Discovery Year 5. Session 2. Week 1.
Session 2 started with energy, excitement, and anticipation. Discoverers launched bravely into E-Ship Quest, Outdoor Play, Civilization, and S.M.A.R.T. goals!
QUEST
In this session, the studio doubles as an incubator for each Squad to formulate a start-up: a lemonade stand! This Quest is designed to equip young entrepreneurs with the skills, tools, and frameworks necessary to build a business; all while assessing their strengths within a team. In Week 1, Squads collaborated on a company name, mission statement, and role designation.
OUTDOOR PLAY
Heroes took to nature for the next part of their day: Outdoor Play. This is an opportunity for Discoverers to immerse themselves in the beauty of the natural world and unstructured loose parts play. There is time to find deep solo flow, engage in team games, and work in tandem to build or create.
CIVILIZATION
The yurt transformed into a time machine as learners engaged in the first day of Civilization, or Civ for short. Civ allows Heroes to imagine themselves in various historical settings through rich storytelling and riveting Socratic Discussion. Discoverers heard tales of Nomads who lived 7,000 years ago and reflected on the importance of learning from the past.
WORK CYCLES
The Work Cycle momentum carried over into Session 2. This energy is channeled into intention with the help of S.M.A.R.T. goals; an acronym representing five guiding principles for goal-setting. Before each cycle, learners set Specific, Measurable, Achievable, Relevant, and Tough goals. This process includes sharing goals to receive feedback and meaningful goal reflection as the cycle concludes.
The seeds planted by the Studio in Week 1 find fruition in the future. Stay tuned to see how this work takes root, bears fruit, and blossoms.