STEM/STEAM Science, Technology Engineering, Arts and Math

Rokenbok-Engineering and Design

Academic researchers and child development experts have known for many years that basic literacies and affinity for STEAM learning (Science, Technology, Engineering, Arts and Math) can be acquired through dynamic construction such as Rokenbok. Rokenbok Dynamic Curriculum consists of:

  • Project-based technology and engineering challenges
  • Embedded science and math concepts
  • Design briefs with context and rationale
  • Correlation to educational objectives and standards
  • Student assessment rubric

The participants will learn the three lessons of fluency:

    • Level 1-System Fluency
      • Introduction to the Rokenbok Technology & Engineering
      • Step-by-step instructions
      • Science and math fundamentals
      • Single-solution challenges
    • Level 2-Creative Fluency
      • Introduction to design briefs
      • Design briefs scaffold the creative process and require oft-of-the-box thinking
      • Multi-science challenges
    • Level 3-Engineering Fluency
      • Advanced design briefs introduce 3D modeling and 3D printing
      • Multi-solution challenges

Robotics with Sphero

By designing, building, programming, and documenting robots, students use science, engineering, technology, math and writing skills in a hands-on project that reinforces their learning.

In this hands-on workshop for teachers, participants will be exposed to inquiry-based activities that they can take back to their classrooms. The robotics instruction and hands-on nature of the training addresses our nation’s need for a well-prepared, creative, yet disciplined workforce with leadership and teamwork experience. By designing, building, programming, and documenting robots, students use science, engineering, technology, math and writing skills in a hands-on project that reinforces their learning.

The hands-on workshop for educators will be exposed to inquiry-based activities that they can take back to their classrooms. The robotics instruction and hands-on nature of the training addresses our nation’s need for a well-prepared, creative, yet disciplined workforce with leadership and teamwork experience.

Sphero Core Lessons:

From polygons to percentages, CORE lessons explore the principals of math and science through programming. SPRK begins with MacroLab- a visual programming app. After completing five MacroLab lessons, students will be ready for advanced lessons in OrbBasic – utilizing a powerful app for text-based programming. These lessons align with the national Common Core Curriculum for 3rd, 4th and 5th grade. Each lesson has a step-by-step teacher guide, student guide and worksheet. Lessons include:

        • MacroLab Lesson Time, Speed, and Distance
        • MacroLab Lesson 2d Geometry
        • MacroLab Lesson Circles and If Then
        • MacroLab Lesson Sensors and Random
        • MacroLab Lesson Percentages
        • MacroLab Lesson Patterns and Colors
        • MacroLab Lesson- Go to and Variables
        • MacroLab Lesson- Mean, Median and Mode

STEM Challenges with Sphero:

After completing CORE lessons, students will be equipped for STEM challenges. These multi-day experiments foster creative problem-solving and teamwork. Students concept, engineer and build contraptions powered by Sphero and the programs they write as a group. After showcasing their creations to the class, open-ended discussions are held that explore which factors led some designs to outperform others. Created with teachers in mind, most of the additional materials required can be found around the classroom. Each challenge has a teacher’s guide to get the students thinking and a list of questions to challenge them as they work through the creative process. Lessons include:

    • Chariot Challenge-In this multi-day challenge, students break into groups to build Sphero-powered chariots. On the last day, they race the chariot against a pre-programmed Sphero.
    • Bridge Building-Students concept and build a bridge with finite resources so Sphero can cross a gap in this multi-day challenge.
    • Hydro Hypothesis-Students take Sphero’s ability to swim and are challenged to build a Sphero- powered contraption that can carry weight across a pool.
    • Maze Mayhem-This multi-day challenge requires small groups to write a complex program to navigate their Sphero through a custom maze with tight corridors.

Ozobot/Bit + Science Technology Robotics Engineering Arts and Math

We’re excited to introduce the Ozobot STREAM Program – an innovative way to teach subjects like programming, math and science. See kids become engaged and inspired when topics come alive with the help of Ozobot and/or Bit. Teachers will have access to the STREAM/STEM based lessons, workshops and activities and start to inspire the next generation of computer scientists, engineers and inventors. The hands-on workshop will provide teachers first hand experience on programming a robot, Ozobot and/or Bit. Lessons are aligned to the Next Generation of Science Standards and national math standards.

Implementation of STEAM:

This workshop focuses on strategies to plan curriculum based on national standards for math with an emphasis on cross-curriculum strategies in science. Teachers will be given customized professional development to address the background and needs of their students. The training will include engaging activities and strategies that can be immediately used for an effective implementation of Career and College Readiness Skills. It will also address those students not proficient on grade level standards, making correct instructional adjustments to escalate their skills, and measure their growth.

Shocking News! Electronics made easy with iCircuit and Mr. Circuit

Attendees will work hands on with a traditional inexpensive breadboard electronics lab kit, Mr.

Circuit, supplemented with iCircuit, a virtual circuit design app. Participants will receive iCircuit and create their own virtual circuits along with actual circuits on a traditional breadboard lab kit with resistors, LEDs, capacitors and diodes. Q and A along with electronics curriculum resources will be included. Ideal for 6-12th grades. This session requires participants to bring an iPad.

Program It!

Get started with basic programming for students in grades K-8. This hands on session will engage participants with iPad programming Apps and robots such as Ozobot, Sphero and Bristlebots. Participants will rotate through a variety of stations to discover how programming can be integrated into the STEM curriculum.

Technology to Support STEAM

Experience new methods to integrate STEAM throughout your curriculum. A wide variety of resources including Google Apps, programming ideas, integration of 3-D printing, and simulations are designed to recharge t h e STEAM curriculum. This hands-on session provides the background to successfully incorporate new levels of technology integration into the classroom.

iRobotics – Introduction to Robotics through the iPad

Attendees will work hands on with various iPad apps that allow any school to teach the concepts and fundamental functions of robotics in the integration of science concepts. Participants will receive all of the applications presented, curriculum resources, lesson plans. This session requires participants to bring an iPad.

Innovative Teaching with iPads

In today’s world it isn’t enough to ask students if they know something, but can they find it, connect with it and ultimately use it to create something new. Technology has revolutionized the classroom by breakdown the four walls and opening a world of possibilities, this workshop will take teachers out of the classroom and into an immersive experience that will promote cross disciplinary skills to accomplish a project relevant to their subject area and gain new innovative ways to incorporate the iPad into instruction. Teachers will be divided by their content areas, Science, English, Math, Social Studies, and Fine Arts and assigned a facilitator that will lead them on their experience. Below is a template schedule that will be used for each group. The activities will be different for each subject and will culminate in a large group sharing where all can share their finished projects and discuss how the experience supports STEAM education.

Full S.T.E.A.M. Ahead!

Gain valuable insight into the synergy of traditional STEM learning and an Arts curriculum. Attendees will learn about STEAM course content, technology integration in the STEAM classroom, and be provided with resources including valuable curriculum, on-line tools, hands-on projects and apps used as part of our STEAM workshops.

This two day workshop series offers attendees the choice of the following S.T.E.A.M. topics:

  • Raspberry Pi + iPad = STEAM Awesomeness!

    The Raspberry is a small, powerful credit card size computer that has taken the world by storm since its release in September, 2012. During this interactive session, participants will be guided in some of the useful, powerful iOS apps that can used to control, interact with, and greatly extend what the Raspberry Pi can do in practically any subject area. Participants will be given examples, resources, and complete simple projects on their own Raspberry Pi to see how this amazing combination can bring modern “maker movement” computing to the classroom and beyond! This workshop is applicable to Grades 6 – 12 Science, Technology, Engineering, Fine Arts and Math teachers.

  • Nearpod, Students can be engaged in Math

    With an iPad deployment program, students tend sometimes wander off and not focus on a lesson that is being taught. Nearpod, an all-in-one solution for the use of mobile devices in education, can keep students engaged. You can control the use of the iPad during a lesson without having to continuously re-direct students. A presentation will be displayed showing how Nearpod is used in a Math class. A Nearpod presentation will be shown keeping the teachers engaged in order for them to experience what students and teachers can do. Teachers will see how a quiz can be created, interactive with students and display multimedia in the Nearpod presentation. The session will also include a hands-on opportunity to learn how to use Nearpod to build your own presentations. *this session requires participants to bring an iPad* This workshop is applicable to Grades 7 – 12 Math teachers

  • Hacking The Humanities: The iPad, Interdisciplinary Studies & Critical Thinking

    This session will demonstrate how iOS and other technologies can be used to enhance instruction and promote interdisciplinary studies. Participant will see how students in interdisciplinary classes are currently using educational technology to go beyond to apply critical thinking towards all academic areas. This workshop is applicable to Grades 9– 12 Humanities teachers.

  • Final Cut Pro X for Beginners

    This is an introduction to Apple’s editing software Final Cut Pro X. This workshop is designed for people who may have little or no editing experience. The advantage for new users of FCP X is that you do not have to ‘un-learn’ previous versions, but you can dig straight into the new FCP X! Learn to import your material. Perform simple edits and integrate sound and music. This workshop is applicable to Grades 6– 12 Technology teachers.

  • What is Project – Based Inquiry Learning (PBIL)?

    Teachers will develop skills in using problem-based inquiry learning (PBIL), to enhance conceptual understanding, critical thinking, scientific reasoning, and problem solving. Participants will 1) complete a hands-on PBIL lesson 2) analyze PBIL curriculum and resources to develop design acumen; and 3) begin designing a PBIL unit for their classroom. Workshop will include the integration of digital resources to support problem-based inquiry learning in science. Participants are encouraged to bring a digital device (iPad Chromebook, laptop, etc) to fully participate in the hands-on session. This workshop is applicable to Grades 7– 12 Science and Technology teachers.

  • The “M” in STEAM=Math

    The workshop and technical assistance is designed to address the instruction and integration of math to cross-curricular academic subjects to increase proficiency in math and application of problem solving skills to everyday life situations. Participants will be exposed to high-quality lesson ideas integrating Apps and productivity tools, math resources and project-based units. Participants must bring a digital device (iPad, Chromebook, laptop) to fully participate in the hands-on workshop. Workshop will provide free vetted websites to support instruction of math addressing Career and College Readiness skills. This workshop is applicable to Grades 7– 12 Math teachers.