Deploy fun aquatic engagement opportunities with our open-source suite of digital badges, concept maps and game-play methods via pool + web.
Type of Presentation:
Hands-On Workshop, 2 hours and 15 minutes.
The Hands-On Workshop is a 2 hour and 15 minute block intended as an interactive enrichment session for participants and allows for a longer in-depth investigation of a particular topic, tool, or practice, and provides hands-on training. Preview materials are encouraged and should be made available prior to the Symposium via the mobile application.
Please provide a description of your proposed session. This description will be posted in the program book and mobile application if your proposal is selected. The length of the abstract is limited to 500 characters. Please note that contents copied from other applications (e.g. Microsoft Word) may lose their formatting when pasting into this field. Please be sure to carefully review your abstract before submitting this proposal.
Swim & Water Polo Camp at Pittsburgh Public Schools successfully guides hundreds of inter-city, non-swimmers through a rapid progression to competent, deep-water swimming. Water-safe, competitive, game-play stresses sportsmanship, teamwork, stroke proficiency and fitness. Learn how to build a program around and beyond the pool with digital experiences that motivate hands-on tech usage, connected writing, literacy, body-awareness and Olympic behaviors.
Outcomes, need 3: 170 characters max:
Define Your Session Learning Outcomes. In keeping with the competency-based, personalized learning focus of the Symposium, please clearly list three learning outcomes that participants will be able to master and apply as a result of participating in your session. (This includes the knowledge and skills that attendees will acquire). These outcomes will be listed along with the session abstract in the program book. Session Learning Outcome 1 (170-character limit): Session Learning Outcome 2 (170-character limit): Session Learning Outcome 3 (170-character limit):
- Participants will be able to describe techniques that move all students to safe, aware, deep-water swimming.
- Participants will be able to identify and lead new, innovative games that engage a wide-range of participants, keep swimming fun and promote sportsmanship and teamwork.
- Participants will be able to describe effective ways to blend digital experiences with athletic / aquatic experiences to produce academic success.
Describe Presentation Interactivity:
Describe how you will deliver the session content and engage attendees throughout your session. Describe how this session will model elements of personalized learning, including quickly getting to know participants, dynamic grouping of participants, multi-modal delivery, and/or learner-driven pace or mastery (500 characters): If you would like to share a video that showcases your school or district’s personalized and/or competency based model as part of your presentation proposal, please provide the URL below. The video should show examples of personalized, competency-based models in action; focus on students, teachers, and/or education leaders; and be less than 5 minutes in length.
If logistics allow, workshop happens at a pool. Otherwise, we pretend with similar results.
(1) Huddle, circle, body flex, goal setting (1-6), equipment insights (underwater cameras, tablets, BYOD, fins, disks, headbands, boundaries).
(2) 60-min in pool: fitness, show-off-swims, capping-up, game play in 2 teams.
(3) Digital badge deployment (teamwork, sportsmanship), online course (Get Your Feet Wet), quiz peeks (SKWIM Levels 1-4), wiki lesson plans, photo/video web, connected writing (eval).
Intermediate / Advanced
PreK-5, 6-8, 9-12.
Mark Rauterkus of Pittsburgh, PA, USA, has coached swimming since 1976 when he started a team as a lifeguard. With 9 years at the college level, 10,000 swimmers have called him “Coach Mark.” He has worked for 52 athletic directors and 34 principals and his swimmers have set state records in four states. Mark published 100+ titles for cutting-edge sports participants including the first ebook in sports in 1989. His advocate site, CLOH.org, aims to Create Literate Olympians Here.