session information
Morning sessions:
Sketchnoting: Doodlers Welcome! - Room ENG 2003
Chelsea Edwards and Deedee Stasiak
You don’t need to be an artist! In this hands on session, you will be introduced to the concept of sketchnoting, a visual form of notetaking for you and your students. With strokes of how and why blended with a splash of fun, you can learn how to incorporate sketchnotes to benefit both you and your students! We will elaborate on how sketchnoting provides opportunities for deeper learning, creative expression and how it connects the verbal world to the visual world. If you are new to sketchnoting, this is a great place to start. If you are an expert, come have a fun time practicing and sharing with others!
Target Audience: Grades K-12 and Higher Education
Tech Needed: Tablet suggested but not required
Chelsea Edwards and Deedee Stasiak
You don’t need to be an artist! In this hands on session, you will be introduced to the concept of sketchnoting, a visual form of notetaking for you and your students. With strokes of how and why blended with a splash of fun, you can learn how to incorporate sketchnotes to benefit both you and your students! We will elaborate on how sketchnoting provides opportunities for deeper learning, creative expression and how it connects the verbal world to the visual world. If you are new to sketchnoting, this is a great place to start. If you are an expert, come have a fun time practicing and sharing with others!
Target Audience: Grades K-12 and Higher Education
Tech Needed: Tablet suggested but not required
Strengthening Students’ Problem Solving Skills Through Coding - Room ENG G047
Katherine Hsieh and Kelcie Cain
Are you looking for ways to increase problem solving skills in your students? Struggling to fit coding into your schedule? In our session you will learn how to enhance problem solving skills through the integration of content and coding. We will explore the coding apps and sites: Lightbot, Daisy the Dino, PBS Scratch Jr., Kodable, Tynker, Hopscotch, CargoBot, and Scratch.
Target Audience: K-5
Tech Needed: Laptop or Tablet
Katherine Hsieh and Kelcie Cain
Are you looking for ways to increase problem solving skills in your students? Struggling to fit coding into your schedule? In our session you will learn how to enhance problem solving skills through the integration of content and coding. We will explore the coding apps and sites: Lightbot, Daisy the Dino, PBS Scratch Jr., Kodable, Tynker, Hopscotch, CargoBot, and Scratch.
Target Audience: K-5
Tech Needed: Laptop or Tablet
Learning Spaces as an Educational Tool - Room ENG 2001
Jason Brown and Tori Howe
What if we told you an assistive learning tool is sitting in your classroom at this very moment? The goal of our session is to educate teachers about utilizing the space around them in a way that enhances learning for all students.
We will describe in detail multiple factors of classroom design that impact student learning.
Target Audience: Grades K-12 and Higher
Tech Needed: Laptop or Tablet
Jason Brown and Tori Howe
What if we told you an assistive learning tool is sitting in your classroom at this very moment? The goal of our session is to educate teachers about utilizing the space around them in a way that enhances learning for all students.
We will describe in detail multiple factors of classroom design that impact student learning.
Target Audience: Grades K-12 and Higher
Tech Needed: Laptop or Tablet
Engaging the Adolescent Learner Through Student Generated Content - Room ENG 2002
Brianna English and Natalie Priest
Teachers are always looking for ways to give students more autonomy. In today’s world, students are constantly creating and sharing content on the internet; let’s tap into this knowledge through meaningful application in the classroom. One way to do this is through student generated content (SGC), in which students create products that authentically showcase their learning. This session will offer an overview of what SGC is, why teachers should use it, and what it can look like in the classroom. Participants will leave the session having worked with SGC mediums and having generated their own content.
Target Audience: Grades 6-12
Tech Needed: Laptop or Tablet
Brianna English and Natalie Priest
Teachers are always looking for ways to give students more autonomy. In today’s world, students are constantly creating and sharing content on the internet; let’s tap into this knowledge through meaningful application in the classroom. One way to do this is through student generated content (SGC), in which students create products that authentically showcase their learning. This session will offer an overview of what SGC is, why teachers should use it, and what it can look like in the classroom. Participants will leave the session having worked with SGC mediums and having generated their own content.
Target Audience: Grades 6-12
Tech Needed: Laptop or Tablet
afternoon sessions:
Competency Based Education: From Policy to Practice - Room ENG G047
Megan Katzenstein and Tess Sterling
Ever heard of competency based education? In this session you will leave with an understanding of CBE, how it's been implemented in schools in the US, and examples how to implement it in your own classroom.
Target Audience: Grades K-12
Tech Needed: Personal computer, tablet, or smartphone
Megan Katzenstein and Tess Sterling
Ever heard of competency based education? In this session you will leave with an understanding of CBE, how it's been implemented in schools in the US, and examples how to implement it in your own classroom.
Target Audience: Grades K-12
Tech Needed: Personal computer, tablet, or smartphone
App Smashing for the Elementary Educator - - Room ENG 2003
Angelique Heggum and David Mattie
App Smashing! Learn the ins and outs of the rising technology known as "app smashing". Attendees will be presented with two unique app smashing experiences that they can take back and incorporate into their classroom.
Target Audience: Grades K-5
Tech Needed: Laptop
Angelique Heggum and David Mattie
App Smashing! Learn the ins and outs of the rising technology known as "app smashing". Attendees will be presented with two unique app smashing experiences that they can take back and incorporate into their classroom.
Target Audience: Grades K-5
Tech Needed: Laptop
Blended Learning 101: Getting Your Classroom Ready - Room ENG 2002
Michele Meshover and Drew Missureli
Tired of your same old classroom routines? Let's revamp the way you deliver your instruction with using Blended Learning! This session is aimed at current and future teacher leaders who want to personalize learning for students through the use of digital tools and resources. Attendees will participate in a Blended Learning Model lesson explaining the basic features of a blended learning classroom while using and exploring digital tools such as EdPuzzle, Symbaloo, and ThingLink.
Target Audience: All Grades K-12
Tech Needed: Personal Device (laptop or tablet recommended)
Michele Meshover and Drew Missureli
Tired of your same old classroom routines? Let's revamp the way you deliver your instruction with using Blended Learning! This session is aimed at current and future teacher leaders who want to personalize learning for students through the use of digital tools and resources. Attendees will participate in a Blended Learning Model lesson explaining the basic features of a blended learning classroom while using and exploring digital tools such as EdPuzzle, Symbaloo, and ThingLink.
Target Audience: All Grades K-12
Tech Needed: Personal Device (laptop or tablet recommended)
Gamification in the Classroom: “Get Your Game Face On!”- ENG 2001
Grace Faoro and Kelly Fulks
Looking to transform your classroom into a great adventure this fall? This session is for educators who are looking to spark excitement, creativity, and collaboration amongst their students by using gamification in the classroom! When teachers introduce gamification in their classroom, students see a connection between their work and positive feedback, so they become more engaged and excited to learn. Educators will have an opportunity to engage in gamification through the exploration of the tool Classcraft.
Target Audience: Grades 4-12 and Higher Education
Tech Needed: Laptop, Tablet, or Smartphone
Grace Faoro and Kelly Fulks
Looking to transform your classroom into a great adventure this fall? This session is for educators who are looking to spark excitement, creativity, and collaboration amongst their students by using gamification in the classroom! When teachers introduce gamification in their classroom, students see a connection between their work and positive feedback, so they become more engaged and excited to learn. Educators will have an opportunity to engage in gamification through the exploration of the tool Classcraft.
Target Audience: Grades 4-12 and Higher Education
Tech Needed: Laptop, Tablet, or Smartphone