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Project-Based, Student-Driven and Service-Oriented Lessons With Upper Elementary Learners

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Presenters

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teacher
SFPS/Walden and Antioch Universities
@jackiegerstein
Dr. Jackie Gerstein teaches gifted education at two Title 1 schools within Santa Fe Public Schools; and graduate-level online courses for Walden and Antioch Universities.  She is the author of the book, Learning in the Making: How to Plan, Execute, and Assess Powerful Makerspace Lessons, published by ASCD.  Jackie believes that one of the roles and responsibilities of the 21st century educator is to share resources, ideas, and instructional strategies with other educators. As such, she tweets @jackiegersten and blogs at http://usergeneratededucation.wordpress.com/.

Session description

This session describes interdisciplinary projects completed by upper elementary students: building a sustainable city model; doing a social entrepreneurship project; constructing marble runs modeled in Tinkercad; and making technology enhanced, story-driven Halloween displays. These projects tapped into students' talents and interests, helping them reach their fullest potential.

Purpose & objective

As a result of this interactive presentation, participants will gain a greater understanding of:
• Authentic, engaging, interdisciplinary, standards-driven, and student-driven classroom activities that can be completed by upper elementary students (can be modified for older students),
• Principles that guide hands-on/minds-on and authentic learning experiences,
• How to integrate educational technology (e.g., Google tools, Tinkercad, Chibitronics) seamlessly into a learning project where learning the technology becomes learning-in-general.

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Outline

Introduction (10 minutes)
• Overview of Students
• Overview of My Classroom Environment
• Principles of Hands-On/Minds-On and Authentic Learning Experiences

Sample Projects (Quick Video Overview of Each) (20 minutes)
• Social Entrepreneurship
• Sustainable Cities
• Gardening
• Halloween Displays
• Marble Runs

Deep Dive with Jamboard or Canva (interactivity through examining in-depth descriptions) (20 minutes)
• Attendees post observations and questions
• Group discussion of attendee observations and questions

Closing (group discussion) (10 minutes)
• One Action Step

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Supporting research

• Learning in the Making: How to Plan, Implement, and Assess Makerspace Lessons by Jackie Gerstein
• Social Entrepreneurship with Elementary Students: A Perfect STEAM Lesson https://usergeneratededucation.wordpress.com/2022/04/22/social-entrepreneurship-with-elementary-students-a-perfect-steam-lesson/
• Building a Sustainable City https://usergeneratededucation.wordpress.com/2022/04/22/building-a-sustainable-city/
• Halloween Displays: A Perfect STREAM (Science, Technology, wRiting, Engineering, Art, Math) Lesson https://usergeneratededucation.wordpress.com/2021/11/02/halloween-displays-a-perfect-stream-science-technology-writing-engineering-art-math-lesson/
• A STEM-Driven Marble Run Using Instructables and Tinkercad https://usergeneratededucation.wordpress.com/2022/04/09/a-stem-driven-marble-run-using-instructables-and-tinkercad/
• What is STREAM Education & Why is It Gaining Popularity? https://edtechreview.in/trends-insights/insights/2968-what-is-stream-education
• PBL and STEAM Education: A Natural Fit https://www.edutopia.org/blog/pbl-and-steam-natural-fit-andrew-miller
• The Maker Movement: Standing on the Shoulders of Giants to Own the Future https://www.edutopia.org/blog/maker-movement-shoulders-of-giants-sylvia-martinez
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Session specifications

Topic:
Project-, problem- & challenge-based learning
Grade level:
3-5
Skill level:
Beginner
Audience:
Curriculum/district specialists, Teachers
Attendee devices:
Devices required
Attendee device specification:
Smartphone: iOS, Windows, Android
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Subject area:
Computer science, STEM/STEAM
ISTE Standards:
For Students:
Innovative Designer
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
Knowledge Constructor
  • Students build knowledge by actively exploring real-world issues and problems, developing ideas and theories and pursuing answers and solutions.
For Educators:
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.