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#Ignite #ISTE2015 #ISTEThrowBack https://www.instagram.com/p/BxieXLXJOCT/?igshid=1gd2itzbkrb8j
Wearable Technology in Education
Chris Carnahan, Leonid Rabinovich, Christopher Shamburg, and Laura Zieger present their research on the Wearable Technology Education Incubator program.
Wearable Technology in Education: Opportunities and Solutions
Girls & STEM: Making it Happen
Sylvia Martinez of Generation YES shared some scary facts at ISTE2015 regarding girls and STEM. One such example is her revelation that identical resumes were distributed to hiring managers, some with girl names and some with boy names. The hiring managers were asked to rate the resumes and the associated potential hires - the resumes with boy names were consistently rated higher, in spite of the fact that they were exactly the same as the resumes with girl names. Scary.
Girls & STEM: Making it Happen
Girls and Fashion in STEM
Caitlin Martin and Asia Roberson of the Digital Youth Network discuss the Digital Divas program.
Flip the Switch: Generating Girls’ Interest in STEM with E-Fashion
Millennial Teachers (Higher Ed)
Karla Karr from Wesleyan University channels millennial first-career novice teachers and their thoughts about technology in the classroom.
First-Career Millennial Novice Teachers' Beliefs about Technology Integration
Commercial Gaming and Literacy (Higher Ed)
Beth Ritter-Guth from Union County College raised the question at ISTE 2015 of whether or not commercial video games can be considered literature.
Commercial Gaming and Literacy: GTA, Assassin's Creed, Fallout 3, & Mass Effects 3
Game-Based Learning (Higher Ed)
Leila McKinney from Devry Education Group discussed game-based learning at colleges and universities.
Game-Based Learning Beyond K-12: Let the Higher Ed Games Begin
E-Portfolio Technology (Higher Ed)
The Wonderful World of E-Portfolio Technology
Katherine Robbins from the University of Nebraska Lincoln presented on the three categories of e-portfolio tools: visual, e-binders and websites.