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Ignite Engagement: Unlock the Secrets to a Future-Ready, Energized Classroom

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HBGCC - 301BC

Interactive Session
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Session description

Step into a session that will revolutionize your teaching approach! Discover strategies that ignite motivation, foster creativity, and ensure every learner feels empowered to excel. Join us to experience real-time, actionable techniques you can bring back to your classroom immediately—transforming engagement for every student, every day.

Outline

1. Introduction: Energizing Our Mindsets for Engagement (10 minutes)

Content:
• Welcome and set the tone by emphasizing the need for innovative, inclusive strategies that actively engage all students.
• Briefly outline the session’s goals: learning hands-on strategies that can be immediately applied to create more engaging, equitable classrooms.
Engagement:
• Activity: Quick icebreaker using a “Think-Pair-Share” model where participants reflect on a recent success they had with engaging students and then share with a partner.
• Process: Start with reflection, then pair up and share experiences, helping participants connect and open up.

2. Strategy 1: Engagement Techniques (10 minutes)

Content:
• Explore quick, easy-to-implement engagement strategies such as “Turn & Talk,” “Chalkboard Splash,” and “Think-Tac-Toe.” Each method can be used to spark student participation and collaboration.
Engagement:
• Activity: Participants will immediately try these strategies. They’ll be asked to practice “Turn & Talk” with a peer about how they would use these techniques in their own classrooms.
• Process: Group demo with real-time peer feedback. Volunteers will share their ideas, and everyone will engage in a "Chalkboard Splash" where they can post their thoughts on a shared digital platform or sticky notes.

3. Strategy 2: Gamification in Learning (15 minutes)

Content:
• Discuss how to turn ordinary lessons into engaging, game-like experiences. Present options like Kahoot, scavenger hunts, and learning-based competitions that motivate students through play.
Engagement:
• Activity: A live mini-quiz using Kahoot or another digital tool where participants compete to answer questions about teaching strategies. This showcases how gamification works in the classroom and gives participants hands-on experience.
• Process: After the quiz, there will be a brief reflection on how this model can be adapted to different subject areas and student needs. Participants will brainstorm how to use it in small groups.

4. Strategy 3: Building Collaborative Learning Environments (15 minutes)

Content:
• Introduce collaboration strategies like “Jigsaw,” “Collaborative Grouping,” and “Project-Based Learning” that encourage students to work together and learn from each other.
Engagement:
• Activity: Participants will experience the “Jigsaw” technique. Each group will be given a small piece of a strategy, and they’ll need to collaborate with other groups to put together the full picture of how the strategy can be used effectively.
• Process: Peer-to-peer interaction and group collaboration are central here, modeling how this method can make learning interactive and inclusive.

5. Strategy 4: Personalizing Learning with Technology (15 minutes)

Content:
• Showcase simple ways to personalize learning using technology, such as self-paced learning platforms, digital portfolios, and apps that track student progress.
Engagement:
• Activity: Participants will explore a selection of apps (e.g., Flipgrid, Seesaw, or Google Classroom) through a “Gallery Walk” format, rotating around different stations where they try out different technologies.
• Process: Hands-on experience with each platform followed by a quick group discussion on how each tool can be adapted for diverse student needs and settings.


6. Closing: Commitment to Action (5 minutes)

Content:
• Wrap up the session by reviewing the strategies covered and their potential impact on classroom engagement and equity.
Engagement:
• Activity: Reflection and “Accountability Partners.” Participants will write down one strategy they plan to implement in the next month and share it with an accountability partner. They’ll check in with each other post-session to share results.

Process: Written reflection followed by partner discussion to reinforce commitment and action.

Total Session Time: 60 minutes
• Introduction: 10 minutes
• Low-Prep, High-Impact Engagement: 10 minutes
• Gamification in Learning: 10 minutes
• Building Collaborative Environments: 10 minutes
• Personalizing with Technology: 15 minutes
• Closing & Reflection: 5 minutes

The time will fly by for participant-driven learning where everyone stays actively engaged throughout. Attendees will practice strategies firsthand and leave the session with actionable tools to increase student engagement in their own classrooms.

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Supporting research

The session draws from "Teachables: Bite-Size Strategies That Make a Major Impact in the Classroom," an evidence-based book citing influential research. Noteworthy contributors include Zaretta Hammond, Carol Dweck, Harvey Silver, Cheryl Abla (lead presenter), and insights from the US Department of Education. The strategies blend educator experiences with observations in schools, emphasizing the significance of positive classroom culture. The four key components identified for an enthusiastic learning environment are Relationships, Organization and Procedures, Curiosity and Engagement, and High Expectations, derived from extensive research and best practices. The aim is to empower educators with actionable steps for positive impact.

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Presenters

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Educational Consultant
Teachables
ISTE & ASCD Book Author
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Directory of Secondary Education
Littleton School District

Session specifications

Topic:

Student Engagement and Agency

Grade level:

PK-12

Audience:

Curriculum Designer/Director, Teacher Development, Teacher

Attendee devices:

Devices useful

Attendee device specification:

Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows

Participant accounts, software and other materials:

Software and Materials needed, but not necessary to be an active participant.

1. Kahoot (for live quizzes)
o Download URL: https://kahoot.com
o Attendees should create a free account and download the Kahoot app (if using mobile) to participate in the gamified learning activity.

2. Mentimeter (for interactive polls)
o Download URL: https://www.mentimeter.com
o Participants can access this through a browser on their device to engage in live polls and surveys during the session.

3. Padlet or an equivalent collaborative tool (for group brainstorming activities)
o Download URL: https://padlet.com
o No download required, but participants should have access to a device with internet connectivity to collaborate on shared boards.

4. Google Classroom, Flipgrid, or Seesaw (for personalizing learning with technology)
o Download URLs:
 Google Classroom: https://classroom.google.com
 Flipgrid: https://info.flip.com
 Seesaw: https://web.seesaw.me
o These apps will be used for exploring how to implement personalized learning and collaborative student projects. Participants can choose one to explore based on preference.

Materials to Bring:
• Laptop or tablet with internet connectivity to access software and apps during the session.
• Notebook or device for taking notes during group discussions and reflection activities.

This setup will ensure participants are fully engaged in the hands-on activities and can explore how these tools can be applied to their own classrooms.

Subject area:

Teacher Education

TLPs:

Cultivate Belonging, Spark Curiosity