WORKSHOP NARRATIVE AND OVERVIEW
On planet Gaia, CES educators from around the nation gather for our final journey to engage youth in their everlasting adventure called learning. Unfortunately, Gaia faces an engagement and empowerment gap. Though legend says there is a hidden power that we might be able to harness to provide an opportunity to solve this disengagement epidemic. If we are to use this power, we must understand what it is, how it is used, why it might be useful, and understand its benefits/limitations. Will this solve the disengagement epidemic that Darth Boredom placed on Gaia's youth?
How might we integrate game mechanics into our instructional design so we can engage youth in learning?
MATERIALS AND TASKS NEEDED:
Tablet or Laptop (preferably). If you don't have a laptop I will bring 2 additional laptops to the workshop
AGENDA
PRELUDE
Part I- EXPLORE AND DISCOVER
Creating and sustaining high-performing, high-achieving secondary classrooms that are engaging and personalized has a transformative impact on students and the class culture and climate. In this session, participants will learn about of a range of research-based instructional strategies, core classroom practices, protocols, and procedures for reaching and engaging adolescent learners in secondary classrooms. Through readings, simulations, group learning protocols and dialogue, participants will have an opportunity to explore the following question: What are some of the critical conditions that foster student engagement and increased levels of trust, attention, participation, motivation, effort, and investment in learning? Participants will also explore how to support implementation and sustainability for these practices to ensure fidelity and long-term success in schools.
Denise