Student-driven, project-based learning (See FAQ) seldom resembles a traditional classroom. Instead of formal, subject-oriented classes, individuals and groups of students choose, plan, research, and complete academic activities and hands-on projects that result in tangible, real life products. This is a dynamic
approach to learning in which learners explore real-world problems and
challenges, simultaneously developing cross-curriculum skills while
working individually and in small collaborative groups.
Our curriculum is project based that weaves multiple intelligences through exciting & meaningful activities. Learning experiences takes place inside and outside the school building (in the “real world”), include prominent guest speakers, and cover broad academic areas of study. The activities require students to develop skills in time management, teamwork, communication, planning, self-assessment, problem-solving, and meaningful applications of acquired knowledge. Belief Statements
StructureL2L is a project-based, student-driven model for active learners. L2L provides learners access to technology, an active focus on the community, and a student-facilitator ratio of not more than 20 to 1. L2L offers a learning model based on students’ interests and needs as international academic standards. L2L curriculum addresses educational goals through a project-based model that incorporates individual and group projects, individually-paced math and reading programs, family-connected study, and service learning. Project IdeasWe want kids to be creative about the project ideas including but not limited to performing a science experiment, making a puzzle, riddle, or a story, making an ad, writing a book, preparing a poster, playing a game, watering the seed, developing a magazine, etc. Curriculum consists of projects and activities that are a translation of the concepts found in traditional course books. However, a project may correspond to a number of concepts across different course boundaries. Kids brainstorm some of these ideas in teams and groups and decide what would most excite them and what would be most creative. These project and activity ideas are then realized through the guidance of facilitators. |