The EdToday learning track will focus on current tools, resources, approaches, and best practices in the classroom. What real-world, current applications are hot topics in education? Sessions cover topics such as technology, tools, interdisciplinary learning, cross-collaboration, etc.
• 3D Design and Printing using Tinkercad
• Ala Wai Restoration and Monitoring
• Art in Mathematics
• Books and Tech – The Perfect Mashup!
• Bringing Cardboard to Life
• Build a Food Computer: How to Implement Open Source Tech in the Classroom
• Coding in Early Learning: What? Why? When? How?
• Create Your Own Google Expeditions with the NEW Tour Creator!
• CyberKoa: A Student Cybersecurity Team
• Digital Storytelling with BookCreator
• Drone Integration
• Exploring Anne Frank’s Reality: A Virtual Tour
• Flipgrid: Curating, Assessing & Building Community through Video
• Glitz & Glam: Quick Tools to Make Your Next Presentation Stand Out
• Google Expeditions VR for Daily Curriculum Use
• Green Screen Adventures in the Primary Classroom
• Implementing a Flipped Classroom in a High School Geometry Class
• Introduction to 3D Printing & Tinkercad
• Introduction to OneNote – The Ultimate Collaboration Tool
• IPad Playground
• Project Management: A Skill for Classroom Success to Successful Careers
• QR Codes: Magical Tools for Learning and Sharing
• Robotics Playground: Where Technology and Learning Meet
• Seesaw: Gloriously Connecting Learners and Their Families with Electronic Journals
• Stop Motion Animation Using Your Mac!
• The Lens of Authentic Audiences and Assessments
• The Power of Flipped Learning
• Think in 3D, Learn in 3D, Teach in 3D
• Unlocking Creativity in each Student: Minecraft:Education Edition Code Builder
• Why Drones? …An Introduction to Drones in Education
The DisruptTomorrow track will provide a glimpse into the future. Which new technologies, systems, and innovations will disrupt education? Sessions cover topics such as VR, AI, future schools, entrepreneurship, blockchain, and micro-credentialing.
• “Virtually Anywhere” AR & VR Playground
• Augment Learning in the Classroom with Merge Cube
• Code Yo’ Choreo
• Learning Manipulated in the Palm of Your Hand with Augmented Reality
• Wearable Technology with Micro:bits
• AI Demos and Beyond
• Early Learning Creativity Playground
• Making Micro:bit Prototypes
• Solving Real-World Problems with Drones in Education
The EdIdentity track will focus on the culture-based technology practices and positive social-emotional learning experiences that instill within haumāna a strong cultural identity and a desire for lifelong exploration of learning, leading, and innovating within the global community. Sessions cover topics such as social-emotional learning, culture-based education, and fostering student leadership.
• Authenticity & Objectivity in Storytelling: Rewriting the Narrative
• Books and Culture
• Digital Wisdom: Mobilizing the Past to Navigate into the Future
• E nānā i ke kumu~Look to the source
• Giving Breath to Our Words| Enabling Indigenous Narratives Through Technology
• Mo’olelo and Media: Traditions in Tech
• Project Kuleana – Process vs Product
• Utopian Minecraft World
• What Does Aloha ʻĀina Mean to Me?
The EdThought track will focus on big picture, innovative ideas in education. Interested in looking for thought partners to engage in deep conversations to inspire you? Sessions cover topics such as design thinking, global competence, student-centered, problem-based, and challenge-based learning.
• Fail Forward
• Students as Creators and Communicators
• Unleashing the power of community-driven innovation: Education Incubator and Moonshot Lab Hawaiʻi
The EdResearch track will focus on what research can teach us about how students learn best, related to social-emotional & brain development, effective learning frameworks and instructional practices. Weʻre interested in hearing how you employ current research findings into practice. Sessions cover topics such as social, cognitive, neuroscience as well as other educational research topics.
• Young Children’s Perceptual Experiences when Experiencing Abstract Concepts in Digital Learning Environments — Seungoh Paek
• Education and the Brain — Chad Otoshi