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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:

Adobe Puppet Show: Step in to bring characters to life! Use Adobe Express to customize and animate your own digital puppets—perfect for creative storytelling and engaging classroom projects.

SchoolAI Fortune Teller: Step right up and discover the mystical powers of SchoolAI, your educational fortune teller! So, come on in and let SchoolAI reveal the secrets to unlocking a world of educational wonders!

Canvas Ring Toss: Swap tips on personalizing content, giving targeted feedback, and motivating students to “land their rings” on learning goals.

Canva Digital Balloon Animals: Discover how digital balloon animals can turn design skills into a playful adventure! Learn to use Canva’s creative tools while engaging your students in hands-on, colorful fun.

Google Juggling: Discover creative ways to keep your classroom moving and organized with Google’s powerful tools—designed to help you juggle every aspect of teaching with ease.

Nearpod Mountain Climber: Scale new heights with Nearpod’s Time to Climb game! Challenge your students, spark friendly competition, and make learning interactive and exciting at the Nearpod Mountain Climber booth.

Immersive Missions: Hear how to engage students in highly immersive learning experiences with Mission.io.

Coding Corner: Dive into the world of computer science with Skillstuck's interactive platform! Explore engaging coding activities and discover tools to inspire your students' creativity and problem-solving skills.

Visit the booths to collect stickers and fill up your passport to earn prizes!

There is Ed Tech fun for all at the EdTech-Tacular Carnival!

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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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CEO & Co-founder
Mission.io
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Success Manager
SchoolAI
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Admin - Digital Teaching and Learning
Jordan School District
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Jordan School District
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Partnership Manager
Skill Struck
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Digital Learning/Coaching Specialist
Jordan School District
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Digital Coach
Copper Hills High School
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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.