In recent years, the Grade 10 Experiential program expanded to include a stream dedicated to STEAM (science, technology, engineering, arts and mathematics). In the design lab, this year’s Grade 10 cohort has been working on hydro-electricity creations and, in November, they brought their projects to the Junior School campus.
In Grade 3, “Genius Hour” is a weekly highlight — a time for students to bring their ideas to life through an interactive design process, much like the work happening in Grade 10 STEAM. Though the projects differ in scale, both grades imagine, test, iterate and refine. Bringing them together offered a chance to see how the same creative process unfolds at two different stages of learning.
On Nov. 26, the groups met for a sharing session. The Grade 3s proudly presented their projects: knitted toques, coded video games, cardboard pinball machines, tie-dye designs, clay figurines and more. A standout moment came from “Alex the Great Magician,” whose cardboard illusion invited Grade 3 teacher Mr. Bell into a box, pierced it with rods, then revealed, delighting the class, that Mr. Bell was unharmed and grinning as he popped out the top.
As good scientists do, the Grade 10 students asked questions, explored the Grade 3s’ design choices and suggested new directions.
Older Students Take the Stage
Next, everyone moved outside to explore the STEAM cohort’s hydroelectricity builds. One group showcased a 3D-printed water wheel connected to a small motor meant to light a bulb. Another demonstrated a spoon-paddled wheel powering a marble run. A third team showed how a pulley system can lift heavy objects with far less effort—and encouraged the Grade 3s to try it.
Throughout the afternoon, natural mentorship emerged as Grade 10 students explained their thinking and helped troubleshoot Genius Hour creations. At one point, brothers Pearce (Grade 10) and Aston (Grade 3) worked side by side, adding a sweet moment of connection.
When asked to describe science in a single word, the Grade 3s offered: “fun,” “creative,” “experimental,” and even the honest “who knows?” It was a reminder that wonder often sparks the best learning.
As the visit wrapped up, the impact was clear. Grade 3 students left with fresh ideas and renewed confidence, while the Grade 10s experienced the satisfaction of sharing their skills and watching younger learners’ curiosity ignite. Bringing together two stages of the same design process showcased the power of hands-on learning — and how curiosity grows stronger when shared.