Sunday, March 5, 2017 • 1:30 – 5:00 PM
Workshops require a separate registration fee.
Authors: David Gibson, Curtain University, Australia & Dirk Ifenthaler, Mannheim University, Germany
Abstract: This workshop on building capacity for learning analytics will engage participants in learning about data science research methods and applying those to learning analytics. The workshop will address key questions of the field. What is data science and what do we mean by learning analytics? What is the current state of the field? What are the major challenges of learning analytics ethics, data processes, methods of developing insights, and options for infrastructure? Where else in higher education leadership (beyond learning and teaching) are people using data science methods? How can data scientists in higher education build teams and engage researchers and practitioners in creating learning analytics systems? What are leaders in the field currently working on and what are some of the near-term possibilities?
Author: Janna Kellinger, University of Massachusetts Boston, USA
Abstract: This workshop is NOT about creating a game to be played in class on Tuesday. Those one-shot games are fun and can be motivating, but tend to be recall games, not problem-solving games. Do you really care if students can name all 50 states and their associated capitals, something they could find out instantly on the internet? Or would you rather students understand how and why state lines were drawn where they were and how capitals got chosen? Or, better yet, think about ways to redraw the states and choose new capitals to better reflect today’s needs, or create a new country, or even imagine a unified Earth without any continental distinctions? Based on the presenter’s book A Guide to Designing Curricular Games, this workshop takes participants through the steps of imagining, designing, and playtesting a curricular game by repurposing common technologies.
Author: Roger Wagner, 1010 Technologies, USA
Abstract: Schools globally are establishing makerspaces at a rapid pace. This workshop is designed to support an introductory maker education course using a microcontroller, sensors, and motors. No prior experience is required.
In this workshop you’ll easily attach lights and sensors to a physical model, and then use an Arduino microcontroller to connect the model with digital content such as webpages, YouTube videos, and other digital media. Learn how schools use curriculum-based student-made projects as the foundation of their classroom or library makerspace. You will also have the opportunity to use reconstructed historic inventions in American history using FabNet Invention Kits. Examples from elementary and middle school activities in science and language arts will be demonstrated.
W4: Learning Through Virtual Discussion: The Blueprint for Creating Dynamic Synchronous Group Discussions Online
Author: Kellie Alston, North Carolina Central University, USA
Abstract: Distance education is the fastest growing sector of higher education; consequently, brick and mortar institutions with teacher education programs have begun to offer courses and even full degrees online. The Learning Through Virtual Discussion model allows teacher educators to provide a stimulating, e-learning experience that not only guides students into mastery of student learning outcomes through cooperative learning and collaborative work, but also enhances their social and affective development as they learn to effectively communicate with others, control the quality of their learning experiences, and develop their leadership skills. This unique discussion process can be used as the primary method of delivering high-quality virtual instruction that transforms students and develops 21st century skills that are critical for success in today’s world.
Author: Todd Cherner, Portland State University, USA
Abstract: The catchall phrase of “21st century skills” has become a mantra for public education. However, it is unclear exactly what these skills include and how teachers can develop them in their students. In this three-hour workshop, the presenter will use engaging techniques to first support attendees in unpacking this term before sharing a framework that pairs inquiry-based lesson plan design with websites and apps. The presenter uses this framework to create “21st century” learning opportunities for students. Throughout the workshop, the presenter will offer techniques for conceptualizing different components frequently used for teaching with technology, stories for how he uses these components, and additional ideas for what it means to teach and learn in the Digital Age. This session will be valuable for teachers, teacher educators, and researchers who frequently use instructional technology in their educational practices. Come join us for a few hours of learning and comradery.
Author: Julie Ward, Tarleton State University, USA
Abstract: Between economic conditions and safety concerns, field trips are becoming nonexistent in school systems; this is where virtual reality comes in. Not only can you take your students to places around the world, you can also visit impractical destinations such as space and the Great Barrier Reef! Virtual reality can be integrated into any grade level or content area and is much more affordable than you would think. Google Cardboard is an example of a low-cost, virtual reality device which allows students to visit places they have never dreamed of, both real and imaginary. Not only will you be able to experience virtual reality in this workshop, you will also get the chance to create your own virtual reality. You will leave with the tools to transform your classroom into an interactive, innovative learning environment through the integration of virtual reality!