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ISTE Odyssey: Power-Upping Digital Tools for Student Engagement and Problem-Solving

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Colorado Convention Center, Mile High Ballroom 1BCD

Explore and create: Deep-dive Creation lab
Preregistration Required
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Presenters

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Southeast Digital Teaching & Learning Consultant
NC Department of Public Instruction
@BoucherLauren
@iteachteacherstech
ISTE Certified Educator
Lauren Boucher has been in public education for over 15 years. She has taught 3rd grade, gifted education in grades K-8, and has served as a district level Digital Teaching and Learning Coach for over 8 years. She joined the NCDPI as the Southeast Digital Teaching & Learning Consultant in January of 2021. Additionally, Lauren has served as the Communications Director for the North Carolina Technology In Education Society, and she has been a presenter with SimpleK12.com since 2013. Lauren is passionate about the transformative possibilities educational technology brings to the table, and loves sharing innovative practices with teachers across North Carolina and beyond.
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Consultant
NC Department of Instruction
@LindseySipe
Lindsey Sipe is the Southwest Regional Consultant in the division of Digital Teaching and Learning for the North Carolina Department of Instruction. Lindsey also in the manager for the North Carolina Digital Learning Initiative Grants that focus on funding school districts innovative approaches to digital teaching and learning. Prior to working for NC DPI, Lindsey worked in a school district as an elementary school teacher, technology facilitator, technology specialist at the district level and administrator.

Session description

Join us for a Super Mario ISTE Odyssey! Warp through ISTE-themed levels, unlock educational power-ups and boost student engagement. Crack codes and strategize to conquer a Bowser-like problem-solving finale, showcasing tech's star power in education. Don't miss this game-changing quest!

Purpose & objective

Participants will:
In this session, participants will embark on a quest to rescue Princess Peach by conquering different "levels" inspired by the classic video game. Each level corresponds to an ISTE Standard for Students as they collaborate, build and comprehend the ISTE Standards for Students on a whole new level
Participants will gain a deep understanding of the ISTE Standards for Students, Coaches, and Teachers, and how they can be integrated into the learning environment.
Participants will explore and evaluate a range of digital tools that align with ISTE standards, promoting engagement and active learning.
Participants will engage in a dynamic scavenger hunt using the interactive tool Deck.Toys, where they will collaborate with random partners to solve real-world problems based on the ISTE standards.

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Outline

Welcome and Opening Remarks (2 minutes)
Introduce Session Facilitators (1 minute)
Overview of the Session Agenda (2 minutes)
Icebreaker Activity - Forming Random Pairs (5 minutes)
Participants will pair up randomly to encourage collaboration with diverse perspectives.
II. Understanding the ISTE Standards (15 minutes)

Overview of ISTE Standards for Students, Coaches, and Teachers (3 minutes)
Importance of Aligning Technology with Learning Objectives (2 minutes)
Interactive Discussion: How Do the Standards Connect to Your Role? (5 minutes)
Q&A and Clarifications (5 minutes)
III. Navigating the Scavenger Hunt (5 minutes)

Introduction to Deck.Toys Platform (2 minutes)
Scavenger Hunt Guidelines and Objectives (2 minutes)
How to Collaborate with Random Partners on Deck.Toys (1 minute)
IV. Scavenger Hunt Activity (55 minutes)

Participants Engage in Scavenger Hunt (50 minutes)
Randomly paired participants explore the Deck.Toys scavenger hunt, solving real-world problems using ISTE standards and digital tools.
Facilitators Provide Support and Guidance (5 minutes)
Facilitators are available for questions or assistance during the activity.
V. Debrief and Discussion (10 minutes)

Gather Participants for Discussion (2 minutes)
Reflection on the Scavenger Hunt Experience (3 minutes)
Sharing Insights and Challenges (3 minutes)
Discussion: Adapting Similar Activities for K-12 Educators and Students (2 minutes)
VI. Solving the Final Puzzle (5 minutes)

Participants Collect Clues and Items (3 minutes)
Introduction to the Final Puzzle (2 minutes)
VII. Conclusion and Q&A (10 minutes)

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Supporting research

Tang, S. (2002). Challenge and support: the dynamics of student teachers’ professional learning in the field experience. Teaching and Teacher Education, 19, 483-498. https://doi.org/10.1016/S0742-051X(03)00047-7.
Desimone, L., Porter, A., Garet, M., Yoon, K., & Birman, B. (2002). Effects of Professional Development on Teachers’ Instruction: Results from a Three-year Longitudinal Study. Educational Evaluation and Policy Analysis, 24, 112 - 81. https://doi.org/10.3102/01623737024002081.
Nguyen, Hoa P. "How to Use Gameplay to Enhance Classroom Learning." Edutopia, 26 Mar. 2021, www.edutopia.org/article/how-use-gameplay-enhance-classroom-learning.
Cheung, Siu Yin, and Kai Yin Ng. "Application of the Educational Game to Enhance Student Learning." Frontiers in Education, 2021, www.frontiersin.org/articles/10.3389/feduc.2021.623793/full.

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Session specifications

Topic:
Using the ISTE Standards
Grade level:
PK-12
Skill level:
Beginner
Audience:
Coaches, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices required
Attendee device specification:
Smartphone: Windows, Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
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.
  • Help educators use digital tools to create effective assessments that provide timely feedback and support personalized learning.
For Educators:
Leader
  • Shape, advance and accelerate a shared vision for empowered learning with technology by engaging with education stakeholders.