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Project Examples to Implement Technology into your Classroom

,
Colorado Convention Center, 203

Participate and share: Interactive session
Streaming Session
Recorded Session
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Presenters

Photo
Instructional Designer, Trainer, Teacher
San Diego State University
@CiciEdTech

Session description

Learn about ways to implement technology into your classroom. View examples in word processing, slideshows, graphic design, and more. See how applications are integrated into a subject, such as using graphic design to create a project in geography. Watch or participate in an example project, and leave with great ideas.

Purpose & objective

As a result of participating, faculty, staff, and admin will leave with examples and ideas of how to integrate technology on their campuses.

Educational or infrastructure challenge/situation:
College and university students not prepared for the technology demands of their LMS and assignments that utilize applications such as word processing and slideshow creation. Strengthening technology at the K-12 level to support K-12 students and set them up for success in higher education.
In addition, teachers are not adequately prepared to integrate technology into their classrooms.

I have over 15 years of teaching computer classes at the K-12 level. I will share my experiences and examples of projects that they can integrate into their classroom.

Lesson plans or instructional activities/strategies employed (include a brief description of your instructional electronic resources or tools used).
Segmenting the lessons into sections
Examples of projects in multiple applications
Examples of ways for students to create, or provide teacher-created resources as templates

Evidence of success.
Student success in technology projects

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Outline

Content and activities: What content will be presented and/or in what activities will the audience participate?
1. I will start with an introduction of myself and background, and include my observations, and faculty comments, about the student technology gap at the higher education level.
2. Use an interactive feature, such as a Poll Everywhere Word Cloud, to learn about the attendees’ favorite tools to use in their classes.
3. Share examples of projects in multiple applications
4. Best practices in the design of the projects
5. Attendees - Watch or participate in an example project

Time: How much time will be spent on each content component?
Intro and Word Cloud: 10 minutes
Discussion of projects, examples, and design best practices: 20-30 minutes
Participation in an example project: 20-30 minutes

Process: Include specifics on the frequency and tactics you plan to use to engage the audience (e.g., peer-to-peer interaction, device-based activities, games or contests, etc.).
Poll Everywhere Word Cloud
Attendee participation in sharing their experiences

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Supporting research

https://www.edweek.org/teaching-learning/a-majority-of-new-teachers-arent-prepared-to-teach-with-technology-whats-the-fix/2023/09?utm_source=nl&utm_medium=eml&utm_campaign=tl&M=7725337&UUID=780ac0e12e00ab1c7b5f603bdc00852a&T=10275541

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Session specifications

Topic:
Instructional design & delivery
Grade level:
PK-12
Skill level:
Beginner
Audience:
Professional developers, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
Polling Word Cloud Sharing:
Any device with internet connection

To participate in example project:
Chromebook, Mac, or PC with personal or school Google account

Subject area:
Computer science, Not applicable
ISTE Standards:
For Educators:
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
  • Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.
For Students:
Creative Communicator
  • Students choose the appropriate platforms and tools for meeting the desired objectives of their creation or communication.