Popular EdTechTeacher Workshops
iPads in the Classroom (Elementary, Middle, or High School)
iPads have proven to be powerful creation and curation device in the hands of students. This workshop focuses on effective iPad integration from both a conceptual as well as a practical standpoint. With our philosophy of "All of the Good Apps Fit on One Screen" as a guiding principle, this workshop provides participants not only with an understanding of the device itself, but also its potential for empowering students as creators of their own learning artifacts. Key topics include reading and note taking, screencasting and multimedia creation, portfolios and publishing, as well as collaborative projects. Our instructors customize the content of each workshop to match the development level of the students and the content area of the teachers. Whether you are looking for ideas to bring into an elementary classroom, strategies to support reading and research, or activities to allow students to delve into mathematical or scientific concepts, our instructors will design a program to support your faculty.
Using Google Apps in the Collaborative Classroom
Google Apps for Education encourages communication, collaborative learning, information sharing, creative expression,student engagement, and community building. These hands-on workshops help educators use Google Drive and related Chrome and Google apps for synchronous and asynchronous collaboration. In addition to uses of Google Docs and Drive, we will address advanced topics such Google Add-Ons, Chrome Apps and Extensions, as well as other apps that connect to Drive. Not only will we discuss how to use these tools to support collaboration and creativity, but also why.
App Smashing & Advanced Creation with iPads
AppSmashing, the process of combining multiple apps to create new multimedia products, encourages more creative uses of the iPads and allows teachers to gain insight into student thinking and understanding. When students make their thinking visible through multiple methods of multimedia creation, they develop critical thinking, communication, and problem solving skills while demonstrating their knowledge of academic content. This workshop focuses on the capacity for students to create multimedia content that showcases their learning in new ways. Teachers will have opportunities y to appsmash with video, screencasts, interactive images, multimedia books, green-screen technology, stop-action animation, and more to gain first-hand experience with the creative possibilities that arise when thinking is no longer constrained to a single app or product .
What Every Educator Should Know About Chromebooks
In this hands-on workshop, we will explore proven strategies for using Chromebooks, the Chrome Browser, and Google Apps for Education in ways that purposefully impact student learning. The workshops will progress through the following path to ensure a solid understanding of the capacities of both Chromebooks and the Google Apps suite: 1. Understanding a Chromebook and the Chrome OS 2. Understanding and exploring Google Drive with a focus on organization, workflow, and collaboration. 3. The Chrome Browser, Chrome Extensions, Chrome Apps, and the Chrome Web Store. 4. Google Apps beyond Google Drive - Google Sites, YouTube, and connected Drive apps such as VideoNot.es or Coggle 5. Web Tools - non-Google products to support student creation. 6. Workflow with Google Apps - how to manage daily workflow with both Google and non-Google products. By the end of the workshop, participants will leave with the skills, abilities, strategies, and practice to effectively use Chromebooks and Google in the classroom.
Student Creations with Google Drive Add-Ons & Chrome Extensions
Google Apps for Education and Chrome Extensions provide creative and collaborative learning opportunities for Chromebook and laptop classrooms. In this session we will explore uses of Google Drive, the Chrome Browser, and select Google Apps in ways that facilitate creative student demonstrations of learning. Participants will be introduced to valuable "Add-Ons" that extend the functionality of Google Drive, "Extensions" that boost Chrome's capabilities, as well as Google-friendly apps that facilitate a wide range of innovative possibilities. Examples include: Kaizena to record audio commentary and VideoNot.es to sync note-taking of YouTube videos; Screencastify and Snagit to to do screen and image capturing and narration. We’ll also explore a range of creative Web tools for producing audio, visuals, animation or video, such as Padlet, Vocaroo, Canva, Storybird Animoto, Thinglink, Powtoon and WeVideo. In all, this session will provide participants with a strong foundation for powerful and creative student Google integration.
Powerful Blended Learning with Google Classroom
With the combination of Google Classroom and Google Drive, teachers in any 1:1 environment now have the capacity to create a blended learning environment where students can create, collaborate and submit all course work through one unified Google environment. This workshop will demonstrate and explore effective strategies for integrating Google Classroom to create powerful and helpful learning environments for students. Participants will learnhow to create lessons and streamline the turn-in process, organize assignments with due dates, view student work and provide feedback, integrate a calendar, distribute resources and send announcements, share work with multiple classes, conduct polling and create links, integrate video, foster collaborative work, and much more. Since Google Drive is at the core of Google Classroom, participants will learn some of the best uses of Google Drive, including Google apps and Google Docs add-ons.
BYOD: Integrating Web Tools & Apps for ANY Classroom
This BYOD workshop highlights innovative educational uses of web tools to empower students and facilitate creative and collaborative learning opportunities regardless of the device. Participants will gain an overview of some of the best and latest web tools and apps as well as explore classroom-tested projects and techniques for using them in the classroom. By the end of this workshop, participants will have built a toolkit of web tools to promote and support creation and collaboration across their curriculum in a learner-centered classroom.
A Design Thinking Approach to Education
In an era where machines are replacing many people’s jobs, author Seth Godin describes linchpins as individuals who are unique, who seek out problems to solve, and who re passionate about what they do. Ultimately, linchpins emerge as irreplaceable, creative problem solvers in their communities and organizations. We are often told that education must nurture these skills within our students, and yet we face the challenge of how to enhance and develop these skills. Together we will explore how a design thinking approach to curriculum can help overcome the traditional structures in classrooms and nurture a culture of innovation. In this interactive workshop, participants will gain hands-on experience with the design thinking process and discuss ideas for how they can begin implementing a design thinking approach into their curriculum.
Google Apps & iPads
Google + iPad may be the ultimate combination with the collaborative capabilities of Google Apps combined with the creative possibilities of iPads. This workshop will focus on understanding a variety of Google for Education apps and resources including Google Drive (Docs, Slides, and Sheets), Google Sites, YouTube, and Google Hangouts. The workshop will also explore how non-Google apps can be used in conjunction with Google Drive on iPad to allow for creation and collaboration. Finally, workshop participants will explore classroom workflow on iPad with Google Apps that will range from manual Google Drive organization to automated workflow solutions for distributing and collecting student work. This hands-on workshop will provide participants with extensive time to explore, role-play, create, and practice the ideas explored.
Project Based Learning & Technology
Project Based Learning is an instructional strategy that encourages students to explore real-world problems and challenges, acquire deeper content knowledge, and engage in problem-seeking. Applicable across grade-levels and content areas, PBL has seen a resurgence in interest as it provides educators a framework for thinking about how to innovate their classroom practice. When paired with the ever-growing technology access available in many educational settings, PBL offer educators unique possibilities in unit design, the opportunity to provide students with alternative methods to demonstrate their understanding of concepts, a chance to refine 21st Century Skills, and the possibility to publish to a Public Audience. In this workshop, educators will experience the elements of PBL through inquiry, collaboration, sharing, and publishing. By the end of the workshop, they will have had a chance to explore exemplars in the field as well as begin to craft their own experiences for students.
Not Another Paper! Alternative Projects & Creative Student Expression
Join in reviewing alternative activities and projects and learn how to empower student-centered learning. Using apps and web tools that help students create representations of their learning, educators will have more than enough firepower to develop creative and purposeful alternative activities. These activities not only extend the entire academic year, but also help generate what author and Harvard fellow Tony Wagner terms “a culture of innovation”— an environment that encourages students to be the kind of active, immersed thinkers essential for today’s cognitively demanding and competitive global workforce. By the end of the workshop participants will be able to identify qualities of effective alternative activities and assessment, explain how powerful activities emerge from empowering challenges, and identify several apps and social media tools that can be used to create alternative activities.
Integrating Technology in the Elementary Classroom
Whether your students have access to a computer lab, a cart of iPads, 1:1 Chromebooks, or a handful of laptops, technology can transform learning when used in appropriate and meaningful ways. In this workshop, we will explore tools, apps, activities, and strategies that nurture essential K-6 developmental and learning skills such as fluency, numeracy, storytelling, critical thinking, and voice. We will address core technology skills, formative assessment, media literacy, student-centered learning, collaborative projects, and safe publishing with early learners. Participants will gain hands-on experience with some of the best K-6 web tools and apps in order to build creative, collaborative, and globally-connected classrooms.
Leading and Learning in Innovative Schools and Districts
Technology can play a powerful role in expanding the possibilities of learning environments, but technology alone does not change schools. Leadership plays an essential role in ensuring that new technologies are paired with innovative and effective pedagogical practices. This workshop is for leaders of learning - principals, superintendents, IT directors, and academic leaders - to help develop a vision for how technology and pedagogy investments will improve student learning. We will outline key characteristics of successful technology leadership and discuss frameworks and models that help create and sustain a culture of innovation. In all, participants will leave the program with a greater comprehension of leadership around emerging technologies, a deeper understanding of effective technology integration, and an action plan for leading change in their school.
The Flipped Classroom
With the Flipped Classroom, teachers turn the traditional classroom structure on its head and use technology to reorganize class so that students maximize the value of their time with their teachers and peers. In this workshop, teachers will develop the skills to flip their own classrooms. From conceptual framework, to formative assessment strategies, to screencasting and media production tools that allow teachers to create their own content, we will examine how teachers and students can use a variety of collaborative platforms in class to maximize the value of their class-time together. Because video plays a significant role in the flipped classroom, the cornerstone of this workshop will be how to find, curate, present and create video content. Through various screencasting technologies, workshop participants will develop the ability to create video content to deliver instruction and course material outside of the classroom. Finally, we will explore online assessment tools that allow teachers to quickly and effectively assess student understanding of the flipped content. Participants will leave with an understanding of how the Flipped Classroom isn’t just about bringing new technologies into classrooms – it’s about using technology to transform the way students learn.
Creating Maker Spaces
The Maker Movement--a movement to empower students as creators and tinkerers--has exploded in popularity. Making incorporates STEAM while emphasizing student-centered values of tinkering, low-stakes failure, design thinking, and learning through making and constructing. In this workshop, we will take a hands-on approach to understanding the Maker Movement and how we can use its principles to create a learning environment that engages students, fosters curiosity, and encourages a collaborative approach to building and constructing knowledge. In the first part of this workshop, we will explore ways that exemplar schools have incorporated Maker Movement activities into their own curriculum and structure. Next, we will discover specific activities and examples that you can use with your teachers and students right away to foster exploration and creativity. In the process, we’ll explore the impressive Makers Empire app for 3D printing. Finally, we will collaborate on making and creating curricula together as we embody the Maker ethos of collaborating and sharing in order to create lessons that are uniquely useful in our own classrooms.
Digital storytelling, in the broadest sense, is about weaving together narrative, imagery, voice, and music into media-rich presentations. In this workshop, we will look at the "Hows and Whys" of facilitating digital storytelling projects. We will examine examples of successful projects including identity narratives, oral histories, social issue documentaries, language activities, math and science demonstrations, and presentations of art and music. Participants will experience the process of creating a digital story through a hands-on exploration of popular digital storytelling tools and apps. Finally we will look at ways teachers can evaluate these projects through process and product rubrics.
Creating Differentiated Learning Environments with Technology
In this workshop, we will explore how technology can facilitate differentiation and create rich learning experiences that scaffold struggling students and enrich those who work at an accelerated pace. Given the accessibility features native to mobile devices such as text-to-speech, speech-to-text, interactive content, and quick access to supplemental resources, technology can be leveraged to create a "Least Restrictive Environment" for all students. During this hands-on workshop, participants will have abundant time to explore features, tools, apps, and pedagogical strategies to help students achieve the desired learning objectives.
Visible Thinking & Assessment 2.0
What does assessment look like in a Digital Age classroom of technology integration and multimodal projects? How do we distinguish between higher-order thinking and "bells-and-whistles?" In this session, we will explore the role of a backward-design principles in developing effective “Assessment 2.0” strategies. We will look at storyboarding techniques and rubrics that help establish a clear relationship between project goals and skill benchmarks. We will also focus on the critical role of formative assessments and timely intervention incorporating instant response systems such as Socrative, Formative, Padlet, Nearpod, and Kahoot to instantaneously uncover what students know, think, feel, and understand. Furthermore, we will examine how a "2.0" assessment model differs from traditional assessment. A fundamental goal of this workshop is to identify the characteristics of effective assessments that link to and measure student mastery of worthwhile learning goals.
Creating Digital Portfolios
Beginning a journey into digital portfolio creation can be both exciting and daunting. While there are so many benefits to the creation of digital portfolios, they don't have to be as complex as most people think! From simple to complex, we will explore many different ways that you can start creating a digital portfolio today! With the influx of devices into the classroom, students may now create as many digital projects as they do physical ones. Once students create all of these artifacts of their learning, curating a portfolio allows students to chart their growth over time. In this hands-on workshop, we will explore the importance of having students curate and reflect on their work, develop a personal web presence, and capture both their digital products as well as their thinking about the process. To model this process, we will work with a number of tools and apps such as blogs, Evernote, Google Drive, Google Sites, and e-book creators that can be used to build and publish a digital portfolio. We will also design instructional strategies to help foster student reflection, and examine how best to incorporate the process of reflection into the curriculum. At the end of this workshop, participants will leave with a detailed plan for how they can begin the process of digital portfolios with their students using the technology available in their classrooms.
The Idea Garden: Turning Evergreen Apps into Performances of Understanding
There are incredible opportunities for active, immersed learning emerge when educators consider how a small suite of apps can support diverse student performances of understanding. In this session, we'll explore how to turn a small set of “Evergreen Apps” into almost limitless instructional possibilities. Evergreen Apps—such as Padlet, Socrative, Book Creator, Explain Everything, Tellagami, and others —are non-subject apps that can be used throughout the year for speaking, writing, listening, drawing, annotating, collaborating, sharing, and more. Using apps that help students consume, curate, create, and collaborate, educators have more than enough firepower to develop creative and purposeful activities that extend the entire academic year.
Innovative Uses of Technology in Math & Science Classrooms, Grades 5-12
In this workshop, we will explore tools, apps, activities, and strategies that nurture essential Math and Science learning skills such as critical and abstract thinking through a tasks-based approach. We will explore hands-on student activities to improve understanding and encourage greater ownership, motivation, and retention.The workshop will emphasize innovative ideas and exciting projects for incorporating Web platforms and various "Evergreen" tools and apps, including Formative, Explain Everything, and more. The workshop will also include specific subject tools that will enable students to solve equations, plot and animate graphs, find numerical and exact solutions, simplify and factorise expressions, create multimodal lab reports, and present scientific processes in multiple dimensions as well as a host of other operations. It will also emphasize innovative ideas and exciting projects to infuse art and design into the STEM or STEAM classroom by incorporating Web tools such as blogs, video creation, digital laboratory notebooks, ePub creation, simulations, and more. The combination of examples, resources, and exploration will provide participants with a set of strategies and to integrate technology purposefully into the classroom.
Collect-Relate-Create-Donate: Innovative Uses of Technology in English, History & Foreign Language Classrooms, Grades 5-12
Used wisely, academic technology empowers students to take responsibility for their own learning. In Leonardo’s Laptop, Ben Shneiderman provides teachers with a powerful framework, Collect-Relate-Create-Donate (CRCD), for designing student-centered learning opportunities using technology. In CRCD projects, students research information, work collaboratively to create a meaningful product that demonstrates their learning, and contribute that project to a larger learning community. Shneiderman designed the Collect-Relate-Create-Donate framework as a vehicle for preparing young people for a 21st century world where innovation, creativity, and collaboration will be more highly prized than retention and repetition. This session provides numerous examples of innovative uses of technology in ELA, foreign language and social studies classrooms, and includes opportunities for targeted web or app exploration after each "mini" lesson. Examples highlight both inquiry-based and research-oriented technology applications for middle and high school classrooms where students present their learning in multiple modalities.
Beyond the Hour of Code
Coding and algorithmic or computational thinking could be “the new 21st century literacy.” We believe that anybody can learn how to code, so come explore how use coding as a tool to teach any subject. Using an approach that incorporates design thinking for any age, the goal of this workshop is to provide educators the opportunity to explore tools and approaches to facilitating a creatively curious learning environment through coding and programming.