9781936765263-1936765268-Bringing Innovation to School: Empowering Students to Thrive in a Changing World

Bringing Innovation to School: Empowering Students to Thrive in a Changing World

ISBN-13: 9781936765263
ISBN-10: 1936765268
Author: Suzie Boss
Publication date: 2012
Publisher: Solution Tree
Format: Perfect Paperback 184 pages
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Book details

ISBN-13: 9781936765263
ISBN-10: 1936765268
Author: Suzie Boss
Publication date: 2012
Publisher: Solution Tree
Format: Perfect Paperback 184 pages

Summary

Bringing Innovation to School: Empowering Students to Thrive in a Changing World (ISBN-13: 9781936765263 and ISBN-10: 1936765268), written by authors Suzie Boss, was published by Solution Tree in 2012. With an overall rating of 3.6 stars, it's a notable title among other books. You can easily purchase or rent Bringing Innovation to School: Empowering Students to Thrive in a Changing World (Perfect Paperback) from BooksRun, along with many other new and used books and textbooks. And, if you're looking to sell your copy, our current buyback offer is $0.39.

Description

Are you preparing a new generation of innovators? Activate your students' creativity and problem-solving potential with breakthrough learning projects. Across all grades and content areas, student-driven, collaborative projects will teach students how to generate innovative ideas and then put them into action. You'll take learning to new heights and help students master core content.

Benefits:

  • Learn why innovation is an essential skill for 21st century learners' success.
  • Discover the diverse ways innovation can be implemented in the classroom.
  • Explore innovative examples from outside education to stir creativity.
  • Understand how innovation can coexist with standards-based instruction.
  • Gain tips on how to incorporate unstructured time into the school day.

Contents:
Part I: Setting the Stage
Chapter 1: Coming to Terms With Innovation
Chapter 2: Seeing Educators as Innovators
Chapter 3: Growing a New Global Skill Set

Part II: Building the New Idea Factory
Chapter 4: Seeding Innovation
Chapter 5: Integrating Design Thinking Throughout the Curriculum
Chapter 6: Making Room for Thinkers
Chapter 7: Taking Advantage of Technology
Chapter 8: Gaming for Real Learning

Part III: Moving From Thinking to Doing
Chapter 9: Spreading Good Ideas
Chapter 10: Taking Action

Appendix A: Additional Resources
Appendix B: Innovation Rubric
Appendix C: Discussion Guide

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