Participant Registration Page
The 2013 CSTA Annual Conference (formerly known as CS&IT) provides professional development opportunities for K-12 computer science and information technology teachers who need practical, relevant information to help them prepare their students for the future.Take advantage of this opportunity for relevant professional development! Explore issues and trends relating directly to your classroom Network with top professionals from across the country Interact with other teachers to gain new perspectives on shared challengesSome of this year's sessions include: AP Computer Science CSTA's K-12 Computer Science Standards Equity & Diversity Mobile Applications RoboticsThe conference registration FEE is $60 + $60 per workshop (or $100 when you sign up for both a morning and an afternoon workshop). The cutoff date for registration is June 16, 2013.
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Hotel or other accommodations must be reserved separately; the 2013 CSTA Annual Conference is not involved in any details of housing for attendees.The Conference has, however, arranged for block reservations at reduced rates at the following location.Boston Marriott Quincy1000 Marriott DriveQuincy, MA 02169Single $132 (USD, does not include tax)**Rates are valid until June 20, 2013Use group code csicsia for reservations.http://www.marriott.com/hotels/travel/bosqu-boston-marriott-quincy/?toDate=&groupCode=csicsia&fromDate=&app=resvlinkDetails on housing and travel can be found here. Main conference website
Do you need/would you like a certificate of attendance for the conference as a whole?
Do you need/would you like a certificate of attendance for the conference workshop(s)?
NOTE: These are three-hour hands-on workshops. All attendees are required to bring their own laptops. Each workshop is an additional $60. When purchasing both a morning and an afternoon workshop at the same time, you will receive a discounted rate. To be registered for a workshop you must also check the appropriate payment box on the payment page. For full workshop descriptions, please refer to the conference agenda.
MORNING: Finch, Hummingbird, and SnapPresenter(s): Tom LauwersDescription: Introduces two hardware platforms used to teach CS in K-12: the Finch robot, and the Hummingbird Robotics Kit. Both have been made to work in Snap. The workshop culminates with attendees using Snap's built-in graphics and sounds to create a two-player pong game where the paddles are moved by Finch and Hummingbird sensors.
MORNING: Guiding Students to Concept Mastery with POGILPresenter(s): Clif Kussmaul & Tammy PirmannDescription: Introduces participants to the theory and practice of process-oriented guided inquiry learning (POGIL) in CS. Workshop participants will experience POGIL activities, learn core practices, and draft parts of activities. This workshop is intended for anyone interested in active, constructivist, or discovery-based learning. Participants will receive paper and/or electronic copies of all slides, handouts, and other materials; and a variety of sample activities.
MORNING: Teaching HTML5/CSS3 with CodeAvengers.comPresenter(s): Michael WalmsleyDescription: This interactive workshop will both teach the basics of HTML5/CSS3 and demonstrate that with the help of CodeAvengers even a teacher with no programming background can get students creating web sites using only a text editor and web browser. The workshop will also briefly discuss how to get the most out of the CodeAvengers HTML5/CSS3 courses and teacher tools, which have been used with spectacular success in 400+ schools worldwide since the release of the level 1 courses in mid-2012.
MORNING: An Introduction to ECS Professional DevelopmentPresenter(s): Gail Chapman and Joanna GoodeDescription: Workshop will provide an opportunity to experience the signature activity of the Exploring Computer Science professional development model—teacher-learner-observer lessons—and delve into inquiry-based, equity focused strategies using activities from the ECS curriculum. The workshop leaders will explicitly model the teacher-learner-observer activity using one of the lessons from ECS with participants engaging in the activity as students. Participants will explore the model themselves and reflect on their experiences, and end with a discussion about the challenges of incorporating inquiry and best practices to support students.
MORNING: Game On!Presenter(s): Melissa Goodall and Patrice GansDescription: Game On, developed by the Air Force Research Lab's Discovery Center provides teachers with a tool to encourage CS-STEM and computational thinking skills. The curriculum was developed for middle and high school students with no programming experience. Workshop participants will develop their first Android app using MIT's App Inventor, deploy it on an emulated phone, and walk away with a CD containing the Game On curriculum. Participants will also get a firsthand look at curriculum development, deployment and collaboration in a Virtual World environment. At the conclusion of the workshop the presenters will share examples of cross-curricular projects that were successfully implemented in their schools. While teachers of all levels are welcome, please note that this workshop is specifically geared towards computer educators with no prior experience with App Inventor.
AFTERNOON: Get to Know Scratch 2.0Presenter(s): Karen BrennanDescription: Want to explore the next generation of Scratch - Scratch 2.0? Join us for a hands-on experience with the latest release of the Scratch programming language. In this interactive session, you will learn about features new to Scratch 2.0, explore the new features through a series of design challenges, and participate in discussions about Scratch 2.0 in the classroom. Participants will receive a copy of the Scratch Curriculum Guide, updated for Scratch 2.0.
AFTERNOON: Computational Thinking: from Game Design to STEM in one weekPresenter(s): Dr. Alexander Repenning Description: Participants will be immersed in the Scalable Game Design (SGD) initiative that is developed at the University of Colorado, and funded by NSF. The SGD strategy is based on a path that introduces students to computational thinking through game design and then advances to the creation of STEM simulations. Through our approach of exposure, motivation, pedagogy, and education, the SGD approach has been successful at broadening participation in STEM across ethnic and gender barriers. Participants will learn about our approach, the latest research results and how to scaffold game design into a classroom with unique tools for “pre-bugging” and automatic evaluation. Hands-on activities include designing and creating 2D and 3D arcade games in both the AgentSheets and AgentCubes programming environments. Workshop materials will include a complete introductory curriculum, and links to additional curriculum and information. No prior programming experience is required!
AFTERNOON: Introduction to Programming with Greenfoot Presenter(s): Neil Brown and Michael Kölling Description: Greenfoot is a programming environment specifically designed for novice programmers. It allows learners to use the full Java programming language to create interactive 2D games and simulations, but is designed to hide unnecessary and unwanted complexity while highlighting important programming concepts. The developers will introduce programming in Greenfoot and take you through building your first scenario in Greenfoot, while also explaining some of the pedagogical ideas behind the design of the system. No prior experience in programming is necessary.
AFTERNOON: Thriving in Our Digital World: A CS Principles CoursePresenter(s): Gregory Russell, Bradley Beth, Tara Craig, Calvin Lin and George VeletsianosDescription: "Thriving in Our World" is a year-long introductory computer science course designed cooperatively by computer science faculty and education researchers at the University of Texas at Austin. The course is designed around the NSF-funded Computer Science: Principles project, and organized into eight topical modules (Innovations, Representation, Computers, Programming, Big Data, Artificial Intelligence, Networks, and Security). The curricular resources include learning materials designed through research-based approaches to engage diverse student populations. Learning is supported with authentic uses of foundational computer science knowledge and skills in a real-world context. All course materials are online and freely accessible. In this workshop, course designers introduce the pedagogical principles and materials that encompass the course and model their use. Attendees are encouraged to identify those materials most relevant in their contexts and integrate their use into pre-existing curricula.
AFTERNOON: App Inventor & Design Thinking Presenter(s): Ria Galanos and Elizabeth PerryDescription: Combining MIT’s App Inventor (an application that lets people build applications for the Android operating system using a web browser and a connected phone or emulator) with Stanford University’s Design Thinking methodology helps students see that they can create solutions to real-world problems, and see how computing fits into that creative process. Students learn that computing is creative, collaborative, relevant, and meaningful. We’ll discuss how this approach can be used and then lead participants through a design thinking and prototyping exercise adaptable for various settings (outreach programs, elementary and middle school classes, and CS courses at the high school and college levels). Attendees will work in small groups to begin to build a working prototype with App Inventor. Educators of any level are welcome. While no prior experience with App Inventor is required, please note that the introduction to App Inventor will be very brief.
Please select your choice about the participation to the morning and afternoon workshops. The selection will be used to compute the payment page content.
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