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Teachers will learn about an assortment of tech tools that are easy to use. Teachers will have opportunities to experience the tech tools in person and learn from coaches who often use these tools with PK-2 teachers. Teachers will have access to experiment with affordable tech tools for PK-2 classrooms such as Ozobots, Osmos, BreakoutEdu, Code-a-pillars, Sphero Indi, Skype and more. Teachers will be able to walk away with concrete ideas of how to implement and integrate the selected technologies in their PK-2 classrooms, as modeled by PK-2 instructional coaches Teachers will have access to an online toolbox which will include lesson plans, standards correlation, ties to the 4 C’s, Skype contacts, resource lists, and more. Teachers will show evidence of success by leaving the poster session with new methods to involve their PK-2 classrooms in a digital learning environment. Ozobots- Ozobots are small toy robots that blend the physical and digital worlds and teaches kids programming. Kids can either use marker and paper to begin their coding experiences or can use blockly style coding with the ozobot app on their iPad or chromebook. Code-a-pillars- Code-a-pillars are used for early block-style coding. A caterpillar head is connected to various command blocks to create a program. When started, the caterpillar follows the program in order. To complete a task, a student or team will have to think critically and persevere to solve problems. The newer Code-a-pillars are already pre-connected, so students are programming the caterpillar based on movement of dials. The problem solving component is still the same. Osmo- Osmo is hands-on learning at its best. It takes a front-facing, reflective mirror that reflects the table the students are working on and projects that onto an iPad where students play collaborative, problem-solving based games focusing on a variety of subject areas. Mystery Skype- Mystery Skype can be used at multiple grade levels, but Mystery Number is the game that works best with PK-2. Using Skype, classes can compete against each other across the hall or around the world to guess the mystery number chosen by the other class. Questioning and logical thinking are critical in this game! BreakoutEDU- BreakoutEDU is a multi-faceted, quick paced learning game tailored to a variety of subject or curricular areas. Students must work together and think critically in order to bust open the locks and “breakout” of the box! Green Screen/Do Ink- The possibilities for green screens are endless. Create virtual environments for your students to engage with outside audiences. Students can make everything from puppet shows to TED Talks using the green screen. Sphero Indi- Provides opportunities for computational thinking and problem solving skills through block coding with Scratch Jr as well as color tiles that students move and design their own coded path. Students have the opportunity as well to further their problems solving by figuring out challenge cards included in the classroom kits as well as designing their own challenge cards!
After attendees have had time to experiment and play with the tools themselves, they will have access to a QR code and short link (as well as postcards with the QR code and short link on them). The QR code/short link will link to an online toolbox which will include lesson plans, standards correlation, ties to the 4 C’s, resource lists, and more.
https://peer.asee.org/k-2-students-computational-thinking-engagement-in-formal-and-informal-learning-settings-a-case-study-fundamental
https://ieeexplore.ieee.org/abstract/document/8085579/authors
https://dl.acm.org/citation.cfm?id=3144573
https://www.learntechlib.org/p/8850/
https://www.sciencedirect.com/science/article/abs/pii/S0360131513003059?via%3Dihub
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http://oped.educacion.uc.cl/website/images/sitio/formacion/estudios/marcos/pensamiento%20computacional/Bers_2019_Coding_As_Another_Language.pdf
https://www.sciencedirect.com/science/article/abs/pii/S2212868921000891
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