Ready-to-Use Resources for Genius Hour in the Classroom
Taking Passion Projects to the Next Level
Ready-to-Use Resources for Genius Hour in the Classroom provides practical advice and a wealth of hands-on resources for teachers to implement Genius Hour, or passion projects, in the classroom. This book:
- Includes everything educators need to help students apply their learning and reach deep understanding.
- Engages the six P's of Genius Hour: passion, plan, pitch, project, product, and presentation.
- Features built-in opportunities to to gamify the process.
- Helps increase students' critical thinking, creativity, and engagement.
- Is a valuable standalone resource and companion to Genius Hour.
Students can "level up," earning badges and points, as they create, design, and carry out projects and develop ideas that impact their classroom, school, community, and world. Through the tools and tips provided, teachers will see Genius Hour as more than an hour, more than a strategy or activity separate from the regular curriculum. When implemented effectively, Genius Hour can be a more meaningful teaching and learning experience than any other.
Table of Contents
Section I Introduction Chapter 1 Game On Section II The 6 P’s of Genius Hour Chapter 2 Passion: From Passion to Purpose Chapter 3 Plan: The Importance of Planning Chapter 4 Pitch: Pitching Projects Chapter 5 Project: Purposeful Projects Chapter 6 Product: Process Over Product Chapter 7 Presentation: Presentations, Please! Section III Taking Genius Hour to the Next Level Chapter 8 Managing Genius Hour Chapter 9 Gamifying Genius Hour Chapter 10 Blending Genius Hour Chapter 11 The Messy Middle Section IV Conclusion Chapter 12 Final Thoughts and Frequently Asked Questions References About the Author
Andi McNair is the Digital Innovation Specialist at ESC Region 12 in Waco, TX. Before working at the center, she taught elementary and gifted/talented students at a small rural school in Texas. Andi was in the classroom for a total of 16 years before pursuing her passion to change education by giving educators practical ways to create experiences that will engage and empower this generation of learners.