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Experiments, Explorations & Entrepreneurship: Making More of Math

Explore and create

Explore and create : Creation lab


Monday, November 30, 11:30 am–1:00 pm PST (Pacific Standard Time)

Amy Brownlee  
Students often enter the mathematics classroom with a fixed mindset about how they will perform. Math can be beautiful, fun and interactive. Learn how to make math more relevant through the use of STEAM and maker activities, virtual and augmented reality, games and entrepreneurship.

Audience: Teachers, Technology coordinators/facilitators, Library media specialists
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: Windows, Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials: CoSpaces Application would be helpful, but not required.
Topic: Maker activities & programs
Grade level: 6-12
Subject area: Math, STEM/STEAM
ISTE Standards: For Students:
Empowered Learner
  • Students understand the fundamental concepts of technology operations, demonstrate the ability to choose, use and troubleshoot current technologies and are able to transfer their knowledge to explore emerging technologies.
Innovative Designer
  • Students develop, test and refine prototypes as part of a cyclical design process.
For Educators:
Citizen
  • Create experiences for learners to make positive, socially responsible contributions and exhibit empathetic behavior online that build relationships and community.
Additional detail: Session recorded for video-on-demand
Influencer Disclosure: This session includes a presenter that indicated a “material connection” to a brand that includes a personal, family or employment relationship, or a financial relationship. See individual speaker menu for disclosure information.

Proposal summary

Purpose & objective

The purpose of this session is to provide teachers with a variety of tools and resources to use as a way to engage all students in the learning process for mathematics. Many students have decided before stepping foot in a math classroom how they will perform. Engaging the students who have given up on math is challenging, but not impossible. These strategies will impact all students, not just the ones who "aren't good at math".
There are three sections in this presentation. Experiments will focus on the addition of STEAM activities in the classroom. From building a catapult on a budget to Desmos.com art activities, this interactive section will have teachers challenged!
Explorations will focus on how students create AR/VR tutorials at the end of a unit to teach concepts to others. CoSpaces is the platform used to create.
Finally, the Entrepreneurship section will focus on building a business in the classroom as a way to create and learn math. With help from Real World Scholars, a social enterprise has been created at Lausanne Collegiate School in Memphis, TN with a focus to end hunger in the community.

Teachers leaving this session will have a variety of tools to use in their classrooms as well as resources used by the presenter.

Outline

5 Minute Introduction and Overview
Experiments introduction: 5 minutes
15 minute STEAM activity (build & test): Virtual STEAM activity with participants (breakout rooms if possible to team participants). Using only the materials you have on hand (or a specific tool, ie paperclip, postit note, note card, paper) build an item that has a new purpose.
5 minute debrief --explore the challenges/successes of the experiment and how it can be applied to your classroom.
Explorations introduction: 5 minutes
15 minute game time: Participants explore the digital & non digital creations of a math class. Escape Room games, card games, vocabulary games, VR & AR presentations. (Gallery Walk)
5 minute debrief --explore the challenges/successes of the explorations and how it can be applied to your classroom.
Entrepreneurship introduction 10 minutes
10 minute prototype--Think of a problem that exists and create a solution to the problem (build using available materials or draw prototype).
10 minute pitch --Volunteers present their prototype and pitch the idea to the rest of the participants.
5 minute Q & A

Supporting research

https://www.youcubed.org/resources/mathematical-mindsets/
https://www.theedadvocate.org/the-gamified-math-class/

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Presenters

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Amy Brownlee, Lausanne Collegiate School

I am the Assistant Director of Lausanne Learning as well as the lower school technology instructor at Lausanne Collegiate School. I have a background in mathematics teaching, with a Bachelor’s degree in Elementary Education and a Master’s in Curriculum and Instruction. My passion for mathematics and technology has inspired me to begin diving into entrepreneurship in the classroom, building a business with students from the ground up. I am the advisor for Lausanne Collegiate School’s Virtual Reality Club, and I am always striving to bring a growth mindset to my students through embracing failure as a learning experience.

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