Assessment & Data

Genius Hour

Genius Hour is an ongoing project in which my students identify and explore their scientific interests and passions. Developed every Friday for an entire semester during class, the project provides an opportunity for students to cultivate their research and critical thinking skills while engaging in a topic that is of interest to them. As part of the Genius Hour project, my students connect with "virtual partners" from outside our state in a collaborative effort to authenticate their projects even more. Genius Hour culminates in a demonstration of students' research findings in a format of the students' choosing. This year, I have included the use of Flipboard, an application that allows students to search for a variety of web-based resources and to curate these resources in a visually compelling and user-friendly way.

Strategy Resources (3)
Students In Action
 
 
Online Student Resource
 
 
The plan sheet is used at the beginning of our Genius Hour projects. It helps my students reflect on topics they are interested in and brainstorm how they will demonstrate their learning at the end of the project. Examples of completed plan sheets are included to help you visualize how my students use the plan sheet.
Strategy Explanation
 
 
I use Flipboard to help students find quick video/article/image resources that they can easily save to one location. I chose Flipboard because at first use it is a very appealing and accessible tool for students to use in the research process. It also has very readable material and exciting titles to hook students. The point of using Flipboard is to create interest in a topic through the use of video, images, and articles. It was my hope to hook students on their topic of choice and help them find key researchable articles to drive their project. I wanted students to feel like they were creating something of meaning. By creating their own magazine, they were able to compile artifacts that reflect their needs as learners while also adding a personalized touch to their learning.
Students In Action
 
 
Online Student Resource
 
 
The plan sheet is used at the beginning of our Genius Hour projects. It helps my students reflect on topics they are interested in and brainstorm how they will demonstrate their learning at the end of the project. Examples of completed plan sheets are included to help you visualize how my students use the plan sheet.
Strategy Explanation
 
 
I use Flipboard to help students find quick video/article/image resources that they can easily save to one location. I chose Flipboard because at first use it is a very appealing and accessible tool for students to use in the research process. It also has very readable material and exciting titles to hook students. The point of using Flipboard is to create interest in a topic through the use of video, images, and articles. It was my hope to hook students on their topic of choice and help them find key researchable articles to drive their project. I wanted students to feel like they were creating something of meaning. By creating their own magazine, they were able to compile artifacts that reflect their needs as learners while also adding a personalized touch to their learning.
Jessica Anderson
Powell County High School
Deer Lodge, MT


 

About this strategy

Prep Time:
Long
Subject:
Science
Grade:
Ninth grade
Similar Strategies
Instructional Openings
Experience Based Lab Introductions

Experience Based Lab Introductions is a strategy I use to get students to start thinking about their prior knowledge and how it can be applied to a problem or challenge. For example, I use the story about Who Polluted the Clark Fork to set the stage for our water filter lab. The story allows students to use their knowledge-base to answer simple questions throughout the story. As the activity continues, I see students' perspectives change as more elements and variables are added to the story. The stories peak students' interest and bring a call to action into a classroom activity. This strategy is embedded in the Conceptual Change Model, where I'm trying to expose students' beliefs, confront and accommodate those beliefs, and then extend the concept to help students move beyond their misconceptions.

 
Blended Learning Model Overviews
Modified Flex Model with Gamification

After five years of traditional teaching, I broke away from direct instruction and moved into a self-paced, blended-gamified classroom. My students flexibly move through the curriculum while self-directing and managing their learning. This is done through the use of Classcraft, an online education gaming software, and our classroom game “Isle of Nosredna.” The addition of game elements into my classroom has helped my students stay on track and motivated as they progress through the science curriculum.

Number of Students: ~20 students/period

Number of Adults: one teacher

Length of Class Period/Learning Time: 51 minutes

Digital Content/Ed Tech Tools Used on a Regular Basis: Haiku Learning (LMS); Classcraft; Google Classroom; Doctopus (Add-on in Google Sheets connected to Google Classroom); Educreations; Flipboard; Symbaloo; Kidblog; ThingLink; Socrative; Kahoot!

Hardware Used on a Regular Basis: iPads (1:1); SMARTboard; Apple TV

Key Features: competency-based; student agency; project-based; gamification; innovative use of space

 
Academic Culture
Classcraft

Classcraft is team-based, role-play gamification tool that I use for classroom management. It focuses students to self-manage their learning, stay on task, and positively collaborate with their peers. When students are seen positively collaborating, working hard, or helping another student, they earn "experience points" (XP), which allow them to "level-up" and gain "powers" (ability to buy privileges in class). However, if they are distracting other students, not following classroom rules, or negatively impacting the learning of themselves or peers they are deducted health points (HP). If they lose all of their HP, they "fail in battle," which means that a random student-generated consequence is then assigned to the student. The fall in battle causes each student on that individual's team to lose HP and face greater risk of also falling in battle. The sequence continues until either all teammates fall to battle or someone on the team has enough HP to survive. Besides HP, students earn 4 action points (AP) every day. Action points allow students to purchase privileges if they have "learned" a power. The AP allow students to ask the Game Master if a question is correct on a quiz, to automatically advance within a level, or to "teleport" to their locker or the bathroom. AP, HP, and XP can all be impacted by the "Daily Event." The Daily Event is a random event that impacts the game in a positive or negative manner. For instance, the event may give the person with the least experience points 200 XP in the game or it may deduct 15 HP from a random player. We never know what will happen, which is what makes the game so interesting to most students. After using the game for nearly two school years, I have seen my students interacting more positively with one another and accomplishing more in class. It has been an awesome addition to our classroom culture and very easy to implement!

 
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