Event Information
This 60-minute Idea Lab is fast-paced and hands-on, ensuring every minute is dedicated to application and creation.
1. The Paradox & The Shift (5 minutes)
We'll begin with a quick hook, using a device-based poll to identify attendees' biggest pain points regarding the "Engagement vs. Time Paradox." The goal is immediately set: framing the educator role shift from Content Deliverer to Experience Designer.
2. Pedagogy-First Blueprint (10 minutes)
Introduce the core design framework: mapping curriculum objectives directly to active student actions to build interactive learning experiences. Attendees engage in a focused peer-to-peer discussion while using a provided blueprint template to outline the transformation of one lesson from their own curriculum. (ISTE Educator: Designer focus).
3. Interactive Toolkit & UDL Application (5 minutes)
Brief, targeted demonstration of the essential interactive elements (windows, labels, navigation) and how they specifically support Universal Design for Learning and accessibility. The focus is on the pedagogical why, ensuring tools serve the learning goals.
4. Hands-On Creation Lab (30 minutes)
This is the core work time. Attendees will engage in a sustained, device-based activity to build their Interactive Learning Artifact using the design blueprint. The facilitator will provide group coaching, and modeling best practices for effective implementation.
5. Sharing, Feedback & Action Plan (10 minutes)
The session concludes with the immediate practical application of the skills learned:
Artifact Sharing & Feedback (5 min):
- Attendees quickly publish their artifacts. A short, structured QR code review or link exchange allows for peer-to-peer feedback.
- Finalizing the Action Plan (5 min): Attendees finalize their "Future Workflow" Action Plan, mapping the steps to scale the Pedagogy-First Design process into their weekly planning cycles. (ISTE Student: Creative Communicator outcome).
Attendees will leave with two concrete deliverables:
1. Completed Interactive Learning Artifact: A fully designed and published EdTech resource (e.g., a gamified review, an accessible Hyperdoc, or a branching personalized lesson) based on a lesson from the participant's own curriculum, demonstrating mastery of the Pedagogy-First Design Framework.
2. "Future Workflow" Action Plan: A personalized, two-week roadmap detailing the steps to integrate the Educator Designer process into their regular planning cycle, effectively solving the "Engagement vs. Time Paradox" in their classroom.
1. CAST: Universal Design for Learning Guidelines (Framework for inclusive design).
2. Rose, D. H., & Meyer, A.: Universal Design for Learning: Theory and Practice (Foundational text on UDL).
3. ISTE: ISTE Standards for Educators (Focus on the Designer and Creative Communicator roles).
4. Hattie, J.: Visible Learning (Research on factors that drive student learning outcomes).
5. Clark, R. E., & Mayer, R. E.: e-Learning and the Science of Instruction (Cognitive principles for multimedia design).
6. Ericsson, K.A. & Pool, R.: Peak: Secrets from the New Science of Expertise (Supporting the need for deliberate practice in new skills).
7. Squire, K.: Video Game-Based Learning: An Emerging Paradigm (Research on interactive/gamified engagement and motivation).
8. Chen, Lambert, and Guidy (2010): Research linking student engagement factors to learning gains (supporting the session's core problem).
9. Journal of Information Systems Engineering and Management: Studies on the effectiveness of interactive learning methods in boosting engagement and comprehension.
10. Trilling, B., & Fadel, C.: 21st Century Skills: Learning for Life in Our Times (Context for why the shift to creative communication and design skills is necessary).