Teach Design & Technology with an Indonesian folk tale
Discover fun and effective ways to easily engage children aged 4–11 with lessons on researching, developing, and evaluating an enterprise project, using the tale of a farm girl who ends up on the wrong side of a giant – the INside...
Teach Design & Technology with an Indonesian folk tale
Discover fun and effective ways to easily engage children aged 4–11 with lessons on researching, developing, and evaluating an enterprise project, using the tale of a farm girl who ends up on the wrong side of a giant – the INside...