Welcome to the Children in Permaculture Activities section
• You can find an overview of our work on the background info page.
• You may find it useful to look at the this graphical overview of the Themes and Topics.
• To navigate activities according to the Themes and Topics, we suggest you use the "Activities by Theme" menu above.

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Holistic Planning

Theme:
A. Introducing permaculture
B. Living nature
C. Design
D. Growing food
E. Built environment and resource use
F. Social permaculture
Holistic planning (HP):
Eyes
Hands
Heart
Head
Age:
3-6
7-12

Theme  Topic  Sub Topic Age HP Details
Design Analysing what you found out Express how each person in the group feels throughout each stage of the design process.
Design Analysing what you found out Discuss the functions of different types of patterns (e.g. branching pattern for collection and distribution)
Design Analysing what you found out Each person creates a card with one element (which may be in the design) and list all the potential inputs on one side and outputs on the other side. See if you can join up outputs from one element to make an input to another element. Is there a way to place them to enable these connections to be made?
Design Analysing what you found out Work out your 'limiting factors': list all the things which might limit your design (what problems might you encounter e.g. summer holidays, money, skills).
Design Analysing what you found out Become familiar with vocabulary such as analysis, tool box, input, output.
Design Designing and deciding See adults using permaculture ethics and principles to make decisions
Design Designing and deciding See a model design made by children or adults using permaculture principles and ethics.
Design Designing and deciding Create simple permaculture designs using a recognised design process (e.g. SADIMET, survey, analyse, design, implement, evaluate, tweak). Choose a pattern which is most likely to meet your function (e.g. branching pattern for paths). Try using that pattern in your design.
Design Designing and deciding Make cardboard cut-outs (to scale) or 3d models (e.g. building bricks). Play with moving them about in your design.
Design Designing and deciding Choose a pattern which is most likely to meet your function (e.g. branching pattern for paths). Try using that pattern in your design.

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