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3 Playful Ways to Encourage Creative Problem-Solving

,
Pennsylvania Convention Center, 124

Participate and share: Interactive session
Recorded Session
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Presenters

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Lead Mathematician, Product Director
MIND Research Institute
@bds_math
Brandon Smith is the Lead Mathematician and Product Director at MIND Research Institute, where he creates experiential learning programs for people of all ages, both in and out of the classroom — including two that are patent-pending. Over the past several years, he has focused on developing innovative projects to close what he calls the math “experience gap,” where children have insufficient exposure to math in their daily lives. Smith has a bachelor’s in math and two master's degrees in pure and applied mathematics. In his spare time, Smith enjoys piloting planes.

Session description

Educators and family are vital to empowering students to reach their full STEM potential. How can we bring those audiences together to create impactful, inclusive education experiences? Learn how designing a math maker program can help students develop powerful problem-solving skills and build a sense of community, too.

Purpose & objective

Learn how to design a playful way for students to create mathematical products of their own. Based in engaging mathematical play, empower students to take the reins and become math makers. Participants will be shown how to give students a maker challenge where they’ll test and refine their ideas in real time, being as creative as they can. Participants will also learn how to engage educators and family members in the program to have fun and build a sense of community while students develop powerful mathematics, problem-solving and social skills.

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Outline

20 minutes - Explain background, goals at work, and how those goals relate to building communities in STEM for students. Describe real world events, activities, and programming that led to collaboration with educators and students. Discuss the challenges encountered when designing and launching programming for exceptional student growth and achievement.
20 minutes - Lead participants through a hands-on math maker activity and design challenge component to demonstrate the types of programming that educators can implement back at their own schools and districts.
15 minutes - Discuss strategies for gaining educator/family buy-in and the importance of empowering those groups to be part of students’ STEM success. Participants will develop actionable steps to begin to initiate or further their own STEM programming efforts.
5 minutes - Conclude with a Q&A where participants can dig deeper into strategies behind math maker programming.

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Supporting research

http://stemecosystems.org/what-are-stem-ecosystems/ https://news.uchicago.edu/story/parents-math-anxiety-can-undermine-childrens-math-achievement
https://sites.temple.edu/cognitionlearning/files/2015/09/Maloney-et-al-2015.pdf

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Session specifications

Topic:
Maker activities and programs
Grade level:
PK-5
Skill level:
Beginner
Audience:
Chief technology officers/superintendents/school board members, Curriculum/district specialists, Principals/head teachers
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
No logins nor accounts required.
URLs will be provided as needed for live access.
No downloads required.
Subject area:
Math, 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.
  • Students develop, test and refine prototypes as part of a cyclical design process.
Creative Communicator
  • Students publish or present content that customizes the message and medium for their intended audiences.
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