The STEM Summit is a collaboration of businesses, government agencies, educational institutions, and non- profits brought together by Northeastern Maryland Technology Council and Aberdeen Proving Ground to ensure the preparation of our students for critical, high- impact STEM careers. For more information, visit www.nmtc. org. Special thanks to Bob Carullo, executive director of the SMART initiative and of Sabre Systems, who launched the STEM Summit initiative eight years and 15 Summits ago.
8:15 Opening Remarks and Introductions
- John Casner, Northeastern Maryland Technology Council
- Pamela Pape-Lindstrom, Dean of Science,Technology, Engineering, & Mathematics at Harford Community College
- Joan Michel, Profile Partners
8:30 Gaming to Learn
We learn something from every game that we play.This talk will address key questions in the field of game-based
education including: How can educators and the government better align learning and commercial games to impact areas of importance? What role can games play in assessment? How can public-private partnerships spur innovation in this field?
James Collins recently led the Department of Education’s policy work on game-based education out of the Office of Educational Technology. He also worked at the intersection of ed tech and early learning, making, informal learning, and broadband infrastructure.
Prior to the Department, James led game-based education work at the Smithsonian’s Center for Learning and Digital Access. James now develops partnerships and collaborations at FableVision Studios, a multi-media production studio that inspires, teaches, and moves people to action.
9:15 Mixed Reality: Transformational Learning Tools for Students and Soldiers
Virtual and Mixed Reality has the potential to take learning beyond the conventional classroom.Teachers can introduce as new topics in sensory environments, increasing understanding and retention. Science, medicine and math subjects tend to be particularly suited to virtual environments.Abstract ideas can be presented through example. In this talk, Jason Perry with Mindgrub explains some of the way its customers are using Virtual and Mixed Reality to increase learning.And the U.S. Army’s Dan Lail talks about how his team is using Virtual and Mixed Reality to help soldiers train and learn new skills.
With over 16 years of experience as an engineer and consultant, Mindgrub Vice President of Engineering Jason Michael Perry keeps the train on time, oversees the web and mobile engineering teams, and provides technical direction. Before joining Mindgrub, Jason was a partner in a New Orleans based web consulting firm that did work for Michael Jackson, the City of New Orleans, and Dillard University. A New Orleans native, Jason studied Marketing and Computer Science at University of New Orleans. At Mindgrub, Jason supports a diverse group of Fortune 100 corporations, government organizations, startups, educational institutions, healthcare companies, legal firms, and nonprofits.
Don W. Lail, Jr. is a multimedia specialist and game development engineer working under contract with the U.S. Army Edgewood Chemical Biological Center (ECBC). Don’s team develops light-weight, custom solutions for government customers including visualization, conceptual renderings, animations, and desktop software. Don’s primary expertise in his current role is the development of Augmented Reality (AR) and Virtual Reality (VR) applications.
10:30 Using Analytics to Nudge Student Responsibility for Learning
To scale student success, institutions may want to consider treating students more as partners, not just as customers or intervention recipients. One way to do so is sharing feedback with students about their use of instructional technology systems compared to
an anonymous summary of course peers. In addition to encouraging student responsibility for learning, including seeking help for perceived weaknesses, students’ IT system usage can help educators identify and reverse engineer effective course designs that help.
John Fritz is Associate Vice President for Instructional Technology in UMBC’s Division of Information Technology. He is responsible for UMBC’s focused efforts in teaching, learning and technology, including learning analytics (doit. umbc.edu/analytics). He is also responsible for tier 1 (basic) user support including knowledge management.
11:15 Fulfilling our Social Contract for Education in a Digital Age
As personalized learning, data collection, and access to technology change the way we teach and learn, new policy and ethical conundrums arise for educators and policy makers.“Fulfilling our Social Contract for Education in a Digital Age” will shed light on challenges facing society as we consider the future of education and learning in a digital age.
Douglas A. Levin is president and founder of EdTech Strategies, a consultancy focused on providing strategic research and counsel on issues at the intersection of education, public policy, technology and innovation. He has served as a trusted adviser to federal and state policymakers; conducted widely cited empirical research that has informed and shaped the field; and regularly writes and speaks about the trends shaping the future of education.
STEM Summits HIstory
I.February 2011: Launch of STEM Summit Initiative
II.April 2011: STEM Workgroups
III.July 2011: Teaching, Learning, Communicating
IV.October 2011: STEM Standards
V.March 2012: Focus on the Bright Spots
VI.July 2012: STEM Afterschool
VII.December 2012: STEM Forum Looking Ahead
VIII.March 2013: STEM Classroom Connections
IX.November 2013: STEM Metrics and Methods
X.May 2014: Pathways to High Demand STEM Careers
XI.November 2014: Global Issues/Local Action
XII.May 2015: Women in STEM – Progress and Challenges in Closing the Gender Gap
XIII.November 2015: Exploring the ‘T’ in STEM
XIV.July 2016: The Future Classroom
XV.March 2018: Disrupting the Classroom