Find session descriptions and speakers on the LLI Atlantic App
Sunday, April 22
1-2 pm: Registration
2-3 pm: Keynote - Kevin Jarrett (Stanford Fablearn Fellow, Co-founder EdCamp)
3:15 - 4:15: Block One
- Guided Inquiry Discussion in the Chemistry Classroom
- We will present, practice, and discuss a method of guided inquiry instruction currently used in our chemistry classroom. In this method, students start with a few basic facts and develop a robust understanding of certain types of content.
- Low Floor High Ceiling Math Tasks
- Participants will discuss low floor high ceiling math tasks, which are accessible to all students, but can be extended to challenge all learners. Participants will explore existing tasks through examples and learn to create new tasks of their own.
- Video Feedback Playground
- Explore exciting new ways to use video technology as a teaching tool to enhance the student experience and provide opportunities for professional growth, including 1) highlighting student engagement, and 2) the value of highly focused personal feedback with the potential of creating a digital library of best practices.
- Making STEAM Lessons Motivating, Fun, and Memorable
- We will dissect what it means for lessons to be motivating, fun, and/or memorable and ways to accomplish this. We will collaboratively reflect on our own experiences and develop a digital toolkit of successful, classroom tested strategies.
- Swipe Right to get STEAMy
- Using a "speed dating" style collaboration and design thinking activity teachers will have the opportunity to design a variety of meaningful and engaging hands on projects that bring STEAM to any content area.
- What are Your School’s DREAMS?
- Through weaving DREAMS (to replace STEM and STEAM) across curricula, Commonwealth Academy looks to empower students to become productive, critically thoughtful, life-long innovators who are independent, curious, and empathetic.
- Ain't Misbehavin': Rethinking Student Engagement and Adult Provocation
- What’s it like for your students in your school or classroom? How many times are students disciplined for a variety of offenses? From the trivial (wanting to talk to another student) to the significant (bullying or worse), students resist the structures of school. And most misbehavior is caused by the adults in the school. In other words, most misbehavior occurs because adults have placed students in a situation where misbehaving makes sense or, even, is inevitable.
4:30 - 5:30 pm: Block Two
- Can You Find The Solution?: Using the Global Calculator to Understand Human Impact on Global Climate Change
- We will use the Global Calculator to explore human impact on global climate change. The Calculator is a free tool that allows students to understand the link between our lifestyle, the energy we use, and the consequence of our actions on the climate.
- Coding in Math Classes
- Introducing basic computer programming concepts and literacy in math classes with emphasis on algorithmic thinking, artistic design, and relevance of math concepts in coding.
- Creating a STEAM Badge Program
- Come learn about how to create a badges program to prompt STEAM-based skills!
- Artists are Better Learners: Metacognition Strategies in the Art World and Classroom
- This hands-on session will give teachers reflection strategies to better support their students learning process. By understanding their thought process, students can increase their knowledge of a subject's content and who they are as a learner.
- Maker Activities for All Learners, Not Just the Techies and the Tinkerers
- Many students do not self-identify as techies, yet with exposure to Maker activities, they readily app smash, prototype, and 3D print. We will share and discuss the joys of making and tinkering for lower and middle school in a non-Maker space
- Designing Learning Experiences to Maximize Innovation and Discovery
- An introduction to design thinking, a hands-on experience in its application, and a discussion of its application in various subject areas and grades, and methods for evaluating student work, and examples of student tasks and student work
- Build an Interactive Robot with Recycled Material and a Circuit Playground
- Ever wanted a robot that will dance to the music? Join us to play with Adafruit''s Circuit Playground Express and make a robot that interacts with you, light, music, or other robots. Bring an open mind, and leave having made an epic robot that will wow your students and colleagues!
5:30 - 6:30 pm: Champagne & Fondue Social Hour
Monday, April 23rd
7:30 - 8:30 am: Continental Breakfast & Coffee Hour
8:30 - 9:45 am: Block Three
- Integrating Engineering Concepts Into a Survey Biology Course
- We will discuss examples of engineered proteins including insulin, proteases, and other enzymes with industrial applications to integrate engineering concepts into units in a survey biology curriculum. Literature and web resources will be shared.
- Balance Your Budget
- Can concepts such as credit, budgeting, tax deductions be taught in a fun and engaging way? Of course. Participants will be provided with resources to create financial literacy lesson plans for students. A laptop and access to Excel are required.
- Robotic Tech Tools "Debug" Science Concepts
- What do all students need to know in preparation for their individual lives and for their role as citizens in a technological rich and scientifically complex world? Integration is that verb, it is not enough to view learning of science and engineering through one access point. It should be learning that is pivoted and connected to learning of the next point. Nurturing problem-solving skills, logic and creativity. Inspiring kids through exploration to start to tell the story of a science and their understanding of concept through the use of tools that push their thinking and design.
- Integrating Technology and the Humanities in a Fourth Grade Classroom
- Learn how podcast-style storytelling, student-created video and other tools can be used to showcase creativity and assess mastery in a fourth grade English curriculum. Some tools will be iPad-specific, others can be used on a variety of devices.
- VR in the Classroom
- Take advantage of the latest technology while bringing elements of your content to life. Bring the world of virtual reality into your classroom. In this session, we will explore processes, tools, and applications to transform your next project into a student-led virtual experience. VR provides a platform that fosters student creativity and supports natural curiosity. Your students will be excited to create and share their understanding of your subject-area content through a new innovative medium.
- Full STEAM Ahead - Supporting Large-Scale Project-Based Learning
- School-wide PBL can be challenging, often due to issues of content alignment, scheduling and teacher readiness. A programmatic approach, in conjunction with web-based tools, can create the conditions for effective interdisciplinary, STEAM-based PBL.
9:45 -10:15 am: Community Time
10:15 - 11:30 am: Block Four
- Population Modeling with Matrices and Matlab: An Algebra 2 Project
- Participants in this session will look at an Algebra 2 unit that uses population modeling as a way to review linear, quadratic, and exponential models, introduce students to matrices, and teach programming skills in the Matlab computing environment. Participants will leave with ideas for, and examples of, a project that they can implement in their classrooms that incorporate all these topics.
- Using 3D Technology to Teach Systems of Human Biology
- The best way to create an in depth understanding of the material learned in class is by creating 3D models. Students work collaboratively to re-create two models of healthy and diseased human organs, using the cutting-edge 3Doodler pens. They spend time learning and then applying the design process so that they can accurately portray both healthy and diseased organs of the body, and the effects of the disease on that organ.
- Thinking Like Engineers: Video Game Design
- Learn about Design Thinking processes through the lens of a video game designer. Attendees analyze a sample video game and, by using the programming platform Scratch, reverse-engineer the graphics and mechanics of a game. Participants will be exposed to the Design Thinking process that is involved in creating video games.
- A 3D House Party
- Want to get students involved & excited about learning math in real world situations?. Come and see a project that involves: house plans, 3D videoing, Tinkercad, 3D printing, scale and realistic design
- How Libraries Can Support the STEAM Movement
- Visit NCS's brand new Gray Library and learn how libraries can support teachers and students in the areas of STEAM.
- Tinkering "Fishbowl"
- Have you ever wondered what a maker classroom looks like? This "Tinkering Fishbowl" session will provide you with a unique opportunity to observe and interact with a group of children as they tinker! Experience the sense of wonder, the frustration and the elation!
11:30 - 12:45 pm: Lunch
12:45 - 2 pm: Block Five
- The Use of Role Play in the Science Classroom
- We will explore the use of role-play simulations in the science classroom to engage students with concepts at the molecular level. We will discuss of the value of role-play followed by group practice and development of novel role-play activities.
- Putting the Art in STEAM - Through the Lens of Math!
- Adding Art to STEM helps draw reluctant students into math, and develop inquiry skills. You will see and make 3-5 projects integrating Math and Art and discuss implementation tips. We will see how each project can develop higher level thinking.
- Assigning and Assessing Student Movie Projects
- Modern digital filming and editing tools make student-created movies a useful tool for gauging understanding and for creative expression. Come explore ways we use these tools across disciplines and how we assess the finished work.
- Making Integrated Curriculum a Reality with Podcasting
- Podcasts have escalated in popularity across the nation in recent years. This session looks to provide actionable steps for students to create podcasts in a simple and meaningful way any classroom.
- Classroom Fun by Design: Design Thinking Challenges Across Disciplines
- In this session, participants will undertake a design thinking challenge to see its implication for multiple disciplines and grade cohorts. Empathizing, defining, ideating, prototyping, and testing for all!
- Matlab and Multivariable Calculus
- With coding fast becoming a “basic literacy”, it is important to create opportunities for students to gain exposure to computer programming and computational thinking. Matlab, a high-level language and environment for scientific and technical computing, enables the use of code for 3D graphing, visualization and modeling in Multivariable Calculus.
2 - 2:30 pm: Community Time
2:30 - 3:45 pm: Block Six
- Bringing Authentic Scientific Research into the Classroom
- The most effective way to teach scientific thinking is through experiential learning. Students learn to think scientifically using hypothesis-driven inquiry in authentic research investigations in a course at Georgetown Day School.
- Numbers Don't Fib(onacci)
- When you think of STEAM, STEM or STREAM, the first subject you think of is…….let me guess, science. Or maybe you think of technology or engineering. This is the natural inclination for most. We want to share with you ways of incorporating math and art to enhance your Middle School STEAM program. We will explore the Fibannaci sequence as it occurs in nature to create works of art. Manipulate patty (yes hamburger) paper to illustrate geometric concepts and theorems. The participants will leave with new ideas and begin their own project. Creativity is the key to opening doors in the mind that intertwines the many facets of education throughout all disciplines.
- 3D Printing in Clay
- Through Ceramics and 3D printing, this workshop will explore materials, innovation, and the connections to STEM fields. We will utilize tools for digital fabrication and overlay them with the creative process. Open to all levels of experience.
- Growth-Mindset in Music: Replacing "Talent" with "Technique"
- This session blends classical pedagogy and digital platforms to develop students' resilience, grit, and growth-mindset. In a sample music lesson, we will explore resources and techniques that utilize technology to help with instant feedback, long-term planning, and student ownership in learning within a 4-12 vocal music curriculum.
- Digital Portfolios for STEAM: Making it About the Process and Product
- There are six essential elements to creating effective STEAM digital portfolios. These enable students to digitally document design and building, focusing on the process of overcoming challenges, as well as collaborate and share learning.
- Coding for Non-STEM Teachers
- Come engage with other educators on the challenges of integrating coding into the curriculum. Walk away with some ideas and inspiration for your own community. In this session, participants will engage in a design thinking routine to address the challenges of embedding coding and computational thinking skills across the curriculum. Attendees will also rationalize and articulate the importance of these skills as assets to growing our learning communities. If you are an expert in this area, this session is not for you! Participants should come with a willingness to collaborate and wrestle with other teachers as they seek direction and ideas for their own communities.
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