2017 Teacher Session Descriptions

Basic Shots

John Allen, Luane Higuchi, Miki Kamimura, Donn Yamamoto & Austin Zavala, STEM Pre-Academy

Visual storytelling is a form of communication that is a fundamental 21st century skill.  It is a way of communicating simple ideas through the composition of images, both still and moving. In this workshop, you will learn how to enhance your story or presentation through the careful application of your own photos. By understanding how people look at and gather information from images, you can direct the eye and present a strong, precise message without words. The session includes teacher sharing and examples.

 

Bloxels: Game Design

Shane Asselstine, Momilani Elementary

Game designing offers students an engaging opportunity to be creative, think critically, and problem solve. In this session, participants will be given an opportunity to plan and design a game of their very own! Create amazing levels, your own characters, and even the villain of your dreams. Tell a story, or learn something new. This is your game…make it!

 

Bringing awareness to Climate Change through the C-MORE science kits.

Davin Sasaki, Lindsey Benjamin & John Constantinou, STEM Pre-Academy

The Climate Change hands-on workshop will use classroom experiment kits that will explore some of the causes (fossil fuel burning and disposable lifestyle) and consequences (altering ecosystems) of climate change.

Topics of local importance such as marine debris, coral bleaching, and ocean acidification will be discussed.

                                               

Code Challenge: Dash & Dot

Shane Asselstine, Momilani

In a world where computer science and computational thinking are fundamental to all students, the tools we use are evolving. Programmable robots come in a variety of forms and they allow students to interact with the technology to produce real life results. In this session, participants will work collaboratively to solve challenges utilizing the Dash&Dot to bring coding to life! Step up to the challenge and see if you can complete them!

 

Digital Coast Introduction

Jim Foley, NOAA B-WET

The Digital Coast is a web-based, ever-expanding collection of data, tools, trainings, and case studies focused on coastal and ocean issues. This session will be an interactive introduction to Digital Coast with a focus on on-line GIS tools to explore hurricane tracks, tsunami evacuation zones, potential impacts of sea level rise and changes in land cover in Hawaii.

 

 

Dive into SeaGlide and discover how you can help your students learn to fly.

Janelle Curtis & Tyson Tuchscherer, RoboNation/SeaGlide

Introducing SeaGlide: A mini-underwater glider and new hands-on STEM program designed to introduce students to autonomous systems. Students learn how to program an arduino controller to regulate the buoyancy engine of the glider, but the real fun begins after a build. Students become inventors – scientists that solve challenges faced by oceanographers, astronauts and explorers. With SeaGlide as an investigative platform, the benefits are endless. Join us to learn more.

 

DSLR

John Allen, Luane Higuchi, Miki Kamimura, Donn Yamamoto & Austin Zavala, STEM Pre-Academy

Using a DSLR camera can be a daunting task.  With so many buttons and features, it’s hard to decide where to start.  In this workshop, you will be introduced to the different features of the DSLR camera. You will learn how to set-up the camera and how to achieve the “exposure triangle”.

 

Energy UNPLUGGED

Tony Kawal & John Cheever, Hawaii Energy

Help Hawai‘i lead the nation in Energy Efficiency! This hands-on workshop will give you the tools to reduce your energy use. You’ll also learn how to make money by becoming an “Energy Entrepreneur” and reap the benefits of making smart energy choices in the home.

 

Everyone Can Code

Chris Coffelt, Nani Daniels & Jennifer Kirsch, Apple Inc.

Discover a new approach to coding that gives everyone the power to learn, write, and teach code. You’ll hear about the new Swift Playgrounds app that includes lessons for beginning coders. And you’ll explore curriculum materials for middle and high school that make it easy to bring coding into your school.

 

Get Students Creating Virtual Reality Content w/ Google and Thinglink VR!

Michael Fricano II, The Janus Group/Iolani School

Attendee Requirements: bring a Smartphone (iOS/Android) and a laptop or iPad.

One of the most powerful uses of virtual reality content are VR field trips! You can literally take your students anywhere in the world (and even into space and the human body)! But what if you could help your students create their own VR field trips for other classes around the world? The new Thinglink VR Editor for classrooms is one of the easiest and most effective tools that empower students to take control of their own learning while creating quality VR content that can be shared with the world. We’ll take a look at some exemplary student samples and you’ll learn how you can use Google apps and the Thinglink VR Editor in your classroom on day one! (Thinglink is a paid tool, but the best on the market! Receive a discount code for attending.)

 

Hardware Science

Lisa Loo, HouseMart/Ace Hardware Stores

Hardware Science is a program that supports STEM education by incorporating everyday hardware store items into science projects. Science is everywhere and can be found in everyday items all around us! Join us to explore some of the extraordinary science activities that can be done with ordinary items! By using easy to find supplies from your local hardware or craft stores, Hardware Science makes science learning relatable for all ages! We will introduce our “Wizard’s Book of Science Secrets” and ready-to-go kits.

 

Hawaiian Electric Smart Power for Schools – PowerScope Project

Sam Nichols, Hawaiian Electric

Lynn Fujioka, Sheri Fitzgerald, Erin Homer, HI FusionED

Hawaiian Electric Smart Power for Schools – PowerScope Project

Hawaiian Electric’s Smart Power for Schools program announces the PowerScope Project – smart technologies to help your school learn about energy management and conservation. Already available in 250 Hawaii schools statewide, PowerScope can help your students (Grades 4-12) learn about energy – contextualized through this interactive educational tool. To maximize your learning experience, please bring your laptops (or mobile devices).

 

Introduction to SketchUp and 3D printing

Chris Brashar, SketchUp

Learn how to incorporate one of the most robust 3D modeling software suites into your classroom. This session will be a hands on introduction into best practices to ensure you are successful when bringing 3D designing and 3D printing into your curriculum. Be prepared to be inspired.

 

Ka Hei Resources for Solar & STEM in the Classroom

Tori Suarez, Dawn Johnson, Briana Lewis, OpTerra Energy Services

Leave with a lesson plan on solar energy for your classroom! Spend time engaging in a hands-on lab with information on non-renewable vs. renewable energy, solar boxes, and Defined STEM.  Learn about Ka Hei resources available to educators throughout the state and the program that is bringing renewable energy to the HIDOE. Bring a device (tablet, computer) to explore a online resources!

 

Learning with LEGO: Exploring Education Through Play

Wrenn Okada & Salia Wilson, Play-Well TEKnologies

Play-Well TEKnologies presents a hands-on LEGO-inspired workshop exploring the possibilities of learning through the process of play and interaction.  Teachers will collaborate and create with 1000’s of LEGO pieces and compete in design challenges and performance tests while harnessing the potential of LEGO as an educational and creative tool.  Students love expressing their thoughts and ideas visually and doing so in a virtual space that can be shared with the world can increase engagement and interest while still allowing students the opportunity to demonstrate skill and knowledge.

 

NASA:  Hidden Figures to Modern Figures – How Technology Shaped History

Karen C. Roark, NASA AMES Research Center

In the 1960s, the U.S. was on an ambitious journey to the moon, and Katherine Johnson and her fellow human computers helped get NASA there. Bring the excitement of their story to your classroom with the NASA Modern Figures Toolkit. The NASA Modern Figures Toolkit is a collection of resources and educational activities for students in grades K-12. Each educational activity and resource includes a brief description, as well as information about how the activities and lessons align to education standards. Resources highlighted include videos, historical references and STEM materials.

 

NASA:  Rock the Class: Lunar and Meteorite Sample Certification

Karen C. Roark, NASA AMES Research Center

Certification for Handling Real Moon Rocks Lasts a Lifetime!  Educators have to be certified to borrow the Lunar and Meteorite Sample Disks by attending this NASA Certification Workshop provided by a NASA Authorized Sample Disk Certifier.  NASA makes actual samples from the historic Apollo missions available to lend to teachers. By attending this certification process enables teachers to bring the excitement of real lunar rocks and regolith samples to their students. This workshop is recommended for classroom teachers for all grade levels. The workshop will include hands-on activities and free classroom materials for math, science, and technology.

 

STEM Inquiry and 21st Century Skills for the Classroom

Presented by Charles Souza & Ryan Saito, Elemental Minds

Learn how to engage students with a hands-on STEM activity that incorporates the Engineering Design Process and focuses on the development of 21st century skills such as leadership, communication and collaboration. Your challenge for the day will be to defend yourself against the Zombie Apocalypse by designing a hand-held launcher with everyday materials to make it out of town safely.

 

Step by Step GIS activities for the classroom

Emily Haines-Swatek, King Kekaulike High School STEMworks

Expose your students to the power of GIS. Learn how to utilize StoryMaps and GeoInquries in the elementary, intermediate and high school classrooms. Lessons are developed for either a one to one situation or a classroom with a single computer and projector.

 

Virtual Reality in the Chromebook (or any laptop!) Classroom

Michael Fricano II, The Janus Group/Iolani School

Do you have Chromebooks in your classroom but are wondering how you can take advantage of all the great virtual reality content out there? You don’t necessarily need mobile devices and Google Cardboard to enjoy VR. There’s a lot of amazing VR content on the web that students and teachers can access right on their Chromebooks! We’ll explore 360° immersive, engaging, and interactive virtual reality images and videos from a variety of website resources and VR tools, all of which are accessible from Chromebooks (and any laptop or desktop computer for that matter)!

 

MICROSOFT YOUTH SPARK

STEM+ Families: Closing STEM Gaps Through Parent Engagement

Microsoft Team

This session convenes a mini-panel of parent engagement experts to discuss strategies for better connecting families to STEM learning. Panelists will include Liz Sager, representing the Parent Teacher Association of Hawaii, and Byron Garrett, Microsoft’s Director of Education Leadership & Policy. National PTA’s STEM Plus Families initiative increases access to STEM education and careers, especially among under-represented youth, by developing, evaluating and sharing effective ways to engage families in STEM experiences, while working with partners to improve access to STEM school and community learning environments. PTA’s vision is that all students have the family and community support needed to access and pursue STEM opportunities and careers. Join a dynamic conversation placing this effort in a local context.

 

Digital Inclusion through Technology Education

Todd Beard, Microsoft Innovative Educator Fellow

This session will be a hands-on dive into all levels of technology education, empowering educators to bring the content into the classroom. We will investigate and create plans for using free and low-cost resources such as: Minecraft Hour of Code, Skype in the Classroom’s Guest Speakers in Computer Science Program, Hacking STEM resources, Micro: bit microprocessors, Roadtrip Nation: Code Trip, and other ideas on how to incorporate computational thinking and STEM into classrooms K-12 and afterschool. Bring your own devices as we investigate cutting edge software and hardware programs designed to engage students at all levels in the fields of computer science and coding. Educators will learn computational thinking, problem solving, creativity, and critical thinking to collaborate as they build relationships with peers to communicate and create with technologies to better understand technologies that we interact with daily.