Participant Registration Page
Our Annual Conference 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 challenges.Some of this year's sessions include: AP Computer Science Computational Thinking K-8 and K-12 focuses Programming RoboticsThe online conference registration fee's for 2016 are as follows: Early bird registration: $125 for 1.5 days (December 1-April 1)Conference registration: $175 for 1.5 days (April 2-June 16)Workshops: $100 for the first one, $50 for each additional (3 max, and must be scheduled for in advance as there is NO ONSITE registration for workshops)Onsite registration: $225 for Tuesday onlyOnsite registration: $250 for 1.5 days CONFERENCE FEES ARE NOT PRORATED OR REFUNDABLE.Please note that WE WILL NOT be accepting onsite registration for workshops nor will we be able to allow switching of workshops due to the advanced preparation and information needed to participate in a workshop.
CONFERENCE FEES ARE NOT PRORATED OR REFUNDABLE.
Hotel or other accommodations must be reserved separately; the 2016 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.Town and Country Resort & Convention Center500 Hotel Circle NorthSan Diego, California 92108Single $149 (USD, does not include tax)**Rates are valid June 14, 2016Room Reservations Further details on housing and travel can be found here at the: Main Conference Website.
CSTA 2016 is a conference for computer science educators. You must be 18 years or older to attend.
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)?
Will you be attending the Administrators workshop?
NOTE: These are three-hour hands-on workshops. All attendees are required to bring their own laptops. The first workshop is $100 and each subsequent workshop is an additional $50. To be registered for a workshop you must be registered for the conference and also check the appropriate payment box on the payment page. For full workshop descriptions, please refer to the conference agenda. Pre-registration is required to participate in a workshop. No switching will be allowed.
*CLOSED/FULL*Bringing More STEAM To CodingPresenter(s): Dr. Pavel SolinDescription: In this hands-on workshop we will use free online resources to combine computer programming with Art - the 'A' in STEAM. We will focus on two applications - the Python Turtle which we enhanced with 3D modeling capabilities, and on a scripting open source Python CAD library named PLaSM (Programming Language of Solid Modeling). With the Turtle, we will use basic Python coding to draw patterns and extrude them for 3D printing. In addition to necklaces and pendants, the Turtle is also capable of creating surfaces, shells, and solids of revolution. PLaSM combines Python coding with geometry to create a wide range of simple to advanced 3D models. All creations can be completed in the web browser without having to create an account or to log in, and users can export them as STL files to 3D printing. We will also share lesson plans and show galleries of student creations.
*CLOSED/FULL*Connecting Computing with Content Standards in K-5Presenter(s): Shaileen Pokress, Karine Laidley and Kelly WheelerDescription: Elementary schools face common questions upon embracing computer science. If you’ve found yourself asking what to teach and how to find the time, you'll want to join this workshop on problem-based computer science in elementary school. After warming up with unplugged games designed for the K-5 classroom, participants will create programs using ScratchJr and Tynker. Workshop participants will also learn how to create problem-based CS lessons tied to any elementary subject area. Project Lead The Way (PLTW) is a nonprofit provider of curriculum and teacher education programs in computer science, engineering, and biomedical science. In this workshop, curriculum designers will impart usable skills for implementing standards-based computing curricula. Based on lessons learned from the national scale-up of K-5 computer science curricula, we will share pedagogical content knowledge, tool selection considerations, and best practices for developing lessons that are driven by learning objectives.
C-STEM: Engaging Students in Computing and Math with RoboticsPresenter(s): Tasha Frankie and Duane WesleyDescription: The UC Davis Center for Integrated Computing and STEM Education (C-STEM) has developed curricula integrating robotics into computing and math classes for the elementary school level through the college level. With robots in the classroom, students engage in learning new computer programming and math topics as they instruct the robots to perform specific tasks. In this workshop, participants will learn how to program Linkbot robots using Ch (a user-friendly C/C++ interpreter) and will have an opportunity to experience a typical class with hands-on activities. At the end of the session, participants will form teams and play the role of students competing in the annual C-STEM RoboPlay Challenge Competition, which is designed for students to showcase their real-world problem solving skills. Participants should bring a laptop with administrative installation privileges
Peer Tutoring of Computer Science with ActimatorPresenter(s): Navid Ahmadi and Andri IoannidouDescription: This hands on workshop will introduce participants to the Actimator collaborative video game development environment and its unique programming language. Educators will gain valuable information on teaching and engaging students in computer science through the use of Actimator’s computer programming curriculum and collaborative elements. Actimator includes a multitude of features to facilitate peer learning. While completing the Actimator curriculum, students will develop key skills in areas such as computational thinking, computer programming, problem solving, teamwork and collaboration. Students can help one another on projects in person or afar with real-time collaborative editing features, similar to Google Docs. Teachers can also take advantage of the built-in support tools to help students who may be struggling with a concept or procedure. Materials will include a complete introductory curriculum. No prior programming experience required!
Build Your Own Raspberry Pi ClusterPresenter(s): Rick Wagner and Joseph PistoneDescription:Right now, there are few courses on parallel programming even at the undergraduate level, but the basic concepts aren't difficult. We want to get those concepts out to students in an accessible way by helping people build and use small supercomputers. We'll show you how to put together a Linux cluster using 4 Raspberry Pis, including hardware assembly, networking, and user account management. The cluster will be a working model of a supercomputer and able to run the same parallel applications (at a smaller scale), which we'll do in the workshop. Our experience with Raspberry Pis is also tied to visualization, and there will be displays available for each Pi, to demonstrate developing distributed video games and other graphical applications.
AM Programming the Finch Robot in Java Presenter(s): William McCabe Description: Excited about programming robots? In this session from Oracle Academy you will learn how to program a small friendly programmable robot known as Finch in Greenfoot using Java. You will create an interface to control the functions of the Finch including directional control, sensors, sounds and much more. This workshop requires attendees to bring their own laptop. Software will be shared prior to event. All of the materials used in this workshop will be made available for you to take into your classroom.
Do “More More More” with Zoombinis Logic PuzzlesPresenter(s):Erin Bardar, Barbara MacEachern and Teon Edwards Description: Join us on an Epic Journey of Fun and Logic! Nearly 20 years after its original release, Zoombinis, the beloved math and logic game, is back! Revamped for tablets and computers, this popular game-based learning experience includes math-based logic puzzles that reinforce computational thinking skills, including data representation, deductive reasoning, pattern recognition, problem decomposition, hypothesis testing, and more. Sort, sequence, and match Zoombinis with varying attributes in increasingly complex patterns as you help these quirky blue characters escape the evil Bloats and make their way to the safety of their new home in Zoombiniville. In this session, you will get hands-on experience playing Zoombinis, learn how the game maps to CSTA K-12 Computer Science Standards, Common Core State Math Standards, and 21st Century Skills, and explore ways to effectively incorporate the game into your classroom curriculum to develop students’ computational thinking.
Teaching Computer Science in Grade SchoolPresenter(s): Kiki Prottsman and Josh Caldwell Description: Whether you're a new or veteran teacher in K-8, everyone can find a place to explore coding in the classroom. Come play with Code.org's CS Fundamentals curriculum to learn how you can implement computer science concepts using a combination of online and unplugged activities.
*CLOSED/FULL*Teach AP CSP with Mobile Apps (Mobile Computer Science Principles)Presenter(s):Ralph Morelli, Chinma Uche, Jennifer Rosato, Chery Takkunen and Pauline Lake Description:Beginning in the 2016-2017 academic year, the College Board will release a new Advanced Placement (AP) course called CS Principles (CSP). The AP CSP course will be a language-neutral, breadth-first AP course in Computer Science. Mobile CSP is an NSF-funded effort to train high school teachers to teach a CSP course that engages students in building mobile apps with App Inventor. The workshop will provide an overview of Mobile CSP training including a hands-on workshop with App Inventor and a representative sample of CSP-based lesson plans, assessment materials, and other resources. Mobile CSP training will be available for free to all teachers in summer 2016 through an online course. Information about the summer 2016 training will be available on our website. Target audience: Primarily high school teachers, but middle school teachers will also benefit from this workshop. Laptop required.
*CLOSED/FULL*Cryptology as an Introduction to Computer SciencePresenter(s): Elizabeth Bacon and Ryan Grady Description: Secret codes have always captured the imagination of students, and emphasizing their role in computing can draw broader enrollment in computer science and math electives. Using cryptology as introduction to computer science leverages students’ interest in the subject while providing a natural way to demonstrate the relationships between physical objects that can be built in the classroom, mathematical models for the physical objects, and computer programs that implement those models. In this workshop, we will discuss how different aspects of secret writing can be used to introduce students to core concepts of computer science while deepening their understanding understanding of mathematics. We’ll also engage in several sample classroom activities that demonstrate how various types of learning can be accommodated in the cryptology classroom.
*CLOSED/FULL*MUzECS: Arduino Blocks for ECS Module 6Presenter(s): Dennis BrylowDescription: The inexpensive Arduino makes for an attractive embedded platform in introductory courses. Its many variants, open source tools, and well-established hobbyist community support a staggering breadth of possible uses. In this workshop, we concentrate on block-based programming of the Arduino, providing a smooth path for Scratch programmers to expand into the wider world of sensors, actuators, and embedded systems. The MUzECS curriculum is designed to be an inexpensive replacement for the costly final robotics module of Exploring Computer Science (ECS), but also has clear applicability to Advanced Placement Computer Science Principles (AP CSP) and even college undergraduate courses. The session will introduce the Arduino Leonardo board, detail various “shield” extensions that are available, and present the tools and resources needed for high school instructors to get started. Demonstration activities will focus on ECS-style lessons that build programmable musical instruments. Laptop required.
Solve it with SQLPresenter(s): William McCabe Description: Want to learn databases in a fun way? In this session from Oracle Academy you will learn the basics of SQL to solve a series of crimes. Using an easy online database development environment to learn and test SQL commands you will identify the perpetrators of a series of crimes from various clues. This workshop requires attendees to bring their own laptop. Software will be shared prior to event. All of the materials used in this workshop will be made available for you to take into your classroom.
Integrating Coding into Math and Science Lessons for Grades 5-9Presenter(s): Gordon Smith, Ross Berman, Kate Sullivan, Meg Ray and Shirley Berry Description: If you have ever thought, "I know that coding is more than just making games, but how can I integrate it into core academic subjects?" then this session is for you. We have been on a mission to bridge the gap and integrate coding directly into math and science lessons. This integration means that coding drives student achievement - opening the door for all students to learn to code in school.
Snap! Programming with the Finch RobotPresenter(s): Anna Newley and Erdogan Kaya Description: In this three hour workshop, participants will learn methods and gain resources for working with the Finch Robot in K-6 classes. They will receive an introductory training on Snap! 4.0 and program a Finch robot to complete a set challenge. Personal Laptop and downloaded Snap! 4.0 required.
*CLOSED/FULL*Problem-based AP CS PrinciplesPresenter(s): Bennett Brown, Maurine Neiman and John Britton Description: In this workshop, participants will learn how to implement two projects from the Project Lead The Way (PLTW) curriculum for AP CS Principles. Both projects combine several of the Big Ideas of CS Principles. In the first half of the workshop, participants will learn how to teach core CS Principles concepts using the Prisoner’s Dilemma, a game theory classic. Participants will experience how students collaborate using GitHub® to create algorithms for a round-robin simulation that pits teams’ strategies against each other. In the second half of the workshop, participants will learn about analysis of genetic data. While using national supercomputer resources to create an evolutionary tree of mammals, participants will learn how the algorithmic problem of aligning two sequences of characters appears in three different guises in the two projects. The presentation focuses on how projects like these can be used to structure lessons for problem-based learning.
*CLOSED/FULL*CS Across the CurriculumPresenter(s): Adriana O'Brien and Ishwarya VardhaniDescription: Computer Science is an essential knowledge area for modern industries since coding skills come into play for almost all organizations. Therefore computational thinking supported by extensive programming experience should be incorporated across the curriculum. In this session, we’ll demonstrate how to bring computer science principles and tools to a variety of subject areas. Participants will leave with concrete coding examples and activities for Math, Social Studies, History, English and Science classes.
*CLOSED/FULL*Creating Critical Makers: Teaching with RPi’sPresenter(s):Stacey KizerDescription: Have you heard the buzz about Raspberry Pi (RPi)? The $35 credit-card sized computer? Wondering how (or if!) you could use these devices in your classroom? If you’ve worked with a device before – great! Bring it with you. This workshop will provide hands-on training on setting up and programming an RPi with Python. Then we’ll dive into what you need for your classroom to get started and then strategies for using these in your CS courses. You’ll leave feeling confident, curious (you’ll want one of your own to explore when you get home!), and ready to try these devices out in your curriculum. You’ll also have access to lessons and materials prepared by the presenter used her own in high school courses that you can use and adapt, as well as suggestions for getting involved with the Raspberry Pi community.
The Evolution of CS Professional Development: A Collaborative Solve-a-thon Presenter(s): Amit Deutsch, Karen Parker and Erin Mindell CannonDescription: CS professional development (PD) for high school computer science teachers is constantly evolving. Teachers across the country have varying degrees of understanding of CS content and pedagogy, resulting in a need for a variety of accessible PD options. In this Google sponsored workshop, participants will dive into a deeper discussion of what it would mean for high school teachers to have access to relevant and effective PD offerings that best meet their needs. The workshop will be collaborative, and provide a forum for participants to brainstorm ideas and generate solutions that will help shape the changing PD’s landscape.
Please select your choice of workshops. The selection will be used to compute the payment page content.
We invite you to join us on Monday, July 11, 2016, for an evening gathering. Details TBA!***Participants can confirm attendance on the payment page. If the tour item does not show up on the page, it means that there are no more available spots.***
Will you be paying for your registration yourself or will your school or district be paying for you?
The 2016 CSTA Conference Code of Conduct.
Please allow five business days for your confirmation.
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