Event Information
Each section in the outline below lists Content, Engagement, and Process.
Welcome & Framing
- Introductions, session goals, framing around joy as the spark.
Foundations & Inspiration
- Research on teacher burnout and student engagement: why joy fuels retention.
“Gift Shop Moments” - Examples
Interactive Exploration Challenge
- Small-group remix challenge: redesign a lesson to “spark magic.”
Reflection & Action Planning
- Group share-outs of redesigned lessons; provide toolkit/resource links.
After this session, attendees will be able to:
- Apply joyful, student-centered strategies to redesign existing lessons using emerging tools that spark curiosity and engagement.
- Elevate their lessons by leveraging AI and emerging tools strategically to engage and support the needs of all learners.
- Blend fresh ideas into their own lessons, creating more engaging and meaningful experiences.
Gallup Study on Engagement: K-12 Schools Struggle to Engage Gen Z Students. (2024) https://news.gallup.com/poll/648896/schools-struggle-engage-gen-students.aspx
Bray, B. (2020). Empathy for YOU! Stress vs. Burnout https://barbarabray.net/2020/10/18/empathy-for-you-in-uncertain-times-reflection-9/
Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. New York. Harper & Row. https://amzn.to/46vtLRO Additional details at https://bit.ly/levels-of-engagement
CAST (2014). Universal Design for Learning Guidelines, Version 3.0. http://udlguidelines.cast.org
Bray, B. (2020). Define Your WHY: Own Your Story So You Can Live and Learn on Purpose. https://barbarabray.net//define-your-why/
ISTE Article (2014) Bray, B. & McClaskey. Personalize Your Learning Environment https://iste.org/blog/personalize-your-learning-environment
Resnick, M. (2017). Lifelong Kindergarten: Cultivating creativity through projects, passion, peers, and play. MIT Press. https://direct.mit.edu/books/book/3134/Lifelong-KindergartenCultivating-Creativity
Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed, and what remains uncertain. International Journal of Educational Technology in Higher Education, 14(9).https://educationaltechnologyjournal.springeropen.com/articles/10.1186/s41239-017-0042-5
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? – A literature review of empirical studies on gamification. 47th Hawaii International Conference on System Sciences. http://gamification-research.org/2013/09/does-gamification-work-a-look-into-research/
Electronic ISBN:978-1-4799-2504-9
Kafai, Y. B., & Burke, Q. (2015). Connected gaming: What making video games can teach us about learning and literacy. MIT Press. https://dl.acm.org/doi/book/10.5555/3086975