Genius Hour And AI: Enhancing Creativity In K-12 Social Studies

The rapid advancement of artificial intelligence (AI) necessitates an educational paradigm shift that emphasizes creativity, critical thinking, and innovation. This paper explores the implementation of Genius Hour in K-12 Social Studies as a means to foster these essential skills. By allowing students to engage in inquiry-based, student-directed learning, Genius Hour aligns with 21st-century educational goals and prepares students for future academic and civic endeavors. The paper discusses the benefits, implementation strategies, challenges, and methods for measuring the success of Genius Hour, concluding with a call to action for educators to adopt this transformative approach.

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Publication Details

Journal
The International Journal of Social Sciences and Humanities Invention
Published
2024-11-29
DOI
https://doi.org/10.18535/ijsshi/v11i11.05
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Genius Hour And AI: Enhancing Creativity In K-12 Social Studies

Steven Grubaugh, Greg Levitt
The International Journal of Social Sciences and Humanities Invention
Educational Games and Gamification
article

Genius Hour And AI: Enhancing Creativity In K-12 Social Studies

Steven Grubaugh, Greg Levitt
article en

Abstract

The rapid advancement of artificial intelligence (AI) necessitates an educational paradigm shift that emphasizes creativity, critical thinking, and innovation. This paper explores the implementation of Genius Hour in K-12 Social Studies as a means to foster these essential skills. By allowing students to engage in inquiry-based, student-directed learning, Genius Hour aligns with 21st-century educational goals and prepares students for future academic and civic endeavors. The paper discusses the benefits, implementation strategies, challenges, and methods for measuring the success of Genius Hour, concluding with a call to action for educators to adopt this transformative approach.

The International Journal of Social Sciences and Humanities InventionVol. 11(11)
University of Nevada, Las Vegas (US)
Openalex Percentile: Top 73%
Educational Games and Gamification
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