Innovative & Interactive Learning
Project Overview
The National 4-H Council is the largest youth development organization in the U.S., partnering with more than 100 land grant universities throughout the nation to produce hands-on learning activities for nearly 6 million elementary and secondary school students. The engaging activities cover diverse topics—from agriculture to social emotional wellness to augmented reality—empowering students to learn by doing and giving them the confidence to improve their lives and their communities.
Our Role
- Content Strategy
- Instructional Design
- Storyboarding
- Copywriting
- Graphic Design
- Interactive Education Design
- Articulate 360 Development
The Setup
Originally, the collection of over 200 activities used a traditional delivery model: a simple landing page and accompanying PDF. The 4-H team spotted an opportunity to change things up and stand out amidst the rapid evolution of educational technology. The idea: CLOVER by 4-H, a log-in based online platform designed to provide kids and teens with interactive educational experiences.
4-H partnered with Electric Kite to ensure the quality and appeal of the platform. We designed and developed the majority of interactive activities to ready the new platform’s launch, and to better serve the audiences relying on these activities: families seeking enriching educational experiences and leaders of 4-H chapters across the country.
Working with the team at Electric Kite has been a joy! Through their strong partnership, we’ve been able to hit targets that we never could have otherwise.
Sam Rogers
The Response
EK assembled a multidisciplinary team to support the development of CLOVER by 4-H, including a content strategist, instructional designer, online education designer, graphic designer, copywriter, and WordPress expert.
Working in extreme alignment with 4-H and each other, our efforts resulted in a diverse yet cohesive range of activities. Highlights include series on:
- Augmented Reality in Agriculture: Demonstrating how technology and traditional farming practices can intertwine to shape the future of agriculture.
- How to Be A Good Friend: Recognizing and developing the qualities present in a good friend.
- Financial Literacy: The keys to making informed financial decisions, paving the way for a secure future from an early age.
- Computer Science: Introducing the magic behind the digital world, making complex concepts accessible and fun.
With each activity, EK aimed not just to inform, but to inspire—ensuring that the legacy of 4-H’s educational impact would continue to flourish in the digital age.
Electric Kite’s responsiveness, flexibility, and adaptability helped our teams collaborate effectively. They brought new ideas to the table, suggested solutions to problems, and delivered creative content that kids love!
Brenda Barley-Kay
The Work
To set the stage for this project, we went back to the original creators of the content we were updating: experts in their fields from top-tier universities. Then, with a clearer understanding of the source material, we developed activity storyboards before transitioning to the actual creation phase on an advanced educational design tool, Rise 360.
The Twist
While we pride ourselves on our established and efficient process for traditional activities, this venture into interactive content posed unexpected challenges. What was once a streamlined method for content delivery suddenly seemed inadequate. Interactive activities have nuances and complexities that our tried-and-true workflow just wasn’t designed for.
In the face of unfamiliar obstacles, the last thing we wanted to do was rely on familiar methods. Instead, we tested some new strategies—experimenting with fresh approaches to content creation, refining client approval stages, and reimagining our digital design processes. And we did all of this while ensuring that the bar for quality and efficiency remained at its expected height.
Working hand-in-hand with the 4-H team, we co-developed a comprehensive new workflow, supported by a clear project timeline. This adaptive approach not only tackled immediate challenges but gives us an advantage for future interactive projects.
Their professional yet playful deliverables are exactly what we needed to build out our youth content library on CLOVER. Their flexibility in the face of change and creativity even under tight deadlines have helped us serve our audience better than ever before!
Sam Rogers
The Handoff
Since starting this educational design work, the EK team has produced over 30 interactive activities for CLOVER by 4-H and supported development of another 120.
One of these final products is a comprehensive five-part series focused on the use of Augmented and Virtual Reality in Agriculture. A blend of rich educational resources, it seamlessly weaves together detailed explanations, bespoke worksheets, immersive audio and video elements, and periodic assessments to gauge understanding.