Afterschool Projects for Learning

Puzzle

Youth Vote: Practicing the Art of Democracy

Why are 18 to 20-year olds consistently under-represented in the voting booth? What inspires young adults, or people of any age, to participate in a national dialogue?

Overview

This rigorous, creative project empowers high school-aged youth to learn the mechanics of voting and to explore the reasons behind people's choices so that they may, ultimately, increase voter participation in their community.

What young people will learn and do:

  • Discover the qualities associated with different voting methods, and the underlying math concepts
  • Explore the economic and cultural reasons people may have for how and if they vote
  • Analyze an historical example of a poster that promotes voter participation, and apply established principles of design to create an original poster from various materials and media

The first project activity gives participants an opportunity to experience voting methods firsthand, in context-and demonstrates that fair elections are unattainable when more than two alternatives are posed. In the group discussion that follows, youth hear an economist's perspective on voting and reflect on what would compel them personally to participate. They proceed to analyze a primary source, observing visual and verbal cues to gain understanding of how the designer sought to increase voter participation. As a culminating activity, participants identify a strategy for encouraging people to vote, and follow design principles to create a persuasive multimedia piece illustrating this strategy.

An oft-stated ideal of youth-serving organizations, preparing young people to engage in their communities as informed citizens is an explicit function of this interdisciplinary project. The activities teach math and economics concepts, develop visual literacy and artistic skills, and foster analytical thinking and collaborative learning. A combination of several Thinkfinity partner resources, this project appeals to different learning styles and is easily adapted to suit the needs of various programs.

Project Duration:

From 2 to 3 weeks (assuming multiple sessions per week)

Materials needed:

  • Paper and pens, colored pencils, markers, paints
  • Poster board, Bristol board, canvas or watercolor paper
  • Optional: computer with graphic design software

Career fields highlighted:

  • Political activism/community organizing
  • Marketing/public relations
  • Art design/media production

Academic standards addressed:

  • Principles and Standards for School Mathematics, Number & Operations 9-12: 1 -Compare and contrast the properties of numbers and number systems, including the rational and real numbers, and understand complex numbers as solutions to quadratic equations that do not have real solutions. 2 - Use number-theory arguments to justify relationships involving whole numbers. 3 - Develop a deeper understanding of very large and very small numbers and of various representations of them.
  • Voluntary National Content Standards in Economics, Standard 4: Role of Incentives - Students will understand that: People respond predictably to positive and negative incentives. Students will be able to use this knowledge to: Identify incentives that affect people's behavior and explain how incentives affect their own behavior.
  • National Standards in Historical Thinking, Standards 1 (Chronological Thinking), 2 (Historical Comprehension), 3 (Historical Analysis), 4 (Historical Research), Eras 4, 7, and 9 (1797-1992).
  • The National Standards For Arts Education, Visual Arts (5-8): Standard 1 - Understanding and applying media, techniques, and processes; Standard 3 - Choosing and evaluating a range of subject matter, symbols, and ideas; Standard 4 - Understanding the visual arts in relation to history and cultures.
Get started Illuminations

Will the Best Candidate Win?

Invite everyone to vote for their favorite activity, or to rank some other set of options that are meaningful to them, as explained in this Illuminations lesson. Then, guide the participants in comparing and contrasting voting methods in order to expose problems that they may never have contemplated. Intended to get young people thinking concretely about the act of voting, this activity can be implemented with more or less elucidation of the math concepts, depending on the learning goals and interests of the group.

Find out more ArtsEdge

The Economics of Voting: What Do You Mean, My Vote Doesn't Count?

Engage participants in a discussion of why they think people aged 18-20 traditionally turn out to vote in low numbers. Drawing on this EconEdLink lesson, especially the Conclusion, explore the costs and benefits associated with voting in national elections. Ask youth what issue or candidate would be most likely to inspire them to vote. The handout provides helpful background information for these conversations.

Piece it together ReadWriteThink

The American Presidency: A Glorious Burden

This resource from Smithsonian's National Museum of American History includes an historical poster that encourages people to vote. As described in the Campaigns and Elections Extended Activity, youth employ critical and historical thinking skills to analyze both the visual and verbal messages that this primary source conveys. In the next activity, they will have the opportunity to apply these elements of persuasion in their own poster promoting voter participation.

Who Can Vote for President?

Building on the discussions leading up to this point, ask youth to brainstorm ideas and strategies that encourage voter participation. They should select one of these strategies to illustrate in a poster, following the Guided Activity in this ARTSEDGE lesson. Offer various drawing and other art materials-or graphic design software, if available-so that youth can produce a compelling multimedia work to cap off this project.

Content Partners