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Unlocking Compassion with Tech: Inventive AT Inspired by "Out of My Mind"

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Colorado Convention Center, Bluebird Ballroom Lobby, Table 6

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Presenters

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CEO and Founder
Deanna uses her 20+ years of software development experience to teach kids coding. What started as an inventive way for members of her daughter’s Girl Scout troop to earn badges, turned into Kai Coders, a company focused on teaching coding to kids with the "spirit of Aloha", a welcoming, kind, and inclusive environment. She is committed to innovatively applying computer science into all subjects. Examples include incorporating invention and coding technology into a food drive, and a LEO (Love Each Other) installation incorporating music, art, and STEM into a schoolwide interactive display for Mental Health Awareness month.

Session description

Inspired by ELA assigned book "Out of My Mind", a 5th grader's STEM fair project incorporated coding, circuity, and design principals inventing an Assistive Technology communication device to help solve the challenges faced by main character Melody - an 11-year-old girl with cerebral palsy. Prototype demonstration and Instructable display.

Purpose & objective

The objectives of this presentation is to:
1. Share an example of creating a culture of using STEM skills across different subjects
2. Explain the project life-cycle in detail from idea conception to completion of the prototype
3. Demonstrate the prototype so others can get a real sense of how all the pieces came together
4. Inspire others to encourage cross-subject, extended learning opportunities to other teachers and model this activity for students

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Outline

The outline of this presentation is based on doing a poster presentation. Content delivery would be modified if a different style of presentation is done. However, the live demonstration of the prototype is critical to the effectiveness of the presentation.

Content includes:
1. Large banner with the title of the presentation
2. Each step of the project to be displayed on individual posters, hung in sequence
3. Large monitor will play a video showing the entire project life cycle
4. Prototype will be connected so that individuals can use the device for hands-on interactivity
5. One-on-one interaction with participants to explain and answer questions

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Supporting research

The effectiveness of integrating STEM with other subjects for improved student outcomes is widely recognized.

Here is a 2022 study from the Department of Education on the subject: https://files.eric.ed.gov/fulltext/EJ1342680.pdf

A 2016 study from International Journal of STEM Education showing the need to increase students' interest in STEM subjects in authentic contexts, particularly in the area of the "T" (Technology) in STEM:
https://stemeducationjournal.springeropen.com/articles/10.1186/s40594-016-0046-z

A July, 2023 ISTE article championing student engagement with tech by using coding in creative ways and also allowing students to showcase their work:
https://www.iste.org/explore/leadership/lifting-student-engagement-through-smart-tech-use

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Session specifications

Topic:
Innovation in early childhood/elementary
Grade level:
3-5
Skill level:
Beginner
Audience:
Curriculum/district specialists, Library media specialists, Teachers
Attendee devices:
Devices not needed
Participant accounts, software and other materials:
None
Subject area:
Computer science, Language arts
ISTE Standards:
For Educators:
Facilitator
  • Foster a culture where students take ownership of their learning goals and outcomes in both independent and group settings.
  • Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
  • Create learning opportunities that challenge students to use a design process and computational thinking to innovate and solve problems.
Disclosure:
The submitter of this session has been supported by a company whose product is being included in the session
Related exhibitors:
Kai's Education,
NetSupport