Participants will choose 3 of the following workshops to attend during the conference. Sign up as soon as possible to get your first choice of workshops, since space is limited in each. Scroll down to register.
Workshop 1
Coding: It’s elementary!
An introduction to coding using Scratch Presenter: Nick Yang Song Special Education Teacher, Jackman Institute of Child Study OCT, M.A, Hons. BSc. |
Description: Programming in the classroom, it’s easier than you think! Not all coding requires pages of text and hours in front of a computer. In this workshop you will learn an introduction to coding theory and experience hands on learning using Scratch. Drag and drop commands and create fun interactive programs by the end of the day! Learn how coding can provide your students with valuable math skills, problem solving abilities, and a curiosity for technology. This workshop will focus on coding at a level suitable for Grades 3-6. |
Workshop 2Tangible and Embodied Learning
Presenter: Dr. Jim Slotta Associate Professor, Department of Curriculum, Teaching and Learning and the Centre for Science, Mathematics, and Technology Education at OISE His research employs technology-enhanced learning environments to investigate cognitive models of learning and instruction. |
The goal of bridging the digital/physical worlds for purposes of learning has been pursued by science educators for more than 30 years, grounded in the work of Seymour Papert (e.g., 1980) and his work at the MIT Media Lab. One such project was that of LEGO/Logo (e.g., Resnick and Ocko 1990) which allowed children to become the designers and creators of their own physical interactive machines (e.g., robots, motorized cars, motion detectors, and various other simple digital transducers). Public interest has grown rapidly in such technologies, with students and citizens of all ages inspired to create compelling new forms of interaction with their physical or virtual environments. Active communities of “makers” have grown, fueled by “maker fairs” (conventions of enthusiasts), hackathons (an event where designers and developers come together and work on a shared project, such as software development for an educational purpose), and online exchange sites. Increasingly accessible hardware products have emerged, like the Arduino microprocessor kit and Makerbot 3D printer, which facilitate design and development efforts within these creative communities. In 2014, Thingiverse, an online maker portal, has over 50,000 open-source, user-contributed projects, illustrating the vibrant, active, and social nature of maker communities. This workshop will introduce technology applications that hold promise for classroom and informal learning through tangible and embodied interactions amongst students, their peers and various learning environments.
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Workshop 3Games & Learning
Presenter: Heather Birch, Teacher Education Program Assistant, MA CSE Program, OISE |
Experience video game elements that keep students playing for hours, and learn how to leverage those elements in the classroom to engage and motivate students. This workshop considers game elements such as narrative, characters, player control, points/badges/leaderboards (PBL's), immediate feedback, collaboration, recognition, mastery, music, and social media connections. Find out how these elements can be used in an educational context to facilitate differentiation, connected learning, and fun, and consider their relationship to intrinsic and extrinsic motivation.
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Workshop 4
Finding and evaluating online resources
Presenter: Monique Flaccavento, B.A., B.Ed., M.I.St. | Acting Director, OISE Library |
One of the greatest challenges your students will face when working on class assignments is finding reliable online sources. Most K-12 students have experience searching the internet…But do they know how to think critically about the sources they find? This workshop will provide you with the tools and strategies you need to help your students learn to effectively search for and evaluate online sources. You’ll also learn about Tumblebook Library, Kids InfoBits, and Canada in Context – three online resources designed specifically for K-12 students.
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Workshop 5
Informal, Personal and Creative Ways to Learn with Technology
Presenter: Rocco Ricci M.Ed PhD Candidate OISE/University of Toronto, Curriculum, Teaching and Learning |
The classroom is not the only place where learning takes place. What are your students learning outside the classroom, and what are the characteristics and affordances of this type of learning? Consider the implications for classroom teachers of informal learning; learning that happens outside formal schooling and based around individual interests. Places and spaces emerge that create opportunities for learners to define their own boundaries and learn in ways that may better suit their needs. Starting from a learner-centered approach, where individuals control and direct their own learning agenda, opportunities for self-growth in diversified settings open up. Informal learning with technology helps individuals explore and connect in creative and sometimes innovative ways. This interactive session will highlight ways learners informally direct and control their learning around relevant content that centers on personal needs and goals. Some examples include social networks, YouTube, Reddit and various other applications and platforms.
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Workshop 6
Giving All Learners a Voice: Adaptive/Assistive Technology
Presenter: Tina Zita Instructional Technology Resource Teacher, Peel District School Board |
The best part of my job is coming in to a classroom and not being able to pinpoint the learners that are on an IEP or need assistance because the technology gives them each an in, a way to feel success. Digital tools are allowing more and more students to access information independently as well as share their voice in alternative ways. We will start with quick tips and apps to assist in this learning, moving in to more structured programs and technologies that help a variety of learners access the curriculum.:
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Workshop 7
Getting started with Blogging in the Classroom
Presenter: Tina Zita Instructional Technology Resource Teacher, Peel District School Board |
We know the importance of reflecting on the learning journey both as an educator and a learner. How can we maximize the potential of blogs in the classroom? What could it look like? What tools could we use? We will tackle the above questions as well as any you may have as well as get our feet wet in the blogging world.
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Workshop 8
Digital Media Tools for Assessing Student Learning: How Technology Creates a Window into Student Understanding
Presenter: Daniel Poliszczuk BSW MA OCT RECE PhD Candidate, Developmental Psychology and Education OISE/University of Toronto |
Assessment of student learning is a constant task for educators. Educators have a range of tools to use for assessing learning and facilitating opportunities for students to share their understanding of academic content. Digital media applications and devices are increasingly becoming a core feature in the assessment toolkit, owing to their versatility and ease of use, as well as key functions that can not be easily replicated through traditional means of assessment. This presentation will explore some of these digital tools and how they can be used to support pedagogy. The emphasis will be on digital media for assessing play-based learning, as well as the role of digital media with formative assessment and knowledge sharing.
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Workshop 9
Social Media in the Classroom
Presenters: Kim MacKinnon, Ph.D., MA, BA (Hon), BPES, OCT Sessional Lecturer, OISE, Master of Teaching Program |
In this workshop, you'll explore some of the ways that social media can support teaching and learning in the elementary classroom. We will also discuss teacher professionalism as it pertains to the use of social media, and think about the connections between social media and curriculum. This workshop is suitable for Grades K-6.
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