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EdTech-tacular Carnival!

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Session description

Step right up to the EdTech Carnival! Dive into a world of digital wonders where coding, artificial intelligence, AR distortions, and robotic wonders await. Celebrate creativity, collaboration, and digital literacy through engaging activities. Earn badges and prizes while exploring EdTech's endless possibilities in this vibrant festival of education!

Outline

Booths and Activities:

Coding Clown Tent: Learn coding with Scratch to create animations or games. We will also incorporate unplugged coding and other coding experiences.

VR Ferris Wheel and AR Funhouse Mirrors: Explore history via VR headsets. We will share educational AR apps to explore various subjects creatively.

Robotics Ring Toss: Program robots for a ring toss game and teach about algorithms, sequencing, looping, and other coding activites.

Digital Face Painting: Attendees will use devices for digital art and self-portraits.

E-Story Carnival Carousel: Craft digital stories using storytelling apps.

3D Printing Pavilion: Learn the basics of 3D modeling.
Print simple objects and discuss classroom applications.

Radio Ringmaster: Experiment with music creation software. Compose and mix original tracks using digital tools.

Explore podcasting equipment and software. Record and edit a mini-podcast episode.

Melody Makers' Tent: Experiment with music creation software. Compose and mix original tracks using digital tools.

Math Magic Show:
Compete in math challenges with dynamic digital displays. Use gamified math apps to reinforce mathematics and logic.

Decorations and Atmosphere:
Use colorful banners and digital displays.
Play carnival music to enhance the mood.
Offer prize tokens/tickets for participation and learning.

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Supporting research

Ani-Rus, A., Catalano, C., Mestic, G., & Catalano, H. (2023). A study regarding early teacher’s perception toward the introduction of artificial intelligence applications and the use of educational robots in the teaching process. Educatia 21, (25), 335–346. https://doi.org/10.24193/ed21.2023.25.38

Arvanitidi, E., Drosos, C., Theocharis, E., & Papoutsidakis, M. (2019). 3D Printing and Education. International Journal of Computer Applications, 177(24), 55–59. https://doi.org/10.5120/ijca2019919711

Bicer, A., Nite, S. B., Capraro, R. M., Barroso, L. R., Capraro, M. M., & Lee, Y. (2017b). Moving from stem to steam: The effects of informal stem learning on students’ creativity and problem solving skills with 3D printing. 2017 IEEE Frontiers in Education Conference (FIE). https://doi.org/10.1109/fie.2017.8190545

Cheng, L., Antonenko, P. “Pasha,” Ritzhaupt, A. D., & MacFadden, B. (2021). Exploring the role of 3D printing and STEM integration levels in students’ stem career interest. British Journal of Educational Technology, 52(3), 1262–1278. https://doi.org/10.1111/bjet.13077

Cook, K., Bush, S., & Cox, R. (2015). Engineering encounters: Creating a prosthetic hand. Science and
Children, 053(04). https://doi.org/10.2505/4/sc15_053_04_80
Gitlin, M. (2020). 3D Printing (21st Century Skills Innovation Library: Disruptors in Tech). Cherry Lake Publishing.

Covili, J. (2017a). Going google: Powerful tools for 21st Century learning. Corwin, a SAGE Publishing Company.

Covili, J., & Provenzano, N. (2016). Classroom in the cloud: Innovative ideas for higher level learning. Corwin.

Dağ, F., Şumuer, E., & Durdu, L. (2023). The effect of an unplugged coding course on primary school students’ improvement in their computational thinking skills. Journal of Computer Assisted Learning, 39(6), 1902–1918. https://doi.org/10.1111/jcal.12850

Hatzigianni, M., Stevenson, M., Falloon, G., Bower, M., & Forbes, A. (2021). Young children’s design thinking skills in makerspaces. International Journal of Child-Computer Interaction, 27, 100216. https://doi.org/10.1016/j.ijcci.2020.100216

Heiner, C. (2018, February 21). A robotics experience for all the students in an elementary school: Proceedings of the 49th ACM technical symposium on computer science education. ACM Conferences. https://dl.acm.org/doi/10.1145/3159450.3159567

Li, Y., Schoenfeld, A. H., diSessa, A. A., Graesser, A. C., Benson, L. C., English, L. D., & Duschl, R. A. (2019). Design and design thinking in STEM education. Journal for STEM Education Research, 2(2), 93–104. https://doi.org/10.1007/s41979-019-00020-z

SAMR: A model for technology integration in museums. MW17 Museums and the Web 2017. (2017, April). https://mw17.mwconf.org/paper/samr-a-model-for-technology-integration-in-
museums/index-html

Valenzuela, J. (2020). Rev up robotics: Real-world computational thinking in the K-8 classroom. International Society for Technology in Education.

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Presenters

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Digital Teaching and Learning Specialist
Jordan School District
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Staff Assistant Administrator
Jordan School District
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Digital Teaching and Learning Specialist
Jordan School District
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Community Manager
SchoolAI
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Admin - Digital Teaching and Learning
Jordan School District
ISTE Certified Educator
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Digital Learning/Coaching Specialist
Jordan School District
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Digital Learning/Coaching Specialist
Jordan School District
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Elem. CS/Digital Learning Specialist
Jordan School District

Session specifications

Topic:

Online Tools, Apps and Resources

TLP:

No

Grade level:

PK-12

Audience:

Curriculum Designer/Director, Teacher, Technology Coach/Trainer

Attendee devices:

Devices useful

Attendee device specification:

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

Subject area:

Elementary/Multiple Subjects

ISTE Standards:

For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
Facilitator
  • Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.
For Students:
Creative Communicator
  • Use digital tools to visually communicate complex ideas to others.