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Emotion Explorers: STEAM & SEL Experiences That Engage Learners in 21st-Century Learning

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HBGCC - 301BC

Interactive Session
Blended Content
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Session description

Participants will experience how STEAM-designed lessons positively impact academic performance and social-emotional development in early childhood classrooms. This session provides a collaborative space for participants to explore picture books that support social-emotional learning and create STEAM activities based on those books while using developmentally appropriate digital tools.

Outline

60-MINUTE SESSION SCHEDULE:
As participants walk in, they will be given a raffle ticket to win some free books at the end of the presentation.
10 minutes—The presenters will be introduced, and the topic of the presentation will be shared. We will also remind them that the GSlide presentation is in the ISTE Bag for them to review later or follow along with now. The presenters will divide up the slides so there isn’t just one person presenting and then another, but it will be random to the participants as we scroll through the slides during the presentation. Additionally, this section of the presentation is designed to engage the audience and provide multiple opportunities for the participants to discuss thoughts and ideas through “think-pair-share” activities.

15 minutes—The GSlides will describe the Triple EEE frameworks for evaluating online information and technology use to discover effective and developmentally appropriate ways to intentionally integrate digital tools into the early childhood classroom. Facilitators will review best practices and research on STEAM, SEL, and 21st-century skills while discussing the 4 C’s and the importance of play to create friendships (Presentation Outcome #1 and #3).The presenters will help participants retain this important research by encouraging them to reflect on the main ideas presented and allow multiple opportunities throughout this section for thoughtful discussions through peer-to-peer interactions.

25 minutes–The participants will choose a book to use based on the annotations provided on the front cover of each social-emotional learning (SEL)-themed book and will be asked to make small groups of two or three participants to work together to create a digital STEAM lesson based on the SEL themed picture books. A QR code will be on the GSlides so they can save their work in a shared folder for all participants to have access to after the conference. Presenters will walk around to facilitate this process. We will use a countdown timer on the presentation screen so everyone knows how much time remains to complete their STEAM and SEL lesson plan (Presentation Outcome #2).
5 minutes - The learner outcomes will be shown on the presentation screen as a form of summarizing and as a simple formative assessment. Participants will be asked to show their hands as we review each presentation outcome. The presenters will encourage participants at this time to reflect on their experience throughout this session and share what they have learned.

5 minutes -A QR code to a personal Exit Ticket will be shown at this time. The presenters will ask if there are any questions and the book will be raffled off.

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Supporting research

BOOK: Integrating Technology in Literacy Instruction
Models and Frameworks for All Learners by Lisenbee, Pilgrim, and Vasinda https://www.routledge.com/Integrating-Technology-in-Literacy-Instruction-Models-and-Frameworks-for-All-Learners/Lisenbee-Pilgrim-Vasinda/p/book/9780367355425?srsltid=AfmBOorjgsGaNn58FN0iVYSQAjJVnlHxYP2dM-lCcGvquDPrW2qL6OWP

RESEARCH ARTICLES:
1. Co-creativity through play and game-design thinking, https://drive.google.com/file/d/1emRKUbE4EzJq3h1x7VJE-DB3oN6V0CsK/view

2. A 2025 Conference Proposal folder has eight more research articles in it at, https://drive.google.com/drive/folders/1KYlfvJmTC6rc5AKnJ-ioh9srFfqZrn4C?usp=sharing

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Presenters

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Adjunct Professor
Texas Woman's University
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Associate Professor of Early Childhood Education
Texas Woman's University
ISTE Certified Educator

Session specifications

Topic:

Early Childhood/Elementary

TLP:

Yes

Grade level:

PK-2

Audience:

Curriculum Designer/Director, Teacher Development, Teacher

Attendee devices:

Devices required

Attendee device specification:

Smartphone: iOS, Windows
Laptop: Mac, PC
Tablet: iOS, Windows

Participant accounts, software and other materials:

Download and open these free apps on a Smartphone by creating educator logins AND/OR if you prefer to use a computer or laptop use the provided URLs to create a connected account (PRO TIP: use your Google email account associated with your work email address, if possible, to create a login to all of these accounts):
Flip, https://info.flip.com/en-us.html
Chatterpix Kids, https://www.duckduckmoose.com/educational-iphone-itouch-apps-for-kids/chatterpixkids/
PowerDirector (green screen), https://www.cyberlink.com/products/powerdirector-video-editing-app/features_en_US.html
CodeSpark Academy, https://dashboard.codespark.com/login
Google Workspace for Education (GSlides and Jamboard), https://edu.google.com/intl/ALL_us/
Bring a Smartphone with video recording and photo-taking/sharing camera capabilities.
OPTIONAL RESOURCES:
Peardeck, https://app.peardeck.com/authPicker?finalDestinationUrl=%2Flogin%2Fauth%3FpdService%3Dprofile_only_scopes%26prompt%3Dselect_account%26idProvider%3D%26finalDestinationUrl%3D%25252FauthedDashboard
Padlet, https://padlet.com/
Figjam, https://www.figma.com/figjam/
Nearpod, https://nearpod.com/login/

Subject area:

Elementary/Multiple Subjects, Interdisciplinary (STEM/STEAM)

ISTE Standards:

For Educators:
Collaborator
  • Dedicate planning time to collaborate with colleagues to create authentic learning experiences that leverage technology.
  • Collaborate and co-learn with students to discover and use new digital resources and diagnose and troubleshoot technology issues.
Facilitator
  • Foster a culture where students take ownership of their learning goals and outcomes in both independent and group settings.

TLPs:

Cultivate Belonging, Ignite Agency