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Student Examples:

How to Catch a Witch

$5.00

Engineering

Grade Lvl:2-4

Bring a little seasonal magic to your STEAM time with this playful engineering challenge inspired by How to Catch a Witch. After reading the story, students take on the task the characters could not complete: designing a humane trap to lure and safely capture a witch without causing harm. As they plan, build, test, and improve their designs, students practice creative problem-solving, collaboration, and the engineering design process. This imaginative, hands-on challenge is a student favorite and a fun addition to fall or Halloween-themed learning.

How can we create a way to trap a witch and prevent an escape?

K-2-ETS1-1/2/3 (Engineering Design- grades K-2), 3-5ETS1-1/2/3 (Engineering Design- grades 3-5)

This lesson is designed to be used seasonally and in coordination with the book, “How to Catch a Witch.”
  • Whole lesson: 90-135 minutes.
  • Lesson can be split into multiple sessions.
  • Detailed materials list included.
  • Time-saving shopping links provided.
  • Recommendations can be tailored to your budget and available resources.

What's included?

Student Examples:

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