes beyond the classroom. Whether it’s through sports, outdoor adventures, or introductions to wellness, youth learn the value of taking care of their body and mind. And that’s a cornerstone of their success and happiness.” — Richmond Brown, Jr.
Richmond Brown, Jr. is a native of Charleston, SC who recently relocated to Los Angeles, CA continuing 15 years of dedication and service in leadership in the out-of-school time field. As the Associate Director of Programs with Woodcraft Rangers, he oversees expanded learning partnerships and 21st CCLC programs throughout the Los Angeles area.
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12 Activities
•
Grades 6 - 8
Art and Design For Middle School at Home
Arts, Literacy
Art and Design For Middle School at Home
Mizzen Education, Inc.
6 - 8
12 Hours 5 Minutes
Discover Collection
9 Activities
•
Grades K - 12
Grow & Go: Learn with Lt. Governor Gilchrist (Future Ready)
Digital Media and Communications, Career and Future Readiness, Literacy
Grow & Go: Learn with Lt. Governor Gilchrist (Future Ready)
Mizzen Education, Inc.
K - 12
6 Hours 55 Minutes
Gear up for 21st century learning with Michigan Lieutenant Governor Garlin Gilchrist II and Mizzen!
Designed to create awareness and discussion about how technology and innovation impact the workplace and workforce, this playlist with activities for grades K-12 explores skills and competencies required to success in 21st century careers.
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4 Activities
•
Grades 3 - 8
Things to Know Before You Grow
Nature and Wildlife, Social and Emotional Awareness, STEM
Things to Know Before You Grow
Farm to Table Kids
3 - 8
4 Hours 55 Minutes
Discover Collection
9 Activities
•
Grades K - 2
Reading and Literacy Enrichment, Grades K-2
Literacy, Digital Media and Communications
Reading and Literacy Enrichment, Grades K-2
Mizzen Education, Inc.
K - 2
6 Hours 45 Minutes
The playlist has been curated to support reading and literacy enrichment through fun and innovative learning experiences. This playlist supports grades K-2 and can be implemented in a various out-of-school settings.
Discover Collection
12 Activities
•
Grades K - 12
Catalyze STEM Learning with Kayla Ambesi
STEM, Nature and Wildlife
Catalyze STEM Learning with Kayla Ambesi
Mizzen Education, Inc.
K - 12
Discover Collection
2 Activities
•
Grades 3 - 5
Innovator Trading Cards (3-5)
Health and Wellness, Literacy, Leadership and Teamwork
Innovator Trading Cards (3-5)
Mizzen Education, Inc.
3 - 5
1 Hour 50 Minutes
In this collection, learners explore the stories of lesser-known Black American innovators by creating their own Innovator Trading Cards. Using short texts and close reading strategies, students identify key details about how each innovator helped their community and represent that learning through words, symbols, and color. As the weeks progress, learners build a growing card collection connected by shared themes. In the final game, students use their cards to respond to community challenge scenarios, practicing teamwork, reasoning, and explaining how different kinds of innovation work together to solve problems.
Discover Collection
12 Activities
•
Grades K - 8
Active Kids and Minds Functional Fitness: Weeks 9-12
Leadership and Teamwork, Health and Wellness
Active Kids and Minds Functional Fitness: Weeks 9-12
Active Kids and Minds
K - 8
8 Hours
Finish strong with Active Kids and Minds Functional Fitness third and final Collection. Covering Weeks 9-12, this Collection brings together skills learned throughout the program, and celebrates the accomplishments of participants.
Discover Collection
3 Activities
•
Grades 6 - 8
Sustainable Cities
Nature and Wildlife, STEM, Social and Emotional Awareness
Sustainable Cities
City Parks Foundation
6 - 8
2 Hours
Discover Collection
2 Activities
•
Grades 6 - 12
Innovator Trading Cards (6-12)
History and Society, Literacy, Leadership and Teamwork
Innovator Trading Cards (6-12)
Mizzen Education, Inc.
6 - 12
2 Hours
This collection invites learners to analyze the work of lesser-known Black American innovators and transform their learning into a collaborative, challenge-based experience. Students design Innovator Trading Cards by closely reading informational texts, identifying historical context, and synthesizing each innovator’s contribution using evidence and symbolism. In the final game, learners apply teams of innovators to complex community scenarios, justifying their choices with text-based reasoning and historical insight. Together, the card design and gameplay encourage critical thinking, interdisciplinary connections, and a deeper understanding of how innovation, leadership, and culture shape society.
Discover Collection
4 Activities
•
Grades 3 - 12
Intro to Science Notebooking
STEM, Nature and Wildlife
Intro to Science Notebooking
California Academy of Sciences
3 - 12
4 Hours
Discover Collection
5 Activities
•
Grades 3 - 5
Building a NewsHour: Part 2
Digital Media and Communications, Literacy
Building a NewsHour: Part 2
PBS
3 - 5
1 Hour 30 Minutes
Discover Collection
7 Activities
•
Grades 3 - 12
Making Comics!
Literacy, Arts
Making Comics!
OregonASK
3 - 12
6 Hours
Discover Collection
14 Activities
•
Grades 3 - 8
I'm Beginning to See the Light
Arts, STEM
I'm Beginning to See the Light
Jazz at Lincoln Center
3 - 8
14 Hours
Discover Collection
12 Activities
•
Grades K - 8
15-30 Minute Activities for Busy Summer Days
Leadership and Teamwork, STEM, Arts, Social and Emotional Awareness, Literacy
15-30 Minute Activities for Busy Summer Days
Mizzen Education, Inc.
K - 8
3 Hours 40 Minutes
Need quick summer camp activities that are easy to lead? These 15-30 minute low-prep activities are perfect for transitions, schedule gaps, rainy days, and last-minute plan changes. Designed for summer programs, they keep youth engaged without adding stress to your day.
Discover Collection
13 Activities
•
Grades 3 - 5
American History: Elevating Black Voices (3-5)
History and Society, Literacy, Leadership and Teamwork
American History: Elevating Black Voices (3-5)
Mizzen Education, Inc.
3 - 5
9 Hours 10 Minutes
This Collection is a weekly, hands-on playlist that helps learners explore how stories, creativity, problem-solving, and leadership shape communities and American history. Through engaging texts, Innovator Trading Cards, and theme-based activities in literacy, STEM, the arts, and collaboration, students discover lesser-known Black Americans whose voices and ideas have made a lasting impact. Each week introduces a new theme that strengthens reading comprehension, evidence-based thinking, creativity, and teamwork, while giving learners multiple opportunities to apply their understanding through discussion, design, and gameplay. Designed for flexible facilitation and active learning, this playlist shows that innovation happens in many ways—and that elevating diverse voices deepens our understanding of history.
For a consistent learning experience, it is recommended that this collection be completed in the sequence outlined below. This allows learners to apply the weekly themes from the Innovator Playing Cards through supplementary activities.
Week 1: Storytelling and Voice
Designing Innovator Trading Cards (3-5)
Word Detectives
What is that Tone
Rhythm and Language
Week 2: Inventing and Problem Solving
Designing Innovator Trading Cards (3-5)
S.INQ Mechanical Engineering Self Propelled Cars
Arm and Belt Accessories
Engineering an Upgrade (Grades 3-5)
Week 3: Creativity and Expression
Designing Innovator Trading Cards (3-5)
The Animal Spin
Create and Perform a Scene from a Book
Clay Pinch Pot
Week 4: Leadership and Change
Designing Innovator Trading Cards (3-5)
Playing Innovator Trading Cards (3-5)
More Tools Are Better Than One
Build Your Own Obstacle Course
Discover Collection
2 Activities
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Grades K - 2
Innovator Trading Cards (K-2)
History and Society, Literacy, Leadership and Teamwork
Innovator Trading Cards (K-2)
Mizzen Education, Inc.
K - 2
1 Hour
Students will engage in a four-week learning experience focused on creating innovator trading cards. This project allows them to explore and highlight the varied contributions of Black Americans to their communities, developing key skills such as listening, drawing, speaking, and foundational categorization. In the final week, Week 4, students will use their completed trading cards to determine the most suitable type of community helper for various scenarios.
There are two activities in the Innovator Trading Card Collection:
Activity 1, Designing Innovator Trading Cards, focuses on the "theme of the week," learning about the innovators and their influence, and designing the innovator trading cards.
Activity 2, Playing Innovator Trading Cads, focuses on facilitating the associated game to reinforce learning.
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3 Activities
•
Grades K - 2
Creativity: Play
Arts, STEM
Creativity: Play
VentureLab
K - 2
2 Hours
Play and being playful are considered cornerstones of creativity and idea generation. 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.
In Activity 1, students will be using their imaginations to transform everyday objects into something different and playing through design challenges during Activity 2. Students will rotate in teams to four different stations with a challenge to create something at each. Finally, Activity 3 will involve creative play as students create a menu and play food for an alien planet. To close out the activity and lesson, students will role play waiters/waitresses and customers at each other's diners.
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3 Activities
•
Grades 6 - 8
Disappearing Bees
STEM, Nature and Wildlife
Disappearing Bees
The Nature Conservancy
6 - 8
3 Hours
Discover Collection
11 Activities
•
Grades K - 5
STEM Activities for K-5th Grade at Home or in Small Groups
STEM, Arts
STEM Activities for K-5th Grade at Home or in Small Groups
Mizzen Education, Inc.
K - 5
10 Hours
Discover Collection
5 Activities
•
Grades 3 - 5
Building a NewsHour: Part 3
Digital Media and Communications, Literacy
Building a NewsHour: Part 3
PBS
3 - 5
1 Hour 30 Minutes
Discover Collection
2 Activities
•
Grades K - 8
Helping My Community
Nature and Wildlife, STEM
Helping My Community
National Wildlife Federation
K - 8
Discover Collection
2 Activities
•
Grades 6 - 12
Intro to Entrepreneurship (Grades 6-12)
Career and Future Readiness, STEM
Intro to Entrepreneurship (Grades 6-12)
VentureLab
6 - 12
1 Hour 30 Minutes
Discover Collection
3 Activities
•
Grades K - 8
Animal Adaptations
Nature and Wildlife, STEM
Animal Adaptations
National Wildlife Federation
K - 8
Discover Collection
4 Activities
•
Grades K - 8
Weather
Nature and Wildlife, STEM
Weather
National Wildlife Federation
K - 8
Discover Collection
9 Activities
•
Grades 9 - 12
The World of Business & Entrepreneurship
Career and Future Readiness, Leadership and Teamwork
The World of Business & Entrepreneurship
Mizzen Education, Inc.
9 - 12
6 Hours 45 Minutes
Discover Collection
5 Activities
•
Grades K - 2
Intro to Entrepreneurship (Grades 1-2)
Career and Future Readiness, STEM
Intro to Entrepreneurship (Grades 1-2)
VentureLab
K - 2
2 Hours
This foundational series of activities introduces elementary students to the concept of entrepreneurship. Expanding beyond the idea that entrepreneurs are just people who set up and run a company, the team at VentureLab wants students to also develop an entrepreneurial way of thinking and acting on ideas.
Through this collection of activities, students develop an understanding of the basic entrepreneurial skills and mindset, as well as what it means and feels like to be an entrepreneur.
Activity 1 ("What is an Entrepreneur?") introduces students to what entrepreneurs are, with students creating a poster of themselves using key words centered on the entrepreneurial mindset.
Activity 2 ("Idea Journals and the Entrepreneur Song") introduces the Idea Journal, a notebook where students can record all of their great ideas in one place. Students also learn a song and the entrepreneurial mindset.
In Activity 3 ("Entrepreneurs, Help Heather!") students design a perch to help an imaginary very tiny friend who wants to be able to see around the room. This problem-solving will help students to experience what it's like to be an entrepreneur.
Activity 4 ("Product Analysis & Snapshot of Famous Entrepreneur, Indra Nooyi") is all about analyzing different products and thinking about the entrepreneur behind the product and what they thought about for it to come to life. This activity will really kick start student interest as they consider the wider world of business and entrepreneurship.
Finally, after looking at what goes into creating a product and learning about what appeals to customers, students will draw three cards from three different categories in Activity 5 ("Draw Three") and be challenged to come up with a new product idea.
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12 Activities
•
Grades 3 - 5
Nickelodeon Our World: The Play Lab
STEM, Arts
Nickelodeon Our World: The Play Lab
Nickelodeon + Mizzen Education
3 - 5
12 Hours
Attention, Funologists! Nickelodeon's Our World is calling on young innovators to join them in their Play Lab to help design thrilling new games for Worldwide Day of Play. This adventure starts in the with exploring a variety of games to uncover what makes them fun and exciting. Equipped with these insights, participants will then craft their own unique game from scratch, aiming to make it a success on the big day. This innovative learning journey creates experiences that improve youths' health, wellbeing, and agency. Join us to collaborate, innovate, and turn fun into reality!
Discover Collection
20 Activities
•
Grades K - 12
Grow & Go: Learn with Lt. Governor Gilchrist (SEL)
Social and Emotional Awareness, Leadership and Teamwork
Grow & Go: Learn with Lt. Governor Gilchrist (SEL)
Mizzen Education, Inc.
K - 12
12 Hours
Start the school year with Michigan Lieutenant Governor Garlin Gilchrist II and Mizzen!
This collection is designed to create awareness and foster discussion about how children can respect others and themselves, confront bullying, manage stress, and become more engaged in their communities.
Discover Collection
2 Activities
•
Grades 6 - 12
Creativity and Play (Grades 6-12)
Arts, STEM
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
8 Activities
•
Grades K - 5
Health and Wellness for Families and Programs K-5th Grade
Health and Wellness, Leadership and Teamwork
Health and Wellness for Families and Programs K-5th Grade
Mizzen Education, Inc.
K - 5
5 Hours 45 Minutes
Discover Collection
6 Activities
•
Grades 6 - 12
The News and You: Journalism and Media Literacy for Grades 7-12
Digital Media and Communications, Literacy
The News and You: Journalism and Media Literacy for Grades 7-12
Pulitzer Center
6 - 12
How can good journalism empower people? This module begins by asking students to identify what they believe the purpose of journalism to be, and guides them to think critically and creatively about their relationship with news.
Students will move from reflecting on the power and purpose of journalism to examining how bias can affect the news, and the way in which we process information ourselves. Students will learn about news framing and editorial judgment, putting themselves in the shoes of editors and journalists who decide which stories get told and how they are presented to the public. Finally, students will move from analyzing news stories to responding to underreported stories that matter to them through creative and journalistic projects.
Throughout this module, facilitators have access to the option of requesting a free virtual visit with a Pulitzer Center journalist who can support students in digging deeper into any of these topics, getting their questions answered, and exploring careers in the journalism field.
Are you looking for media literacy activities for younger learners? Check out The News and You: Journalism and Media Literacy for Grades 2-6, also on Mizzen.
Discover Collection
25 Activities
•
Grades K - 12
23 Days of Fun, Healthy and Creative Activities for December
Health and Wellness, Social and Emotional Awareness
23 Days of Fun, Healthy and Creative Activities for December
Mizzen Education, Inc.
K - 12
20 Hours 35 Minutes
Discover Collection
11 Activities
•
Grades 6 - 12
Activities to Engage with 'The 1619 Project'
History and Society, Digital Media and Communications
Activities to Engage with 'The 1619 Project'
Pulitzer Center
6 - 12
11 Hours 15 Minutes
Welcome to The 1619 Project playlist for afterschool educators!
These activities give various entry points into exploring the legacy of slavery in contemporary U.S. systems and society, and celebrating Black Americans' contributions to democracy. Each activity is designed for facilitation across one or two 45-minute sessions, and can be completed in any order. To provide a strong foundation for exploring the project, consider starting with the activities entitled "Introducing The 1619 Project," "The Idea of America," and/or "Visualizing the Legacy of Slavery."
Activities in this playlist engage images, podcasts, video, and text excerpts from the project. Students will have the opportunity to connect with the content and one another through meaningful discussions and collaborative team challenges; deepen their research and presentation skills by sharing stories of Black innovators; activate their creativity through writing and visual art; hone their media literacy skills; build historical knowledge; and more.
The 1619 Project is an initiative of The New York Times Magazine that challenges us to reframe U.S. history by marking the year when the first enslaved Africans arrived on Virginia soil as our nation's foundational date. The Pulitzer Center is the official education partner for the project.
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3 Activities
•
Grades 9 - 12
OnTRaC: Using Theater to Explore Careers in the Arts
Arts, Career and Future Readiness
OnTRaC: Using Theater to Explore Careers in the Arts
ArtsConnection
9 - 12
4 Hours 30 Minutes
Discover Collection
16 Activities
•
Grades K - 12
Mizzen Summer Sizzle
Arts, Digital Media and Communications
Mizzen Summer Sizzle
Mizzen Education, Inc.
K - 12
2 Hours
Discover Collection
12 Activities
•
Grades K - 5
Mission: Rainforest!
STEM, Nature and Wildlife
Mission: Rainforest!
Go2Science
K - 5
10 Hours 25 Minutes
Join Go2Science in the rainforests of Panama in Mission:Rainforest! Use the video-based activities to follow along with Beth and Curtis to research a big question about blue Morpho butterflies. Get students ready to use their observation skills, they might find some surprises along the way!
Start the adventure with Dr. Mitra, learning about blue Morpho butterflies and stating a hypothesis. Then, continue learning about animals and plants in habitats like the rainforest and ocean.
Discover Collection
6 Activities
•
Grades 3 - 5
Building a NewsHour: Part 4
Digital Media and Communications, Literacy
Building a NewsHour: Part 4
PBS
3 - 5
1 Hour 30 Minutes
Discover Collection
8 Activities
•
Grades 3 - 8
MLB Players STEM League
STEM, Social and Emotional Awareness, Leadership and Teamwork
MLB Players STEM League
Learn Fresh
3 - 8
6 Hours
The MLB Players STEM League is an interactive, sports-based learning experience that connects math, strategy, and social-emotional learning through the game of baseball. Developed in partnership with the MLB Players Trust, this program combines a board game and curriculum to help students build essential skills through a hands-on experience.
Over eight lessons, students take on the roles of players, managers, and analysts, using real MLB player stats to draft teams, track performance, analyze data, and make strategic decisions. Core math concepts—including fractions, percentages, and probability—are woven into gameplay, providing real-world applications of data in sports.
Beyond math, the program reinforces teamwork, sportsmanship, and resilience through integrated bonus lessons, helping students navigate challenges and collaborate with their peers effectively. With an emphasis on social-emotional skills and critical thinking, students develop practical abilities that extend beyond the classroom.
The MLB Players STEM League is designed for youth-development organizations and schools of all types, offering a free and accessible way to engage students in learning through the excitement of baseball.
Educators should request their MLB Players STEM League games when preparing for Lesson 1 to ensure they receive them before reaching Lesson 3. Requests can be placed at this link or using the link found in Lesson 1.
Discover Collection
19 Activities
•
Grades K - 12
STEAM Discovery & Learning with Mizzen Education
STEM, Arts
STEAM Discovery & Learning with Mizzen Education
Mizzen Education, Inc.
K - 12
Discover Collection
5 Activities
•
Grades 6 - 8
Invasive Species
Nature and Wildlife, Social and Emotional Awareness, STEM
Invasive Species
City Parks Foundation
6 - 8
2 Hours
Discover Collection
40 Activities
•
Grades K - 12
Grow & Go: Learn with Lt. Governor Gilchrist (Entrepreneurship)
Career and Future Readiness, Leadership and Teamwork
Grow & Go: Learn with Lt. Governor Gilchrist (Entrepreneurship)
Mizzen Education, Inc.
K - 12
29 Hours 20 Minutes
November is National Entrepreneurship Month and Michigan Lieutenant Governor Garlin Gilchrist II has created an exciting collection of activities just for Mizzen!
Filled with fun, immersive, and interactive content, this playlist introduces students to entrepreneurship as a mindset.
Students in K-12 age groups will build their skillset through discovery, problem-solving, and collaboration.
Discover Collection

