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STEAM in the Early Years: Leveraging Apps and Digital Devices

,
Pennsylvania Convention Center, 113B

Listen and learn: Ed talk
Recorded Session
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Presenters

Photo
STEAM Specialist/ eLearning Coach
Palmview State Primary School
@pabt65
@teaching_with_the_ipad
Peter is passionate about teaching with mobile devices and believes that they can transform learning across the curriculum. He has a strong interest in coding and has worked with students as a STEAM Specialist on a diverse range of creative projects including Robotics, Green Screen, Stop Motion and Minecraft. Peter is an Apple Distinguished Educator, Sphero and Book Creator ambassador. In 2022 Peter was awarded the Peter Doherty Award for teaching excellence in STEAM. Peter is currently a P-6 STEAM Specialist and eLearning Coach at Palmview State Primary School on the Sunshine Coast, Australia.

Session description

This presentation will explore a range of units across K-2 STEAM. Attendees will see how students investigate concepts like 2D shapes, the weather, living things and construction using technologies like coding, stop motion, drawing, AR and Minecraft. Each unit has a Book Creator or Pages template on the iPad.

Purpose & objective

My presentation will show how mobile technologies like Stop Motion Animation, Minecraft, Drawing, Coding and Robotics can be used to explore learning in STEAM. Participants will have the following outcomes.

-Gain an insight of how to use the iPad to leverage technology.
-See examples of Book Creator / Pages STEAM unit templates in action.
- Gain access to resources that will give participants the skills to create their own content and tailor it to students needs.
- Given access to resources that be downloaded for participants to use in their classroom.
- Show how technology can be leveraged to give students access to powerful but easy to use tools that enables them to create, edit, display and share on one device.
- Learn how students can use mobile technology to express creativity through, visual, auditory and kinesthetic learning.
- Learn how using templates can lead to more personalised and independent learning leading to high levels of student engagement.

My program has enjoyed considerable success with elevated levels of student engagement across the K-2 year levels. Students have developed high levels of skills which has required me to redesign my program across the middle school. These skills have also allowed our students to achieve at a high level in others learning areas achieving well above the district average in A-E results. The program has also been recognised by our state Education authority - Education Queensland through the Peter Doherty Award for Excellence in teaching STEAM.

Teachers have also embraced many of the mobile technology pedagogical approach and have adopted a number of my units within the Maths / Science K-2 program. My STEAM templates have been downloaded by teachers from all over the world and have been featured by Book Creator on their website. However I fell that the programs most notable success is witnessing students engaged, achieving and creatively expressing their thoughts, feeling and emotions aided by mobile technology.

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Outline

My presentation will have the following sections.

- Introduction and welcome (5min)
- Introduction to Book Creator and Pages (5min)
- The importance of STEAM (5min)
-Prep (K) STEAM templates (Photos, Drawing, interactivity) (10min)
- Year One STEAM templates (cooperative learning, virtual learning, construction)(10min)
- Year Two STEAM templates (Coding, Data collection, Digital Creation)(10min)
- Teachers resources (10min)
- Questions (5min)

Participants will be supported throughout the presentation with links throughout the session to resources that will allow them to use these lesson in their own classroom.

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Supporting research

What is STEAM education
https://xqsuperschool.org/rethinktogether/what-is-steam-education/

Why STEAM Matters
https://www.research.ed.ac.uk/en/publications/why-science-and-art-creativities-matter-steam-re-configurings-for

STEAM for Student Engagement
https://www.learntechlib.org/p/48602/

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Session specifications

Topic:
Innovation in early childhood/elementary
Grade level:
PK-2
Skill level:
Beginner
Audience:
Coaches, Curriculum/district specialists, Teachers
Attendee devices:
Devices useful
Attendee device specification:
Laptop: Chromebook, Mac, PC
Tablet: iOS
Participant accounts, software and other materials:
Book Creator app - https://apps.apple.com/au/app/book-creator-for-ipad/id442378070
ScratchJr app - https://apps.apple.com/us/app/scratchjr/id895485086
iMotion app - https://apps.apple.com/us/app/imotion/id421365625
Minecraft - https://apps.apple.com/us/app/minecraft-education-edition/id1196524622
Sphero Edu app - https://apps.apple.com/us/app/sphero-edu/id1017847674
ARmakr app - https://apps.apple.com/us/app/ar-makr/id1434081130
Subject area:
STEM/STEAM
ISTE Standards:
For Coaches:
Learning Designer
  • Collaborate with educators to develop authentic, active learning experiences that foster student agency, deepen content mastery and allow students to demonstrate their competency.
For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.