Date: January 11, 2020
Time: 8:00AM - 4:00PM
Location:
Hattie Mae White Educational Support Center
4400 W. 18th St
Houston, TX 77092
Keynote Speaker
Name Here, Title Can Go Here
Short bio or description of presentation here...
** Early Bird Registration Extended: Educators registering prior to December 6st will receive 10 additional raffle tickets to be used toward prizes at the conference! **
Amanda Allan, The Lakes South Morang P–9 School (AUS) - "My students love it. They want all of their class activities to be Reflex Math time. It has engaged and encouraged students and they are successfully directing their own learning by completing at home also."
Gloria Treece, Ocean View School District (USA) - "I have never used a program that was this user friendly and engaging [as Gizmos]. Each Gizmo has great resources and explanations. Any problems that I have had were taken care of immediately by great customer representatives. Gizmos for 7th & 8th are directly in line with my state's standards, so I can use them all."
Raman Pfaff, Ph.D.
Games surround us as we are growing up and help us to develop an intuitive understanding of so many
skills including seeking patterns, solving puzzles, strategic thinking, measurement, physics, evaluation of evidence, and mathematical probability. Many games that have existed for generations are still played today, while the digital revolution arrived and games evolved from Pong and Pac-Man to Pokemon, Angry Birds, and Fortnite.
Fun is the only reason people play games, but skills are always being developed.
Since games spur learning and growth of practical skills, why haven’t there been more games in education? Oregon Trail was one of the first game/simulations used in education in the 70s. The student would learn science to avoid disease and deal with water flow, use technology available at the time for navigation, engineer their transportation, and use math to deal with limited resources. This was STEM education. In the early ‘90s, standards-based teaching became a focus, and STEM-based games faded from schools before making a comeback in the past 15 years.
In the next two decades advances in technology will be creating STEM careers that seem like science fiction. I’ll present examples of STEM education games and simulations available online that will help the next generation of students be ready for those jobs, and all the others we can’t yet imagine.
About ExploreLearning
ExploreLearning was founded in 1999 by educators looking for new ways to inspire students and help them succeed. We make innovative math and science online solutions that are fun to use and really work. Gizmos®️, Reflex®️, and Science4Us®️ are used in classrooms in every state and over 50 countries worldwide.
Gizmos are online simulations that excite curiosity and invite interaction. We’ve got over 400 Gizmos in our library covering topics and concepts in math and science for grades 3-12. Gizmos help students dig deeper into subjects and really understand challenging concepts.
Adaptive and individualized, Reflex is the most effective system for mastering basic math facts in addition, subtraction, multiplication and division.
Full of games that students love, Reflex takes students at every level and helps them quickly gain math fact fluency and confidence. And educators and parents love the powerful reporting that allows them to monitor progress and celebrate success.
Science4Us covers Inquiry, Physical Science, Life Science and Earth & Space Science with lessons specifically designed for K-2 students. The sessions have 1000’s of online and offline activities that can be completed in as little as ten minutes, and teach students using videos, interaction, poems, songs, and digital notebooks.
Dakota Hill, International Account Executive