ISTE20Creative
Constructor Lab
Digital
Leadership Summit
Edtech Advocacy &
Policy Summit

Power to the Student Publishers

Explore and create
Pre-registration required

Explore and create : BYODex


Monday, June 24, 9:00–10:30 am
Location: Franklin 8-9, Marriott

Dr. Casey Cohen   Richard Colosi   Jessica Herring   Dr. Janel McCormick  
Discover how to turn students into published authors. Learn about iOS, OS and web-based applications that enable publishing opportunities and explore examples of student creations. Participants will select an app to learn more about and create a piece of publishable content.

Audience: Coaches, Teachers, Technology coordinators/facilitators
Skill level: Beginner
Attendee devices: Devices required
Attendee device specification: Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials: Some combination of the following (but not all are necessary)
Pages: https://itunes.apple.com/us/app/pages/id361309726?mt=8 or https://itunes.apple.com/us/app/pages/id409201541?mt=12
Clips: https://itunes.apple.com/us/app/clips/id1212699939?mt=8
GarageBand: https://itunes.apple.com/us/app/garageband/id408709785?mt=8 or https://itunes.apple.com/us/app/garageband/id682658836?mt=12
Keynote: https://itunes.apple.com/us/app/keynote/id361285480?mt=8 or https://itunes.apple.com/us/app/keynote/id409183694?mt=12
AdobeSpark Page: https://itunes.apple.com/us/app/adobe-spark-page/id968433730?mt=8 or https://spark.adobe.com/about/page

An OS or an iOS is preferable, but only one is necessary. Participants will able to participate using any type of device, but will have more options with an iOS or OS device.

Focus: Digital age teaching & learning
Topic: Creativity and productivity tools
Grade level: PK-12
Subject area: Language arts, STEM/STEAM
ISTE Standards: For Students:
Creative Communicator
  • Students publish or present content that customizes the message and medium for their intended audiences.
Innovative Designer
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
For Educators:
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.

Proposal summary

Purpose & objective

Participants will:
Explore various resources for digital publication options available to teachers and students
Explore iOS and OS apps and web-based applications as tools for content creation
Understand how the apps shared create opportunities in which technology enriches the learning experience through the acts of creating and publishing
Determine ways in which their own students can create publishable content
Create and plan for their own or their students’ publishable content

The presenters are focusing on this topic of empowering student authors to help participants learn how to give students authentic content creation and publishing opportunities and to offer specific instructions and applications that can be used immediately. The presenters will discuss iOS and OS apps as well as web-based applications available for content creation and publishing, share student exemplar projects, model how they can be used, and guide participants through the design and publishing of a project.

These tools shared in this session give students opportunities to create content made of multiple types of media and to share with authentic audiences. The strategies discussed address how students can learn and practice the 21st Century competencies including: creativity, collaboration, critical thinking, and communication as well as learn and practice traditional literacies including reading, writing, speaking, and listening.

A significant portion of the session will be an opportunity for participants to select a publishing project to create and design the project and publishing plan with the support and guidance from one of the presenters. Participants will have an opportunity to pitch and publish their idea on social media.

There will also be time dedicated to reflecting on how participants can apply what they learned in their learning communities.

Outline

Introduction of Presenters (5 minutes)

Overview / rationale of session - Presenters will explain how students should be viewed as content creators who should be published and how the act of publishing can transform an assignment by adding the element of authenticity. (5 minutes)

Presenters will each share one or two apps that can give students an authentic content creation and publishing experiences (GarageBand, Clips, Pages, Keynote, Adobe Spark Post). Presenters will give an overview of the app and share examples of projects and assignments they have used with the app that give students opportunities to be published (including podcasts, movies, books, and webpages). While sharing the examples, the presenters will explain how the projects facilitate students learning and practicing the 21st Century competencies including: creativity, collaboration, critical thinking, and communication and traditional literacies including reading, writing, speaking, and listening. (25 minutes)

In the second part of the session presenters will ask participants to select an app and type of project (presented in the first part) that they want to learn more about. Participants will divide into groups based on which app and type of project they want to explore. The options will be: podcasts using GarageBand, movies using Clips and Keynote, books using Pages, and webpages using Adobe Spark Post. Each presenter will give a brief demonstration of the app. After allowing participants some time to play and explore the app, the presenters will give participants a call to action to create a piece of content in the app or design a project students can create in the app. Participants will have the opportunity to design and begin their creation and learn about different options for online publication. The presenters will encourage the participants to publish their idea or pitch of their idea on social media, to experience the authenticity that the act of publishing can create. (45 minutes)

Presenters will conclude with leading a conversation about how the ideas learned in this session can be applied in the classroom and address participant questions. (10 minutes)

Supporting research

The research below supports the benefits of teaching students to be content creators who have authentic opportunities to be published:

Breslow, L. (2015). The pedagogy and pleasures of teaching a 21st-Century skill.European Journal of Education, 50(4), 420-439.

Brusic, S. A., & Shearer, K. L. (2014). The ABCs of 21st century skills. (cover story). Children's Technology & Engineering, 18(4), 6.

Henriksen, D., Mishra, P., & Fisser, P. (2016). Infusing creativity and technology in 21st century education: A systemic view for change. Journal of Educational Technology & Society, 19(3), 27-37.

Hunt, S., Wright, A., & Simonds, C. (2014). Securing the future of communication education: Advancing an advocacy and research agenda for the 21st century. Communication Education, 63(4), 449-461. doi:10.1080/03634523.2014.926016

Lemley, J. B., Schumacher, G., & Vesey, W. (2014). What learning environments best address 21st-Century students' perceived needs at the secondary level of instruction? NASSP Bulletin, 98(2), 101-125.

Partnership for 21st Century Skills (P21). (n.d.). Our mission. Available from www.p21.org/about-us/our-mission

Saavedra, A. R., & Opfer, V. D. (2012). Learning 21st-Century skills requires 21st century teaching. The Phi Delta Kappan, (2), 8-13.

More [+]

Presenters

Dr. Casey Cohen, Rose Tree Media School District

Dr. Casey Cohen is the Director of Technology Innovation and STEM Programs for the Rose Tree Media School District and a member of the Apple Distinguished Educator class of 2015.

Richard Colosi, Monroe 2 BOCES
Jessica Herring, University of Central Arkansas
Dr. Janel McCormick, Wyoming Seminary Lower School

People also viewed

5 Minutes of Creativity
Digital Academic Scavenger Hunts for the Masses
The Inclusive Classroom: Tools and Procedures for Student Success