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No More Plagiarized Stories: Help Students Be Creative Writers With Technology

Pennsylvania Convention Center, 115C

Explore and create: Exploratory Creation lab
Preregistration Required
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Colegio Villa María La Planicie
I studied Hispanic Linguistics as my first career and Education with a mention in Language, Literature and Communication as the second one. Did postgraduate studies in Teaching English as a Second Language and in Neuroeducation. Published two Spanish Phonetics manuals and a guide for 11th grade Communication teachers. I’ve been a teacher for 30 years and really love it. My interests are continuing to learn about Neurodiversity and Emotional Intelligence. I also like to read, sing, dance and spend quality time with my family. I have three children and two grandchildren.
Colegio Villa María La Planicie
I have been a Math teacher for almost twenty years and a Coordinator at the Math Department at Villa Maria School for 7 years. Currently, I teach Mobile Learning at the Pontificia Universidad Católica del Perú, continue teaching Math and coordinate the Technology Mentor Team at Villa Maria School which supports teachers with EdTech integration. I am an engineer, a teacher and have a Master's Degree in Education Technology. My passion is to teach (of course!) and to code scripts to make my fellow teachers´ lives easier.

Session description

In teams, participants choose a fairy tale and creatively modify it. They write it by hand and make it digital using cellphones; then create a decorated book with it, using the “Book Creator” tool. Finally, they create an animation of the story with Scratch and insert it in the book.

Purpose & objective

Purpose: Provide teachers with a method to eliminate plagiarism in the literary texts that we ask our students to create, through technological tools that allow them to enjoy the creative process.

Objectives: At the end of the session, the participants will know:
How to support the creative process of students.
How to use the Book Creator tool (basic knowledge).
How to use the Scratch platform (basic knowledge).

Educational challenge: Get students to:
Explore and enjoy creating literary texts.
Work as a team with respect and tolerance.
Explore and enjoy using technology tools to create stories.

Technological intervention:
Application to transform images to digital texts on the cell phone.
Book Creator: platform to create books.
Scratch: visual programming language.

Evidence of success will be determined and measured as the participants share their creations with their fellow attendees during the session.

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1. Introduction to the topic:
Why is it important for our students to create texts?
Are our students currently creating texts?
Statement of the purpose and objectives of this session. (10 min)
Jamboard activity with participants' reflections.
Oral reading of purpose and objectives.

2. Team building. Choice of story. (5 min)
Organization of the participants following directives.

3. Handmade work: recreation of the tale. (10 min)
Creative teamwork.

4. From handwritten to digital. (5 min)
Use of applications to transform from image (photo) to digital text on the cell phone

5. Book creation using the Book Creator tool. Insert the text. Decorate the book with different resources. (15 min)
Creative teamwork using Book Creator tools.

6. Create an animation of the story or a fragment of it using Scratch. (15 min)
Creative teamwork using Scratch tools.

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Supporting research

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Session specifications

Communication & collaboration
Grade level:
Skill level:
Teachers, Technology coordinators/facilitators
Attendee devices:
Devices required
Attendee device specification:
Laptop: Mac, PC, Chromebook
Participant accounts, software and other materials:
Attendees must create an account in Book Creator (as students) and in the Scratch platform.

Subject area:
Computer science, Language arts
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.