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Creating in the Classroom: 3 Tech-Infused Projects to Engage Your Learners

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Pennsylvania Convention Center, 120BC

Participate and share: Interactive session
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Presenters

Photo
Kindergarten, Teacher Education
Oak Lake Community School
@india0309
@kgeducation.ca
Devon Caldwell is a PhD Candidate in Curriculum and Instruction at University of Victoria who is researching how and why K-2 teachers integrate technology. With over twenty years of teaching experience, she is an award-winning early years teacher with a passion for wellness, project-based learning, collaboration, and technology infusion. Devon is a sessional instructor in Brandon University’s Faculty of Education and a certified yoga instructor who teaches weekly classes.
Photo
LwICT Teacher Leader
Park West School Division
@leaho77
@kgeducation.ca
Leah Obach is a Canadian educator from rural Manitoba. She is the co-founder of KG Education and a part-time technology coach for her school division. Leah supports fellow educators by sharing online, delivering presentations, hosting professional learning events and providing coaching. Leah is an ISTE Community Leader.

Session description

Experience three of our favorite tech-infused learning activities for engaging students in creating with technology. Use these three activities to support students in creating digital products, while providing opportunities to demonstrate their skills and knowledge. Check out examples from different grade levels and subject areas, and participate in hands-on creation.

Purpose & objective

Participants will get 3 project ideas for their learners that involve students using technology to create a digital product.
Participants will see evidence of how students can use technology to create projects that showcase their knowledge and skills.
Participants will see examples of how these 3 projects could be used for different grade levels and subject areas.
Participants will engage in discussion and sharing using the webinar chat.
Participants will engage in collaborative creation using a shared Google Slides file.
Participants will explore technology tools appropriate for each of the creation projects, including Google tools, Microsoft tools and other tools such as Pic Collage, Book Creator and Seesaw.
Participants will be inspired to try one or more of these learning activities in their own classroom/teaching role.

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Outline

Introduction (5 minutes)
●  background and teaching roles
● how we use these activities
● why it’s important to promote student creation (vs. only consumption)

Digital Posters (10 minutes)
● examples from different grade levels and subject areas
● technology tools that can be used for this project (Microsoft, Google, other)
● audience interaction: sharing in chat discussion -- examples and ideas for using this idea in their own classroom or school

Book Creation (15 minutes)
● examples from different grade levels and subject areas
● technology tools that can be used for this project (Microsoft, Google, other)
● hands-on creation: participants will collaborate during guided creation time to create their own book following the format of one of our classroom learning activities, which includes a short read-aloud and then hands-on creation of a book based on the model text

Which One Doesn’t Belong (10 minutes)
● examples from different grade levels and subject areas
● technology tools that can be used for the project (Microsoft, Google, other)
● hands-on creation: participants will have guided creation time to create their own “which one doesn’t belong” activity for their own students
● audience interaction: option to share their creations (crowd-sourcing of resources in a shared location to use after the workshop, plus the chance to learn from each other!)

Wrap Up and Questions (5 minutes)

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Supporting research

If teachers believe there are benefits for students, they are more likely to adopt technology. This presentation provides an opportunity for educators to see the benefits of integrating technology. We provide clear ideas for linking the projects to different subject areas/goals and allow teachers to experience the creation process that their students will experience if they try these activities. A 2010 study by Ottenbreit-Leftwich et al. examined eight award-winning teachers’ use of technology. Ottenbreit-Leftwich et al. found that the teachers studied were motivated to use technology because they believed that technology would support student learning and help prepare students for the future. The teachers studied believed that technology could help engage and motivate students, improve student comprehension, promote higher-order thinking and encourage the development of important skills (Ottenbreit-Leftwich et al., 2010). An earlier study by Hughes (2005) resulted in a similar conclusion that “the power to develop innovative technology-supported pedagogy lies in the teacher’s interpretation of the technology’s value for instruction and learning in the classroom (p. 297). Blackwell et al. (2013) also found this to be true for early childhood educators. These findings indicate that teachers are more likely to adopt technology if they believe it will result in improved student learning.

Blackwell, C. K., Lauricella, A. R., Wartella, E., Robb, M., & Schomburg, R. (2013). Adoption and use of technology in early education: The interplay of extrinsic barriers and teacher attitudes. Computers & Education, 69, 310–319. https://doi.org/10.1016/J.COMPEDU.2013.07.024

Hughes, J. (2005). The role of teacher knowledge and learning experiences in forming technology-integrated pedagogy. Journal of Technology and Teacher Education, 13(2), 277–302.

Ottenbreit-Leftwich, A. T., Glazewski, K. D., Newby, T. J., & Ertmer, P. A. (2010). Teacher value beliefs associated with using technology: Addressing professional and student needs. Computers and Education, 55(3), 1321–1335. https://doi.org/10.1016/j.compedu.2010.06.002

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Session specifications

Topic:
Creativity & curation tools
Grade level:
PK-12
Skill level:
Beginner
Audience:
Coaches, Library media specialists, Teachers
Attendee devices:
Devices required
Attendee device specification:
Smartphone: Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS
Participant accounts, software and other materials:
Google Slides
Book Creator
Canva or Pic Collage
ISTE Standards:
For Students:
Creative Communicator
  • Students create original works or responsibly repurpose or remix digital resources into new creations.
  • Students communicate complex ideas clearly and effectively by creating or using a variety of digital objects such as visualizations, models or simulations.
  • Students publish or present content that customizes the message and medium for their intended audiences.