As experience designers, teachers have the ability to imagine, create, test, and improve their classes, projects, program and spaces each and every session. What does it mean to prototype ? How do you assess and improve each experience? How do you create a curriculum "on-the-fly?"
During each of the six breakout sessions throughout the weekend, a large number of conversations will take place. This site will help you organize your plan for the weekend and provide the relevant information for each conversation. After signing in, search through the conversations below and mark the sessions you are interested in to populate your personal schedule on the right (or below if on your mobile phone).
Educators from the new SLA campus inside Beeber Middle School will discuss the successes and challenges they have experienced opening up a new school with the same SLA Core Values and pedagogical approach.
In this working session, we will collect, organize, write, and/or curate activities and materials to create a comprehensive, openly licensed World Civilizations curriculum.
We've heard a lot about how wearable technology could impact medicine (http://www.livescience.com/39207-google-glass-surgery.html) commerce (http://www.businessnewsdaily.com/5341-glasspay-bitcoin-mobile-payments.html) and personal health (http://www.inc.com/scott-jones/future-of-wearable-technology.html)...but how about the classroom?
This youth-led workshop will teach participants soft circuits and physical computing. Based on a learner-driven model, participants will interact with one another alongside high school student instructors to overcome any challenges that they may face.
Gamification refers to using elements of game design, specifically video games, as a model for instructional scaffolding. Join us in exploring how gamification can be leveraged to create an instructional cycle that supports challenge-based inquiry, differentiation, and cooperative interdependence, as learners "play" to unlock "powers" for greater learner autonomy.