EdTech Bytes: Unleashing Student Engagement - Join the Adventure!
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Colorado Convention Center, 601
Presenters



Session description
Purpose & objective
The purpose of our presentation at EdTech Bytes is to equip educators with the skills, strategies, and resources necessary to effectively integrate educational technology and promote student engagement in the classroom. We address the current challenges in education by embracing the dynamic changes and adaptations occurring in the field. All the while by engaging participants in an interactive environment.
Participants will learn valuable strategies for student engagement and will be equipped to engage students with new tools, challenges, and ideas.
While we will be primarily focused on engaging students through the use of educational technology, we will engage in a few technology free games that educators will be able to easily adapt for any content area and grade level.
We will introduce and discuss widely accessible tools, such as Flipgrid, Canva, Microsoft365 applications, and dive into some new innovative platforms featuring AI.
Participants will be engaged in the activities by playing along with games that are introduced as well as engaging in meaningful discussion that will be rooted in research and practice.
Outline
(Times are flexible)
5 minutes: Introductions and brief interactive survey.
15 minutes: Appetizer game. Members from the audience will be selected to participate in a game that models a strategy that can be used in the classroom. For our purposes the content of the game will focus on educational technology.
20 minutes: Main Course. Active discussion related to effective student engagement utilizing technology and emphasizing digital citizenship. Participants will be encouraged to participate in the conversation through sharing their own thoughts, strategies, and experiences.
15 minutes: Dessert game. Members from the audience will be selected to participate in a game that models a strategy that can be used in the classroom. For our purposes the content of the game will focus on educational technology.
5 minutes: Closure and feedback.
Supporting research
https://blog.profjim.com/ai-digital-literacy-citizenship-best-practices/
https://www.coe.int/en/web/digital-citizenship-education/artificial-intelligence
https://edtechmagazine.com/k12/article/2023/01/k-12-schools-view-technology-guardrail-good-digital-citizenship
https://www.teachstarter.com/us/blog/11-benefits-of-playing-games-in-the-classroom-resources-included/
Session specifications
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Learner
- Pursue professional interests by creating and actively participating in local and global learning networks.
- Shape, advance and accelerate a shared vision for empowered learning with technology by engaging with education stakeholders.
- Establish a learning culture that promotes curiosity and critical examination of online resources and fosters digital literacy and media fluency.