A 6th-grade lesson combining art and social-emotional learning where students research, plan, and create art pieces depicting acts of kindness to be displayed in a school gallery.
A comprehensive lesson guiding students from the history and purpose of slam poetry through writing original verses to performing with impact and giving constructive peer feedback.
A lesson exploring the history of Valentine's Day through the lens of card-making and gift-giving traditions, culminating in a hands-on art activity where students create historically-inspired valentines.
A comprehensive lesson exploring the history and techniques of pixel art, guiding students to create their own retro-style game characters and environments within technical constraints.
A lesson focusing on the themes of choice, aging, and suppression in The Giver Chapters 4 and 5.
An intermediate jazzy pom dance routine set to 'Under the Sea', focusing on sharp motions, jazz technique, and high-energy performance.
A comprehensive rhythm project where students review fundamental rhythm values (quarter, eighth, sixteenth, half, whole notes and rests) through interactive games and a final composition project called the 'Groove Blueprint'.
A high-energy, low-pressure 15-minute music lesson designed to engage disengaged students and build vocal confidence through rhythm and stealth games. This lesson moves from non-verbal rhythmic games to collective vocalizing to bypass the fear of singing.
Students explore the historical significance and emotional weight of the Greensboro Sit-ins through drama-based activities and historical analysis, focusing on the theme of courage.
A 45-minute exploration of how Valentine's Day art has evolved from medieval manuscripts to modern pop art, followed by a creative design activity.
A foundational laboratory-themed lesson for 6th-grade beginner woodwinds focusing on rhythm data counting, tonguing chemistry, and applying posture 'protocols' to three instrumental experiments.
A lesson designed to help students distinguish between effective and ineffective slide design for their invention presentations. It uses a side-by-side comparison of a 'good' and 'bad' presentation to teach visual design and organization principles.