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Putting Educational Innovations into Practice.

WRNC Agenda (2014)

Western Regional Noyce Conference

Fresno, CA

Challenging Ourselves in a Digital Age:

How Blended Learning Principles and Practices Can Improve STEM Learning

                                   

  

Twitter hashtag: #noyce14

Agenda: March 7-8, 2014

 

March 7th, 7:00-9:00pm

Reception: STEM Game Night (Salon C)

Game play is a defining feature of the 21st century for youth and adults. How can educators harness the immersive, collaborative, and engaging game-based environments to promote STEM learning? Play with your Noyce colleagues and see for yourself:

Email Jessica.Parker@sonoma.edu if you have additional games to share!

Twitter hashtags:  #noyce14  #STEMgame

March 8th

Morning

  • 7:30-8:30: Breakfast
  • 8:30-8:45: Opening Remarks
  • 8:45-9:00: Blended Learning
  • 9:00-10:25: Concurrent Sessions (abstracts below)
  • 10:35-12:00: Concurrent Sessions (abstracts below)

Afternoon 

  • 12:00-1:30: Collaborative Lunch: Tech Challenge
  • 1:35-3:00: Concurrent Sessions (abstracts below)
  • 3:00-3:55: Collaborative Snacktime: Tech Challenge

 

Closing

  • 4:00-4:20: Ed Tech Smackdown
  • 4:20-4:30: Closing Remarks

 

Concurrent Sessions Abstracts

Session #1. Demonstrating Student Understanding Through Screencasting (Salon D1)

Students are increasingly being asked to explain their thinking, use evidence-based arguments, and demonstrate their reasoning through modeling and problem-solving.  Instead of using screencasts only to disseminate information, why not use this tool as a venue for students to demonstrate student understanding as well?  Join Drs. Ross and Chen as they highlight screencasting tools and showcase how screencasting is used to enhance and communicate students’ understanding of science, technology, and math.  

Intended Learning Outcomes:

  • Participants will explore screencasting as a tool for eliciting students' conceptual understanding.
  • Participants will consider how screencasting can support NGSS/CCSS-M standards-based activities.
  • Participants will evaluate how screencasting tools meet their curricular needs.
  • Participants will use a screencasting tool to design and produce a brief video to demonstrate STEM understanding.

Session #2. Collaboration and Reflection Through Google Docs and Google Hangouts (Salon D2)

Join Drs. Soodjinda and Adams as they discuss how to engage students in collaborative activities that support STEM learning using Google Docs and Google+ Hangouts. Students can use these tools to discuss ideas, solve problems, create presentations, and interact with experts in the field.

Intended Learning Outcomes:

  • Participants will learn strategies for using Google Docs and Google Hangouts in STEM instruction
  • Participants will learn how to apply these tools for use in STEM instruction by working groups  that use this collaboration software

 

Session #3. Key Principles and Practices of a Flipped Classroom (Salon D3)

Join Drs. Ichinose and d’Alessio as they share their experiences and research surrounding Flipped Courses. Participants will actively engage in a discussion surrounding the preparation, development and execution of flipped mathematics and science courses.  We will discuss the two courses and pedagogically approaches that best match this flipped learning environment. The presentation will include different examples of flipped courses.  We will discuss how a flipped model can support NGSS and the Common Core. Finally, we will discuss the benefits and challenges of flipping a course.

Intended Learning Outcomes:

  • Participants will understand the principles and practices of a flipped classroom.
  • Participants will learn to use a template and instructional script allowing them to design a flipped course. 

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