Event Information
1) Introduction (10 minutes):
-Welcome and greet participants.
-Provide an overview of the session objectives.
-Discuss the importance of joy in the learning process.
Activities:
-Icebreaker/Poll on the connection between joy and innovation
-Encourage participants to reflect on their personal experiences related to joyful learning.
-We will share a brief story and short video that exemplifies the impact of joy in education.
2) The Five Pillars of Joyful Learning (10 minutes):
-Explore five key strategies to cultivate joy in the classroom.
-Discussion of each strategy's significance and potential impact.
Activities:
-Use an interactive tool like Mentimeter to conduct a quick poll asking participants about their familiarity with these strategies.
-Participants will engage in a turn-and-talk for discussions where they can share their thoughts on the strategies and brainstorm practical applications.
3) Technology Integration for Creativity (10 minutes):
-Explanation of how to leverage digital resources for creative student projects.
Activities:
-Conduct a live demonstration of one or two of the mentioned digital tools, such as Canva or Book Creator.
-Ask participants to share their own experiences with using technology for creative project.
4) Empowering Student Ownership (10 minutes):
-Strategies for encouraging students to set and manage their learning goals.
Activities:
-Share case studies or scenarios where these strategies have been successfully implemented.
-Encourage participants to brainstorm specific ways they can apply these strategies in their own classrooms.
5) Fostering a Positive Classroom Culture (10 minutes):
-Tips for creating an inclusive and supportive learning environment.
Activities:
-Present real-life examples of teachers who have successfully created positive classroom cultures.
-Facilitate a discussion where participants can share their own strategies for building positive classroom cultures.
6) Q&A and Sharing (10 minutes):
Activities:
-Open the floor for participants to ask questions and share their experiences.
Use a chat or discussion forum for participants to submit questions and reflections.
Summarize key takeaways from the session based on participant contributions.
Interactive Activities (Throughout the Session if selected as an interactive session):
-We will use Menti for polls related to session content.
-Participants will be provided with a choice of digital tools (Canva, Book Creator, Microsoft Flip, or Wakelet) to explore and create content related to our session topic.
-We will encourage participants to collaborate on shared documents or platforms (sharing their creations to a Wakelet).
“Keys to Successful Elementary Technology Centers.” In: Find Your Path: Integrating Technology in the Elementary Classroom. Learner Agency and Personalized Learning: http://edimagine.com/
“The Element” (Book) or “Ken Robinson Says Schools Kill Creativity” (TED Talk) http://www.ted.com/talks/ken_robinson_says_schools_kill_creativity.html – Sir Ken Robinson - Demonstrates the need go beyond rote, cookie cutter learning to tap into an transformed educational system that fundamentally values creativity and discovers potential.
“Drive” (Book) – Daniel H. Pink – Demonstrates the need to motivate students for lifelong learning and develop intrinsic motivation through heuristic tasks, which are engaged for the joy and task itself.
“Framework for 21st Century Learning” by Partnership for 21st Century Skills, http://www.p21.org/overview/skills-framework
“Meaningful Learning with Technology” by Jane Howland, David Jonassen, and Rose Marra Design Thinking for Educators, website at http://www.designthinkingforeducators.com
"How might we...create the next innovator?" article by Lisa Abel-Palmier; https://www.iste.org/explore/ArticleDetail?articleid=79
The New Media Consortium's Horizon Report (2017) discusses the role of technology in fostering creativity in education and highlights the impact of digital tools on student engagement and innovative thinking.
IDEO. (2017). Design kit: Methods. Retrieved from: http://www.designkit.org/methods
IDEO. (2017). What is human-centered design. Retrieved from: http://www.designkit.org/human-centered-design
Seth Godin, "Stop Stealing Dreams," https://sethgodin.typepad.com/files/stop-stealing-dreams6print.pdf
OWP/P Architects, VS Furniture, & Bruce Mau Design. (2010). The third teacher. Chicago: Abrams.
Stanford Graduate School of Education. (2015). Design time [documentary]. d.loft STEM Learning. Retrieved from: https://dloft.stanford.edu/video-design-time
Wise, S. (2016). Design thinking in education: Empathy, challenge, discovery, and sharing. Edutopia. Retrieved from: https://www.edutopia.org/blog/design-thinking-empathy-challenge-discovery-sharing-susie-wise
Evolving with Gratitude by Lainie Rowell
A meta-analysis by Wang, Haertel, and Walberg (1990) suggests that a positive classroom climate significantly influences student achievement, attitudes, and engagement.
"Evolving Education Shifting to a Learner-Centered Paradigm" by Dr. Katie Martin
The Boundless Classroom by Nathan Lang-Raad & James Witty
"Chart a New Course" by Rachelle Dene Poth
"UDL and Blended Learning: Thriving in Flexible Learning Landscapes" by Katie Novak and Catlin R. Tucker
Research by Hattie and Timperley (2007) emphasizes the significance of involving students in goal setting, as it enhances motivation and self-regulation, which are essential components of ownership in learning.
"Make Learning Magical" by Tisha Richmond
"Take the L.E.A.P. Ignite a Culture of Innovation" by Elisabeth Bostwick
Study by Ben-Shahar (2015) on positive psychology in education highlights the importance of joy and positive emotions in the learning process, as they enhance engagement and cognitive functioning.