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
Growing food Animals in permaculture Research the way indigenous people (e.g. Sami, native Americans, ) used the whole of an animal (e.g. buffalo) to meet many of their needs (e.g. clothes, housing, footwear, music, boat, food). Explore how local people's traditional practices enabled them to 'produce no waste' and 'use and value renewable resources'.
Growing food Animals in permaculture Discuss why some people are vegetarians and vegans, and what the alternatives to using animals within the garden and food chain might be.
The animal, fungus and bacteria kingdoms Animal families, homes, names, footprints and other signs Visit a farm and learn about how the farmers care for different animals and what the animals contribute to the farm.
The animal, fungus and bacteria kingdoms Animal families, homes, names, footprints and other signs Listen to different birdsong in the forest and garden.
The animal, fungus and bacteria kingdoms Animal families, homes, names, footprints and other signs See, touch, smell, hear different signs of animals, such as feathers, bones, skulls, fur, footprints, poo, bird song.
The animal, fungus and bacteria kingdoms Animal families, homes, names, footprints and other signs Look after an animal for several weeks (e.g. worms, fish, chickens) with the help of an adult.
The animal, fungus and bacteria kingdoms Animal families, homes, names, footprints and other signs Collect and make use of an animal product (manure, eggs, feathers etc.)
The animal, fungus and bacteria kingdoms Animal families, homes, names, footprints and other signs Identify very common animal tracks (e.g. dog, person, horse).
The animal, fungus and bacteria kingdoms Animal families, homes, names, footprints and other signs Think about the feelings of animals and discuss how you know when they are happy, sad, afraid etc.
The animal, fungus and bacteria kingdoms Animal families, homes, names, footprints and other signs Be confident to touch animals, and not to harm them.
The animal, fungus and bacteria kingdoms Animal families, homes, names, footprints and other signs Learn about the functions of some animals in a garden (e.g. worms building soil/ birds eating insects).
The animal, fungus and bacteria kingdoms Animal families, homes, names, footprints and other signs Discuss the needs of different kinds of animals.
The animal, fungus and bacteria kingdoms Animal families, homes, names, footprints and other signs Learn about the families, homes, names, footprints and signs of different local animals.
The animal, fungus and bacteria kingdoms Animal families, homes, names, footprints and other signs Learn about how animals defend themselves (e.g. spines of a hedgehog or by looking like dangerous animal e.g. wasp), and how they get around other species' defenses.
Design Analysing what you found out Experience or observe other people doing an analysis process and help as far as possible.
Design Analysing what you found out Collate (pull together) information gathered in the survey stage, draw into mindmaps, diagrams, or lists with different headings.
Design Analysing what you found out Discuss what you would like to achieve from the design (the main functions of the design).
Design Analysing what you found out Play with 'random assembly' with cards (each person has a card with an element drawn on it) move around the room putting different elements (identified in your survey) together in unusual ways (using different prepositions) to see if something new can emerge (e.g. wormery +in+raised bed = worm tower in raised bed).
Design Analysing what you found out Chose two elements, which may be in the design, to dramatise. Children are split into four even-sized groups - inputs and outputs for each element. Each child becomes either an input or output of their element. Dramatise to show how an output from one element can become an input to another element.
Design Analysing what you found out Celebrate the gathering and integration of information.

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