This is a list of all currently scheduled workshops and their locations. Some information on this page may not be 100% up-to-date; see the Google Calendar for the most current information. If you would like to suggest an idea for a new workshop, please contact site coordinator Iva Jean Tennant.
Using Desmos for Math Activities
Date/Time: Monday, June 26 – 8:30 am to 3:00 pm
Location: Holiday Inn Syracause-Liverpool-Exit 37, 441 Electronics Pkwy, Liverpool, NY
Presenter: Dan Meyer
Description: Dan Meyer will show you how to charge up your STEM classes with the Desmos Calculator and Activity Builder. We’ll show you how the calculator can be used for both teacher demos and student problem-solving. Use movable points, dynamic sliders, quick regression and more to help your students makes sense of math and science. Then learn how the Desmos Activity Builder can help you create dynamic activities as well as use pre-built activities from Desmos itself and its user community.
Registration: Complete this form to register.
Scientific Computing in the Cloud: Integrating Computing into Science Education
Date/Time: July 10-14, 8:30 am to 4:30 pm
Location: Stony Brook University
Presenter: Brookhaven National Laboratory
Description: Developing skills in scientific computing is rapidly becoming the compelling pathway for STEM retention in young adults. This program offers NYS Master Teachers the opportunity to develop their own competency in cloud based computing tools. This will in turn enable Master Teachers to supervise a series of scientific computing seminars the following academic year back at their home institutions.
These seminars are designed to show students how science problems can be solved using modern software tools. However, no prior programming experience is needed to attend this workshop. This is not a computer science course. Any necessary programming skills will be taught as the workshop proceeds with Master Teachers systematically completing the hands-on lab exercises for each seminar.
The courseware has been developed by Brookhaven National Laboratory and is based upon their latest research and analysis techniques. NYS Master Teachers will not be required to generate any new content in order to host these seminars at their own schools.
Group discussions will include reviewing opportunities where Scientific Computing can be integrated as stand-alone classroom units to further enhance traditional curriculum in physics, chemistry, biology, and environmental science.
BNL will also share case studies detailing high school students who participated in the Scientific Computing Seminars and were then able to directly apply those skills to enhance their Science Research class projects with award winning results.
All modern science requires researchers to be adept with writing custom software to solve real-world problems. The underlying goal of this program is to prepare Master Teachers to help young researchers develop a competitive advantage via referenceable skills when seeking internship appointments within world-class organizations.
Registration: Submit this registration form
Gamification of the Classroom: Book Study and Workshop
Date/Time: Wednesday, July 19 – 9:00 am to 4:00 pm
Location: University of Albany ED335
Presenter: Casey Jakubowski, Engineereing instructor at RPI, faculty member of RPI Archer Center for Student Leadership and CASDA.
Description: This book study and workshop is designed to allow teachers an in-depth study of professional texts that describes the gamification of a STEM classroom. The concept of gamification allows students to develop table-top and online exercises that are similar to online games. By developing these games, students are able to apply engineering, science, math, technology and art to hands-on learning. Teachers will learn the basics of gamification and will develop plans to create gamification units.
Two books will be provided in advance to attendees:
- Gamify: How Gamification Motivates People to Do Extraordinary Things
- Launch: Using Design Thinking to Boost Creativity and Bring Out the Maker in Every Student
Dan Meyer will show you how to charge up your STEM classes with the Desmos Calculator and Activity Builder. We’ll show you how the calculator can be used for both teacher demos and student problem-solving. Use movable points, dynamic sliders, quick regression and more to help your students makes sense of math and science. Then learn how the Desmos Activity Builder can help you create dynamic activities as well as use pre-built activities from Desmos itself and its user community.
Registration: Complete this form to register.
Transition to 3 Dimensional Teaching
- 7/31 to 8/1 – SUNY Sonybrook, Stronybrook, NY
- 8/2 to 8/3 – SUNY Adirondack, Queensbury, NY
- 8/4 to 8/5 – Monroe Community College (Brighton Campus), Rochester, NY
Facilitator: Paul Anderson
Description: The NYSMTP is partnering with the Science Teachers Association of NYS (STANYS) to provide professional development to support the successful implementation of the NYS P-12 Science Learning Standards (NYSSLS). This is an excellent example of two statewide networks leveraging their reach to help students all across the state. Both organizations are committed to helping teachers across New York transition to 3 Dimensional teaching and learning that is paramount to successful New York State Science Learning Standards (NYSSLS) implementation.
Space is limited to 100 people at each site (50 STANYS Members and 50 Master Teachers).
We anticipate these spots to go quickly. Iva Jean can pay for registration, but teachers may be responsible for their own travel/hotel arrangements. The first 50 people registered at each site will be confirmed for attendance. Others will be wait-listed.
Registration: Complete this form to register. Register soon, space is limited!
Raspberry Pi: Minecraft Coding on a Raspberry Pi Computer
Date/Time: Saturday, September 23 – 8:30am to 4:00 pm (lunch included)
Presenter: Evan Panagiotopoulos
Description: Minecraft is a “sandbox game” available on different platforms and has become one of the most popular games in the world. Minecraft users can create their own worlds and experiences, using various building blocks.
In this class you will use Minecraft to learn introductory coding skills using a language
called Python. We will use a Raspberry Pi computer that allows effortless integration of
Python and Minecraft. The Raspberry Pi (a. k. a. Pi) is a tiny computer that is used
around the world for educational purposes. Minecraft should be used by 5th grade students and higher or by adults who are interested to learn to code. It is ideal for computer clubs and for learning centers.
You will learn the following:
- Where to go to ask for help using Python or the Pi.
- Cost associated with purchasing a Pi.
- Benefits of owning a Pi.
- How to manage multiple users on a Pi.
- Starting Minecraft on a Pi.
- Opening, saving, and saving as your code.
- Moving: East, West, North, South, Up, and Down using the keyboard.
- Moving your Minecraft character using Python.
- Python arithmetic operators, operations, comparators (less than, great than, etc.).
- Simple “looping” techniques using Python.
- Moving your character using Python.
- Setting blocks using Python.
- …and much more, if time permits
Registration: Coming soon (limit 18 attendees)
Date/Time: Tuesday, October 3 – 5:00 – 7:30 (dinner and registration starts at 5, workshop starts at 5:30)
Location: Binghamton University
Presenter: Jim Overhiser
Description: “The brain remembers the emotional component of an experience
better than any other aspect.” – – John Medina, author of “Brain Rules”
We have learned more about how the brain works in the past 3 decades than all previous decades combined. Understanding how the brain might process information can be central to good instruction. This session will present various ideas related to how the brain processes information and its relation to instructional strategies.
Registration: Coming soon!