Theme 1
Digital Learning Playground
Theme 1 - Sessions
Elementary School Playground
Digital Play in Kindergarten: From Theory to Practice
Handout
Session 101 (Thu May 26 - 6pm)
Dr. Brenda Jacobs & Dr. Ann Lesage
What is play? What is digital play? What are the interconnections between play and digital play in the early years? This presentation explores the questions by first introducing and defining the critical characteristics of play and digital play and distinguishing them from other behaviours. We then examine interconnections and provide examples of kindergarten children engaging in digital play with early numeracy apps. We conclude by advocating for the value of digital play as it enhances, rather than diminishes, play experiences.
Exploring the Use of Digital Play in Early-Childhood Education: A Review of the Literature
Trailer Video + Handout
Jamboard of Digital Play Ideas
Session 102 (Tue May 24 - 6pm)
Kim Bradley & Dr. Robin Kay
To understand quality technology use in the early years', scholars must begin to look beyond what is different in playing with technology and see that while it might look different, it is not of less value. In this session, we will explore evidence on the value of digital play in the early years. Participants will explore why technology may be beneficial and gain ideas on effectively implementing technology within their Early Years programs.
Making the Future: Exploring Elementary-Aged Students' Engagement with the Internet of Things
Trailer Video + Handout
Session 103 (Thu May 26 - 7pm)
Jennifer Robb & Dr. Janette Hughes
The Internet of Things (IoT) is all around us. From shipping and manufacturing to social infrastructure and smart homes, IoT plays a role in nearly every aspect of our lives. Despite the vast influence of this technology, students rarely have an opportunity to learn about or engage with IoT until post-secondary education, and only if they enroll in specific computer science or engineering courses. In this session, we will explore how hands-on, inquiry-based “maker” pedagogies supported elementary-aged students in learning about IoT and applying that knowledge to design and prototype personally-meaningful inventions. We will also discuss a selection of tools and technologies that could enable participants to explore IoT with students in their educational context.
Game-based Learning to Teach Computational Thinking in Kindergarten
Trailer Video + Handout
Session 105 (Thu May 26 - 8pm)
Dr. Zeynep Gecu-Parmaksiz & Dr. Janette Hughes
Students of all ages have had to use digital and online tools to carry on their education during the pandemic. Therefore, it is crucial to provide engaging learning materials to students. In particular, educators may find it challenging to create and develop these teaching activities for young learners. Kindergarten children often love to play games, which are powerful learning environments; therefore, leveraging game-based learning with computers or tablets may effectively support skill-development specific skills or achieve learning outcomes. In this session, we will first aim to explain the importance of game-based learning—specifically as it relates to computational thinking. Secondly, we will focus on the examples of materials specifically used to teach mathematical skills to kindergarten students.
Higher Education Playground
Exploring the Use of Audio Feedback in Online Learning: A Case Study
Handout + Presentation Video
Session 106 (Tue May 24 - 8pm)
Dr. Robin Kay & Dr. Sharon Lauricella
Explicit feedback is essential for students to grow and learn in higher education. Considerable research exists on the benefits of providing video feedback to students. However, the time and effort required to create video feedback can deter professors from using it regularly. An alternative option is to use Mote, an easy-to-use Google App that allows a professor to insert audio feedback. Key benefits included perceiving feedback as more personal, better than reading, in-depth, engaging, and helpful. Students also noted the audio feedback helped improve their understanding and learning. Challenges identified included technology-related problems, accessibility, privacy, and limitations in the length of audio recordings. Educational implications and recommendations for future research are discussed.
Examining the Benefits and Challenges of Using Discord in Online Higher Education Classrooms
Handout
Session 107 (Wed May 25 - 6pm)
Dr. Robin Kay & Dr. Sharon Lauricella
Higher education classrooms are often lecture-based and inhospitable to conversation among students. Discord is a digital app designed to stimulate and enhance group communication. We examine and discuss the potential benefits and challenges of integrating Discord into a face-to-face or online environment. We also offer concrete suggestions for instructors who are interested in using Discord.
Introducing Fun, Positivity, Play and Playfulness into Online Learning: The Ludic Framework
Trailer Video +Handout
Session 108 (Wed May 26 - 6pm)
Dr. Sharon Lauricella & Keith Edmunds
Online learning can be challenging for teachers, particularly when making connections and building community. We propose the Ludic Pedagogy framework to address these challenges, which consists of four elements: fun, positivity, play, and playfulness. We will discuss and offer concrete examples of how each element contributes to a positive classroom environment that helps students engage and learn.
Shifting Reading to a Socially Constructed Activity: A Case Study on Perusall
Trailer Video + Presentation Video
Session 109 (Wed May 25 - 7pm)
Dr. Sharon Lauricella & Dr. Robin Kay
Many students do not complete course readings before class, making conducting meaningful discussions and activities challenging. Perusall is an online tool that allows students to collaboratively read course materials in ways similar to how they would interact via social media. This session will review the benefits and challenges of using Perusall to shift reading from a passive to a socially constructed activity. Participants will leave this session with strategies for learning how to use Perusall to maximize student learning.
Exploring Teaching Strategies for Using Virtual Reality in Higher Education
Trailer Video + Handout + Presentation Video
Session 110 (Wed May 25 - 8pm)
Chris D. Craig, Philip Jovanovic, Dr. Robin Kay & Dr. Sharon Lauricella
The use of virtual reality (VR) in education has increased rapidly over the past five years, partially due to lower costs and increased accessibility. This session will focus on the potential benefits of immersive virtual reality in education, focusing on reviewing teaching strategies and pedagogies to maximize learning with VR. Participants will leave with a foundational understanding of how we may use VR to enhance learning.
Digital Play in Kindergarten: From Theory to Practice
Handout
Session 101 (Thu May 26 - 6pm)
Dr. Brenda Jacobs & Dr. Ann Lesage
What is play? What is digital play? What are the interconnections between play and digital play in the early years? This presentation explores the questions by first introducing and defining the critical characteristics of play and digital play and distinguishing them from other behaviours. We then examine interconnections and provide examples of kindergarten children engaging in digital play with early numeracy apps. We conclude by advocating for the value of digital play as it enhances, rather than diminishes, play experiences.
Exploring the Use of Digital Play in Early-Childhood Education: A Review of the Literature
Trailer Video + Handout
Jamboard of Digital Play Ideas
Session 102 (Tue May 24 - 6pm)
Kim Bradley & Dr. Robin Kay
To understand quality technology use in the early years', scholars must begin to look beyond what is different in playing with technology and see that while it might look different, it is not of less value. In this session, we will explore evidence on the value of digital play in the early years. Participants will explore why technology may be beneficial and gain ideas on effectively implementing technology within their Early Years programs.
Making the Future: Exploring Elementary-Aged Students' Engagement with the Internet of Things
Trailer Video + Handout
Session 103 (Thu May 26 - 7pm)
Jennifer Robb & Dr. Janette Hughes
The Internet of Things (IoT) is all around us. From shipping and manufacturing to social infrastructure and smart homes, IoT plays a role in nearly every aspect of our lives. Despite the vast influence of this technology, students rarely have an opportunity to learn about or engage with IoT until post-secondary education, and only if they enroll in specific computer science or engineering courses. In this session, we will explore how hands-on, inquiry-based “maker” pedagogies supported elementary-aged students in learning about IoT and applying that knowledge to design and prototype personally-meaningful inventions. We will also discuss a selection of tools and technologies that could enable participants to explore IoT with students in their educational context.
Game-based Learning to Teach Computational Thinking in Kindergarten
Trailer Video + Handout
Session 105 (Thu May 26 - 8pm)
Dr. Zeynep Gecu-Parmaksiz & Dr. Janette Hughes
Students of all ages have had to use digital and online tools to carry on their education during the pandemic. Therefore, it is crucial to provide engaging learning materials to students. In particular, educators may find it challenging to create and develop these teaching activities for young learners. Kindergarten children often love to play games, which are powerful learning environments; therefore, leveraging game-based learning with computers or tablets may effectively support skill-development specific skills or achieve learning outcomes. In this session, we will first aim to explain the importance of game-based learning—specifically as it relates to computational thinking. Secondly, we will focus on the examples of materials specifically used to teach mathematical skills to kindergarten students.
Higher Education Playground
Exploring the Use of Audio Feedback in Online Learning: A Case Study
Handout + Presentation Video
Session 106 (Tue May 24 - 8pm)
Dr. Robin Kay & Dr. Sharon Lauricella
Explicit feedback is essential for students to grow and learn in higher education. Considerable research exists on the benefits of providing video feedback to students. However, the time and effort required to create video feedback can deter professors from using it regularly. An alternative option is to use Mote, an easy-to-use Google App that allows a professor to insert audio feedback. Key benefits included perceiving feedback as more personal, better than reading, in-depth, engaging, and helpful. Students also noted the audio feedback helped improve their understanding and learning. Challenges identified included technology-related problems, accessibility, privacy, and limitations in the length of audio recordings. Educational implications and recommendations for future research are discussed.
Examining the Benefits and Challenges of Using Discord in Online Higher Education Classrooms
Handout
Session 107 (Wed May 25 - 6pm)
Dr. Robin Kay & Dr. Sharon Lauricella
Higher education classrooms are often lecture-based and inhospitable to conversation among students. Discord is a digital app designed to stimulate and enhance group communication. We examine and discuss the potential benefits and challenges of integrating Discord into a face-to-face or online environment. We also offer concrete suggestions for instructors who are interested in using Discord.
Introducing Fun, Positivity, Play and Playfulness into Online Learning: The Ludic Framework
Trailer Video +Handout
Session 108 (Wed May 26 - 6pm)
Dr. Sharon Lauricella & Keith Edmunds
Online learning can be challenging for teachers, particularly when making connections and building community. We propose the Ludic Pedagogy framework to address these challenges, which consists of four elements: fun, positivity, play, and playfulness. We will discuss and offer concrete examples of how each element contributes to a positive classroom environment that helps students engage and learn.
Shifting Reading to a Socially Constructed Activity: A Case Study on Perusall
Trailer Video + Presentation Video
Session 109 (Wed May 25 - 7pm)
Dr. Sharon Lauricella & Dr. Robin Kay
Many students do not complete course readings before class, making conducting meaningful discussions and activities challenging. Perusall is an online tool that allows students to collaboratively read course materials in ways similar to how they would interact via social media. This session will review the benefits and challenges of using Perusall to shift reading from a passive to a socially constructed activity. Participants will leave this session with strategies for learning how to use Perusall to maximize student learning.
Exploring Teaching Strategies for Using Virtual Reality in Higher Education
Trailer Video + Handout + Presentation Video
Session 110 (Wed May 25 - 8pm)
Chris D. Craig, Philip Jovanovic, Dr. Robin Kay & Dr. Sharon Lauricella
The use of virtual reality (VR) in education has increased rapidly over the past five years, partially due to lower costs and increased accessibility. This session will focus on the potential benefits of immersive virtual reality in education, focusing on reviewing teaching strategies and pedagogies to maximize learning with VR. Participants will leave with a foundational understanding of how we may use VR to enhance learning.
Other Themes