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

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

by Suzie Boss

Paperback(New Edition)

$28.43 $29.95 Save 5% Current price is $28.43, Original price is $29.95. You Save 5%.
View All Available Formats & Editions
Choose Expedited Shipping at checkout for guaranteed delivery by Wednesday, August 21


Innovation is an essential skill that 21st century learners must develop for future success. In Bringing Innovation to School: Empowering Students to Thrive in a Changing World, author Suzie Boss describes how educators can harness innovation to foster students' thinking and doing. She illustrates these techniques by weaving together myriad real-life examples of schools, businesses, and social entrepreneurs using innovation to thrive in the 21st century.

Using this engaging resource, you will:

Understand why innovation is an essential skill for 21st century learners' success

Explore the diverse ways innovation can be implemented within standards-based, instruction

Assess your innovation profile to empower yourself and your students

Product Details

ISBN-13: 9781936765263
Publisher: Solution Tree Press
Publication date: 06/30/2012
Edition description: New Edition
Pages: 184
Product dimensions: 5.90(w) x 9.00(h) x 0.50(d)

Table of Contents

About the Author xi

Foreword xiii

Introduction 1

Part I Setting the Stage 9

Chapter 1 Coming to Terms With Innovation 11

The Evolution of Innovation 12

Innovation Unleashed 14

The Urgency to Innovate 18

Creativity Shortfall 21

Student Interest as a Catalyst for Innovation 23

Action Step 24

Borrow This Idea 25

Chapter 2 Seeing Educators as Innovators 27

Model Innovators 29

Your Innovation Profile 31

Borrow This Idea 35

Chapter 3 Growing a New Global Skill Set 37

Welcome Authentic Questions 38

Encourage Effective Teamwork 40

Be Ready to Go Big 41

Incorporate Further Key Practices 43

Borrow This Idea 50

Part II Building the New Idea Factory 51

Chapter 4 Seeding Innovation 53

Encourage Grassroots Ideas 53

Seeding Ideas: How to Get Started 56

Strategy Spotlight: Be Opportunistic 57

Borrow This idea 60

Chapter 5 Integrating Design Thinking Throughout the Curriculum 61

Develop an Innovative Curriculum 65

Find an Opening 67

Design Thinking: How to Get Started 69

Strategy Spotlight: Think in Metaphors 71

Borrow This Idea 75

Chapter 6 Making Room for Thinkers 77

Reframe School as an Innovation Workshop 79

Thinking Space: How to Get Started 82

Strategy Spotlight: Take Time to Mess Around 82

Borrow This Idea 88

Chapter 7 Taking Advantage of Technology 91

Grow Opportunities 92

Engineering: How to Get Started 95

Strategy Spotlight: Learn to Fail 96

Borrow This Idea 100

Chapter 8 Gaming for Real Learning 101

Reengage Learners With Games 104

Gaming: How to Get Started 106

Strategy Spotlight: Look for Crossroads 107

Borrow This Idea 110

Part III Moving From Thinking to Doing 111

Chapter 9 Spreading Good Ideas 113

Use Networks for Innovation 116

Help Good Ideas Go Viral 118

Borrow This Idea 119

Chapter 10 Taking Action 121

Find Your Edge 122

Develop Common Processes 125

Remove Barriers 126

Find Allies at the Edges 127

Practice Innovative Teaching 128

Encourage Innovation in Informal Learning 129

Showcase Results 129

Patience, Persistence, Potential 130

Afterword 133

Appendix A Additional Resources 135

Design Thinking 135

Digital Gaming 136

Innovation and Invention 136

Project-Based Learning 137

Social Innovation 138

Appendix B Innovation Rubric 141

Appendix C Discussion Guide 143

Part I Setting the Stage 143

Part II Building the New Idea Factory 144

Part III Moving From Thinking to Doing 147

References and Resources 149

Index 159

Customer Reviews

Most Helpful Customer Reviews

See All Customer Reviews