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Stitching Innovation with the Tapestry of STEAM Education

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Colorado Convention Center, Bluebird Ballroom Lobby, Table 11

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Presenters

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K-12 EdTech Advisor
Lindy knows the EdTech market in and out as she has spent her career in various education roles, including a 1:1 teacher and technology integration specialist. In addition to various roles, Lindy has worked in virtually every area of education. Her consulting work over the last ten years has taken her to schools across the world. These experiences have given her a unique perspective on K-12 education. She uses these experiences to engage educators in learning experiences and provide her brain to EdTech companies. She is the author of "A Teacher's Guide to AI" and “A Teacher's Guide to Online Learning.”

Session description

How do you ensure every student finds a thread of interest to pull them into the tapestry of STEAM education? E-textiles! Picture a shirt that monitors heart rate or shorts that guide running pace—merely the tip of the iceberg of possibilities with e-textiles. E-textiles weave together textiles, computer science, engineering, and art, revealing new avenues for student engagement in STEAM. Not only do e-textiles capture student attention, but they also open doors to a plethora of career opportunities in fields such as automotive, fashion, and medical. Let's unravel the potential of e-textiles in education and discover how to weave this innovative strategy into your STEAM programs.

Session specifications

Topic:
Maker activities and programs
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS
Subject area:
Computer science, STEM/STEAM
ISTE Standards:
For Students:
Empowered Learner
  • Students understand the fundamental concepts of technology operations, demonstrate the ability to choose, use and troubleshoot current technologies and are able to transfer their knowledge to explore emerging technologies.
Innovative Designer
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
  • Students develop, test and refine prototypes as part of a cyclical design process.