Program Overview
A professional magic show in which the audience gradually realizes electricity is an invisible superpower — and electricians are the people who know how to control it. Approximately 70 minutes on stage, plus an optional 20–30 minute Apprentice Lab (90–110 minutes total). Designed for grades 5–8, strongest at 6–7. This is not a rotating trades-station day — that is Build The Future.
- I don't make electricity do anything impossible. I just know the rules.
- None of it is magic. Someone learned how electricity works. And you can too.
- Electricians are the people building the infrastructure of the future.
Quick Facts
- Grades
- 5–8 (strongest 6–7)
- Show
- ~70 minutes
- Apprentice Lab
- Optional 20–30 minutes
- Total
- 90–110 minutes
- Format
- Magic/science show + lab
- Venues
- Auditorium, gym, theater
Works in auditoriums, gyms, theaters, and similar gathering spaces. Portable enough to tour Wonderful Foundations campuses. Do not mix with a high-school trades day — that is Build The Future.
Host ELECTRIFIED!
The show is designed to travel: school auditoriums, theaters, community centers, trade schools, union halls, and corporate facilities. Load-in, crew count, electrical service, and touring footprint are RESEARCH REQUIRED. Industry partners may supply electricians, mentors, or lab support as in-kind — never as an on-stage advertisement. In-kind is never rolled into the cash ask.
- Electrical contractors
- Electrical unions
- Apprenticeship programs
- Utilities
- Solar and battery companies
- Electrical and tool manufacturers
- EV infrastructure companies
- Trade schools and community colleges
- Construction and engineering companies
What students take away
The show teaches
- Circuits — open versus closed, and why one bad connection stops everything
- Voltage, current, and resistance as intuition, not a worksheet
- Magnetism, induction, and wireless energy you can see
- Motors: electricity becomes movement
- Troubleshooting as a professional skill
- Electrical safety as mastery, not a warning lecture
- Where electricity lives in homes, hospitals, data centers, and the energy transition
Two personalities
- The Magician — Energetic. Funny. Apparently capable of impossible things. Represents wonder. Constantly tries to claim electricity is magic.
- The Electrician — Calm. Competent. Funny in a different way. Actually understands what's happening. Represents mastery. Recurring beat: Magician says “magic.” Electrician says “electricity.”
Careers electricity powers
- Homes, hospitals, and schools
- Renewable energy, solar, batteries, and microgrids
- Electric vehicles and charging infrastructure
- Robotics, automation, and factories
- Communications, data centers, and AI infrastructure
- Entertainment, movie sets, and theme parks
- Airports, transportation, and emergency systems
- Pathway: show → Apprentice Level 1 → school experiences → labs → mentorship → job shadow → pre-apprenticeship → apprenticeship → journey-level → master / contractor / entrepreneur
Run of Show
- Act 1 — The Blackout (≈5): Students enter a darkened stage. The magician tries to begin. Lights, music, screens, and props fail. An electrician enters with tools, uses a real meter, finds the fault, and the system comes alive. — Electricity makes the modern world work.
- Act 2 — Invisible Power: A fluorescent tube or theatrical device illuminates without an obvious wired connection. Magician: “Where's the wire?” Electrician: “There isn't one.” Electrical fields, induction, and wireless energy stay visual — not a lecture.
- Act 3 — The Human Circuit: Six to ten students complete a safe low-energy circuit. A giant light or effect fires. Break one connection and it stops. A deliberately bad connection becomes a troubleshooting mystery: open circuit versus closed circuit. — Electricians are professional problem solvers.
- Act 4 — Electric Levitation: A lightweight object appears to float. The magician presents it as impossible. The electrician reveals the invisible electrostatic or electromagnetic forces. Scientifically legitimate, professionally engineered, and difficult for children to reproduce unsafely at home.
- Act 5 — Electric Detective: A theatrical wall hides wires, switches, junctions, and outlets. Something isn't working. Guessing fails. The electrician uses actual diagnostic tools — meter, continuity tester, tracer — and students help find the fault. — Electricians don't just pull wires. They diagnose complicated systems.
- Act 6 — Build a Magnet: An ordinary iron core lifts nothing. Wrap a coil, apply safe low-voltage power, and it becomes an electromagnet that picks up washers, bolts, or a theatrical chain. Cut the power — everything falls. Then connect the idea to doorbells, motors, elevators, EVs, and robotics. — Electricity can create movement.
- Act 7 — The World's Simplest Motor: An oversized motor demonstration makes electricity → magnetic field → movement visible. Then the stage reveals fans, pumps, tools, elevators, robots, and vehicles that suddenly begin moving.
- Act 8 — Electricity Through the Air: A wireless induction demo powers an LED without a direct wired connection. Farther away it dims. Closer it brightens. Another coil produces a surprise. Show first. Explain second.
- Act 9 — Electricity Makes Things Move: Solenoids, actuators, and relays move stage mechanisms. No projectile devices. Connect the motion to robotics, automation, doors, factories, and transportation.
- Act 10 — Lightning: The visual climax: a professionally designed and operated Tesla coil or equivalent high-voltage stage system. Arcs, sound, and nearby lamps reacting. Then silence. The electrician: the most important thing is making sure electricity goes only where it is supposed to go. — Safety is knowing electricity well enough to control it.
- Act 11 — How Much Power?: An audience guessing game. Devices on screen from an LED bulb to a data center. Oversized animated meters introduce volts, amps, and watts without making it math-heavy.
- Act 12 — Wire the Future: A transparent house or community starts dark. Kids use large safe theatrical connectors to complete SOURCE → PANEL → PROTECTION → CIRCUIT → LOAD. Each correct connection lights another section until the whole system comes alive.
- Final Trick: Magician: “You just did my biggest trick.” Electrician: “That's not a trick. That's a job.” Darkness. Then: YOU COULD BECOME AN ELECTRICIAN. Then ELECTRIFIED!
Signature tricks, interactive demos & Apprentice Lab
Signature tricks
The moments that look like magic — until the electrician names the rule.
- Invisible power — A tube lights with no obvious wire.
- Electric levitation — A disk floats on invisible force.
- Lightning on stage — Controlled arcs. Then: control is the real trick.
Interactive demos
Students help run the show — still low-voltage and purpose-built.
- The Human Circuit — Kids become the circuit. One break and the system dies.
- Electric Detective — Find the fault behind the wall.
- Wire the Future — Source. Panel. Protection. Circuit. Load.
Wire It — Wire a Light
Students connect POWER → SWITCH → LIGHT → RETURN on oversized, intuitive, low-voltage components. When wired correctly, the light illuminates.
- Student interactive
- Low-voltage, purpose-built
- Apprentice Card bolt 1
Find It — Find the Fault
A circuit that doesn't work. Students use a safe continuity tester or educational meter to find a loose connection, disconnected wire, failed component, or wrong connection.
- Student interactive
- Low-voltage, purpose-built
- Apprentice Card bolt 2
Move It — Build a Motor
Students assemble or complete a simple electromagnetic motor and watch electrical energy become physical motion.
- Student interactive
- Low-voltage, purpose-built
- Apprentice Card bolt 3
Magnetize It — Build an Electromagnet
Students create an electromagnet and test how much it can lift — washers or other safe objects — with a collectible competition, not a preschool sticker sheet. Complete all four stations to earn ELECTRIFIED! APPRENTICE — LEVEL 1. Trade credential meets video-game achievement. Four lightning bolts.
- Student interactive
- Low-voltage, purpose-built
- Apprentice Card bolt 4 — Level 1
Safety is knowing the rules
Safety isn't being afraid of electricity. Safety is knowing electricity well enough to control it. Student-interactive work is low-voltage and purpose-built. Tesla coils or equivalent systems are professional-only, with barriers and trained operators. We never teach kids how to build high-voltage devices at home. Never provide construction instructions for high-voltage devices. Never encourage home reproduction of lightning effects.
Three safety tiers
- Student interactive — Only touch-safe, low-voltage systems specifically designed for student interaction. Human circuit, apprentice lab stations, and theatrical connectors.
- Performer demonstration — Equipment operated by trained staff with appropriate barriers and controls. Levitation, motors, induction, and electromechanical effects.
- Professional high-voltage demonstration — Tesla coils or equivalent high-energy systems operated only by qualified professionals under venue, engineering, and safety protocols.
High-voltage climax review
- Professional engineering review — RESEARCH REQUIRED
- Qualified operators — RESEARCH REQUIRED
- Physical barriers and emergency shutoff — RESEARCH REQUIRED
- Venue approval and electrical inspection — RESEARCH REQUIRED
- Appropriate insurance — RESEARCH REQUIRED
- PPE and safe audience distance — RESEARCH REQUIRED
Help us launch ELECTRIFIED!
ELECTRIFIED! is fundraising now. Cash packages are $50,000 to sponsor a school/show, $100,000 recommended for program + Apprentice Lab, and a $200,000 launch fund. In-kind (electrician, tools, venue, high-voltage specialist) is never added to the cash ask.
$50,000 — Sponsor a school / show
One campus ELECTRIFIED! FieldTrip.
$100,000 recommended — Program + Apprentice Lab
Program development and Apprentice Lab.
$200,000 — Launch fund
Stated $200,000 launch goal — city or state underwriting.
In-kind — never added to cash
Working electricians, mentors, tools, lab kits, a venue, or a qualified high-voltage specialist — separate from cash. Never rolled into the cash ask. Categories: electricians and mentors; equipment and tools; venues; transportation; apprenticeships and job-shadow opportunities.
For donors
Why donate
ELECTRIFIED! is a 70-minute magic/science show plus an optional Apprentice Lab — lightning, levitation, and invisible forces that reveal electricians as the people who know how to control electricity. Your gift funds a school show, program development, or the $200,000 launch. In-kind (electrician, tools, venue, high-voltage specialist) is never added to the cash ask.
A show, not a worksheet
Magic comes first. Students leave knowing electricity is an invisible superpower — and that electricians are the people who know the rules.
Apprentice Lab Level 1
Wire It, Find It, Move It, Magnetize It — four low-voltage stations and an Apprentice Card. Trade credential meets video-game achievement.
Infrastructure of the future
Present electricians as the people building homes, hospitals, data centers, EVs, and the energy transition — not as an alternative if college isn’t for you.
Tax-deductible impact
Gifts to Wonderful FieldTrip through Wonderful Foundations support nonprofit education programming with measurable school-level outcomes.
What you get
- Receipt and acknowledgment for your gift
- Impact updates as schools are funded and shows are delivered
- Optional recognition on the experience page (for leadership gifts)
- Confidence that cash funds the show and lab — in-kind stays separate
For sponsors
Why sponsor
Sponsors put their brand beside a portable magic/science show that treats the electrician career as mastery. Distinct from Build The Future — not a rotating trades-station day. Cash packages match the FoundationOS ask. In-kind is never rolled into cash.
Workforce & CSR alignment
Electrical contractors, unions, utilities, manufacturers, and apprenticeship programs meet students who just saw the trade as wonder plus skill.
On-site & media presence
Logo recognition and optional in-kind electricians, mentors, or lab support — never as an on-stage advertisement.
School relationships
Connect with grades 5–8 campuses (strongest 6–7) before students choose their next step.
Launch momentum
The stated launch goal is $200,000 — city or state underwriting, or a founding industry partner.
Sponsorship options
One campus ELECTRIFIED! FieldTrip.
Program development and Apprentice Lab.
Stated $200,000 launch goal — city or state underwriting.
What sponsors receive
- Named recognition on the experience page and trip materials
- Opportunity to supply in-kind electricians, tools, venue, or a qualified high-voltage specialist
- Impact summary after each funded school visit
- Introductions to school and district leaders in your footprint
I don't make electricity do anything impossible. I just know the rules.
— ELECTRIFIED! thesis
FAQ
Is this a classroom STEM lecture?
No. Magic comes first. The education emerges from a professional show — then an optional hands-on lab.
Is it the same as Build The Future?
No. Build The Future is a rotating trades-station day. ELECTRIFIED! is a portable magic/science show focused on electricity and the electrician career, for grades 5–8.
Will kids be near high voltage?
Student-interactive work is low-voltage and purpose-built. Tesla coils or equivalent systems are professional-only, with barriers and trained operators. We never teach kids how to build high-voltage devices at home.
Who performs?
Two personalities: a magician (wonder) and an electrician (mastery). Crew size and touring roster are RESEARCH REQUIRED.
Can we host it at our school?
Yes in principle — auditorium, gym, theater, or similar. Production requirements and venue electrical service are still RESEARCH REQUIRED.
How do we measure whether it works?
Attendance, lab completion, student and teacher ratings, and electrician career interest before and after the show. Over time: pathway enrollment, mentorship, job-shadow, and apprenticeship participation.
Become an ELECTRIFIED! Apprentice
Host the show
Share your grade level, estimated student count, and preferred dates. Designed for grades 5–8. Works in an auditorium, gym, theater, or similar. Production requirements are still RESEARCH REQUIRED.
Bring FieldTrip to my schoolDonate or sponsor
Cash packages: $50,000 a school/show, $100,000 recommended for program + Apprentice Lab, $200,000 launch fund. In-kind is never added to cash.
Donate / become a sponsorIndustry partners
Electrical contractors, unions, utilities, manufacturers, and apprenticeship programs — put electricians beside a show that treats the trade as mastery, not a fallback.
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