Presented by Dr. Elizabeth (Beth) Green, Program Director – Advanced Career, Southern Regional Education Board; and Adrienne White, Robolink
Presented by Marcy Richards, Director of 21st Century Community Learning Centers (CCLC), Anchorage School District (AK); Lupine Reppert, Executive Director, California School-Age Consortium (CalSAC); and Dane Jaber, Instructional Supervisor and SECME Coordinator, Miami-Dade County Public Schools (FL)
Moderated by Jaclyn (Jaci) Anderson, Product Portfolio Manager, Pitsco Education
To quote 1990’s Teen Talk Barbie, “Math class is tough!” Students have struggled with math anxiety for years, which, in many cases, has impeded their learning. Fortunately, over the past decade, there has been a huge growth in the tools available to help with that anxiety.
Presented by Elizabeth Moreland, Instructional Coach, Adair-Casey Elementary, Adair-Casey & Guthrie Center School District; Dr. Molly M. Jameson, Professor of Psychological Sciences and Director of the Center for the Enhancement of Teaching & Learning at the University of Northern Colorado; and James Sanders, Product Marketing Manager, Unruly Studios
Presented by Grady Burrows, Executive Director, HIT in the CLE; Shaun Wilson, Corporate Social Responsibility Manager, IBM; and Jeremy Shorr, Senior Director of Emerging Technologies and Digital Innovation, TIES Teaching Institute for Excellence in STEM
Presented by Mike Marvel, Ph.D., Manager of Product Development, Flinn Scientific
Gain an understanding of why hands-on activities bring meaning to STEM and discuss ways to bring hands-on activities into virtual learning environments.
Presenter, Ryan Schaaf, Assistant Professor of Technology at Notre Dame of Maryland University, discussed integrating a wide range of digital games, including those utilizing the Common Core, into the curriculum. He also explored the instructional strategies essential to making a digital game-based learning experience a success for students. Meaningful assessment processes such as product and process rubrics, as well as self and/or peer evaluation practices for digital game-based learning experiences, were determined.