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A Pet´s Way Home: Girls Coding Help Bring Friends Back Together

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Colorado Convention Center, Bluebird Ballroom Lobby, Table 43

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Presenters

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Teacher
Instituto Alpes San Javier
I have a degree in Innovation and Design Engineering and I am studying the specialty of Engineering and Project Management. I currently have the amazing opportunity to work as a MakerSpace operator at Alpes San Javier, where I foster the curiosity and imagination of elementary and middle school students. Through hands-on activities and exciting projects, I help them discover their creative potential and develop technical skills. I am passionate about being part of the educational process, inspiring children and youth to think outside the box and explore new possibilities.
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STEAM Coordinator & Tech Specialist
Instituto Alpes San Javier
@hildaluna
@hilda.m.luna
Hilda is a STEAM Coordinator & K-6 Technology Specialist. She is passionate about education. She is specialized in the design of learning experiences. She has implemented several educational innovation methodologies based on the MAKER movement, and STEAM workshops. She has co-designed graphical methodologies for the design of challenges and has participated in the implementation of several innovation projects for the integration of technology in the classroom. Hilda is the co-designer and operator of the Alpes Preschool Makerspace fostering each day creativity and innovation skills in children through real-life experiences related to STEAM fields and the Maker movement.
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Instituto Alpes San Javier
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Instituto Alpes San Javier
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Instituto Alpes San Javier
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Instituto Alpes San Javier
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Instituto Alpes San Javier

Session description

This educational project is developed by ninth graders. The project consists of the development of a website interconnected with social networks, designed to help recover lost pets, encourage animal adoption and support those in need. The project illustrates the importance of technological skills for everyday problem solving and enrichment.

Purpose & objective

The fundamental purpose of our presentation is to address the educational and social challenge of reducing the number of lost pets and stray animals in need, with the conviction that by helping animals, we can contribute to a better world.

Objectives of the presentation:

-Awareness of learning through technology: we want participants to understand how a project like ours can foster essential skills, such as computational thinking, programming and digital citizenship, in students.

-Inspiration for educational innovation: We want to motivate teachers to explore creative ways to use technology in the classroom that engage students and empower them as agents of change.

-Effective Use of Digital Tools: We will introduce the specific tools and resources used in our project, including website creation and social media integration. Participants will learn how these tools can be applied in the context of educational projects.

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Outline

1. Introduction (1 minute and a half): We will begin by explaining the reason behind our project, how the idea came about as a result of our love for animals and why we feel it is important. This will establish the emotional and motivational basis of the project.

2. Project Development (2 minutes): In this section, we will detail how we carried out the project, the technological tools we used and the complete process we followed. We will share the stages and steps we took to get to the final product and highlight the skills we acquired during the process.

3. Website Presentation (3 minutes): We will show the final product of our project: the website. We will use an iPad or a computer to show the website live, explaining its features and how it works. We will also highlight how we have integrated social media into the platform to expand its reach and effectiveness.

4. Showing Our Process (2 minutes): We will conclude the presentation by showing another website that documents the entire process we followed, from the conception of the idea to the implementation and the results obtained. This will provide a complete overview of our educational journey. Attendees will be given access to another page where they will find the entire process taken throughout the project and the tools needed to reapply them.

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Supporting research

https://www.worldbank.org/en/news/feature/2014/03/03/why-you-should-care-about-wildlife#:~:text=and%20deep%20impact.-,Animal%2C%20plant%20and%20marine%20biodiversity%20keeps%20ecosystems%20functional.,especially%20the%20world%27s%20poorest%E2%80%94suffer.

https://croquetasperron.com.mx/blog/post/por-que-apoyar-a-los-refugios.html


https://www.worldanimalprotection.org.nz/news/animal-welfare-and-why-important#:~:text=animal%20welfare%20important%3F-,Animal%20welfare%20is%20important%20because%20there%20are%20so%20many%20animals,benefits%20of%20the%20Five%20Domains.

https://www.fundacion-affinity.org/blog/terapias-con-animales-e-inclusion-social

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Session specifications

Topic:
Communication & collaboration
Grade level:
6-12
Skill level:
Beginner
Audience:
Professional developers, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices not needed
Subject area:
Computer science, Social studies
ISTE Standards:
For Students:
Knowledge Constructor
  • Students build knowledge by actively exploring real-world issues and problems, developing ideas and theories and pursuing answers and solutions.
Computational Thinker
  • Students collect data or identify relevant data sets, use digital tools to analyze them, and represent data in various ways to facilitate problem-solving and decision-making.
Creative Communicator
  • Students choose the appropriate platforms and tools for meeting the desired objectives of their creation or communication.