7th Annual WyTECC Conference Schedule

8:00-8:30am Check-In/PTSB and Coffee Station

8:30-9:50am Session 1

9:50-11:10am Session 2 

11:10-12:30pm   Lunch (on their own) / Networking

12:30-1:50pm      Session 3 

1:50-2:10pm        PM Snacks & Door Prizes

2:10-3:30pm     Session 4

3:30-4:00pm        Grand Prize and Evaluation

Be sure to sign in during each session to be eligible for the 0.5 PTSB credit!  

Read about our presenters here!

Session 1:    

SMART Little Kids: Lu Kasper

Room # 200

This will be an introductory class to utilizing a SMART Board with young children (preschool through 2nd grade). We will learn the “basics” of using a SMART Board, will develop at least one lesson using the tools, and will search the Web for free SMART lessons already created (there are thousands!). 

Makey-Makey: Crystal Richardson

Room # 205

Makey Makeys are not just for STEM fun! This course will model how I use Makey Makeys to teach circuits as part of my science curriculum. You will build your own closed circuit using a makey makey kits, insulators and conductors and a computer.

Literacy with STEM: Tanisha Floyd

Room # 208

Discover the engaging ways to bring Literacy and STEM into a fun easy lesson discovering the Engineering by Design process. Recommended for grades PreK-6th.

Google Classroom: Tracy Clement

Room # 211

I will show the basics of Google Classroom which makes it easy for learners and instructors to connect—inside and outside of schools. Classroom saves time and paper, and makes it easy to create classes, distribute assignments, communicate, and stay organized.

Session 2:     

PowToon, Storyjumper & Using Positive Media to Reach Stakeholders: Jared Hardman

Room # 200

In this session we will explore a few educational tools that students and teachers can use to enhance their classrooms. We will also look at using media to reach to all stakeholders  by uploading those videos to your school and classroom website, etc. 

Bloxels: Sharron Seaton

Room # 205

Bloxels is not just another tech-enabled toy. It's a hands-on, brains-on, creativity and technology experience. Bloxels uniquely unlocks students’ innate creativity by leveraging something they love: video games. Students can play fun games and channel their creative potential as they gain greater understanding of important topics like design logic, and computer science and demonstrate their knowledge of history, science and mathematics and more through the games they create. This session will let participants experience and create their own game and begin to create a lesson to use them with.

Code.org: Tracy Clement

Room # 211

I will demonstrate the basic of programming concepts such as loops. Lessons also teach students to collaborate with others meaningfully, investigate different problem-solving techniques, persist in the face of difficult tasks, and learn about internet safety. At the end of this course, students create their very own custom game or story they can share.

Expedition Unknown!: Barbara Rezzonico

Room # 208

Google Expeditions is a unique classroom experience lets teachers take their students on guided virtual field trips. There are over 200 Expeditions available for schools and more are being added all the time. Everything from the Great Barrier Reef, to Buckingham Palace, and even outer space are available as destinations for your students.  Google Expeditions may not replace traditional field trips any time soon, but as a way to take students to places that they may never have the chance to visit, it is hard to beat.  Come learn how to make and take these awesome trips!

Session 3:      

Google Forms: Crystal Richardson

Room # 200

Google Forms are a great tool for online quizzes, exit tickets, and surveys. This course will model ways to use Google Forms to increase engagement in class activities and cut down on paper worksheets. You will need to bring a computer for this course.

STEM Bootcamp with Usborne Books: Shilene James & Cristy Pelham

Room # 208

This fun and informative course (aka: Bootcamp) will help you to understand how using Usborne Books & More in a classroom can really enhance the teaching and learning of STEM concepts.  We will use all learning styles (audio, visual and kinesthetic) as we research, play and learn how much fun and useful STEM can be!

Augmented Reality (AR): Sharon Seaton

Room # 205

Augmented Reality (AR) content can be created and accessed by scanning or viewing a trigger image with a mobile device that creates a subsequent action. This action can be a video, another image, 3D Animations, Games, QR code, or whatever you want it to be. In this session participants will use the app Metatverse to create their own AR experience.  Participants will need a laptop to access the creation website and a mobile device so they can download the app to run the experience.  Educational examples will be presented.

Mathematical Mindset: Thinking Your Way to Understanding Math: Angelique Littlejohn

Room # 211

Do your students say they are not good at math and really don’t want to try? Come see a way to engage students in mathematics that will encourage thinking and exploring to learn mathematical concepts. Teachers from Kindergarten to 8th grade will walk away with usable lesson ideas. 

Session 4:

Gamification: How Watching a Child Play Super Mario Brothers Changed My Classroom: Brad Skinner

Room # 200

Gamification is the application of game-design elements and game principles in non-game contexts. Gamification commonly employs game-design elements to improve user/student engagement, organizational productivity, flowlearning, crowdsourcing, recruitment and evaluation, ease of use, usefulness of systems, physical exercise, traffic violations, voter apathy, and more. A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals. Gasification can also improve an individual's ability to comprehend digital content and understand certain areas of study.

Making it STEM with K’NEXTanisha Floyd

Room # 205

Discover K’NEX while creating an Interdisciplinary STEM Lesson customized to any lesson.

STEAM Ahead!: Cristy Pelham

Room # 208

Participants will learn about research, discuss ideas, participate in a short breakout session, and learn how to create their own Digital Breakout Escape Rooms using Google.   Next, participants will learn about the many ways to use Legos in the classroom to enhance collaboration, communication, creativity and critical thinking.  Activities for Legos include 1-miute challenges, How to activities, stations, experiments, math builders, and electronics.   Finally, participants will learn how to utilize the STEAM steps of planning, designing, creating, and improving to teach how to construct cardboard masterpieces.  This Cardboard Construction is a nice way to foster problem solving, creativity and save the environment (and your budgets) by using recycled materials (cardboard boxes, bottles, scrap paper and material, etc.).  

Escape Room:  Classroom Edition: WyTECC Team

Room # 211

Participants will be exposed to digital breakouts and escape room activities that enhance learning in the classroom.   These activities enhance critical thinking, problem solving, teamwork, communication, and more.


 

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