Welcome Welcome to Virginia’s world famous Technology in Education conference. Whether you are a first-time attendee or a seasoned veteran you will find the conference full of information ready to take back to your school or workplace.
No walk-in registrations are permissible.
PLEASE NOTE: Using this tool to mark your personal scheduling preferences does not reserve a seat for marked sessions, nor does it register you for the conference.
We do not plan to have paper programs available on site. If you would like a printed program, please print a personal copy prior to arriving at the conference.
Use this online schedule to get the most up-to-date information pertaining to session titles, descriptions, and room locations (and maps) for this year’s conference.
Imagine stepping through a portal into a new and magical world. You are the GameMaster and with you are clans of student explorers that are ready to embark on a journey of wonder and excitement. Share their enthusiasm as they enter a world that celebrates creativity and collaboration, and provides opportunities for students to tackle challenges. Build and strengthen relationships, not only between you and your students, but also between classmates! Warning: Entering this world will change you and your class FOREVER!
Welcome to the world of ClassCraft. This amazing web-based app will enhance your elementary or secondary (grade 3-12) classroom in ways you have yet to imagine. Your classroom will become a fun-filled game that will engage and inspire your students to be seekers of knowledge! Student explorers will become absorbed in story-based Quests that will lead them down a path of personalized learning adventures.
Participants will embark on their own adventure while learning more about this program from the student’s point of view. ClassCraft offers many built in features that will enhance any learning experience! Participants will create their own avatar, train a mystical pet, experience an epic boss battle and venture on a Quest through an uncharted land. Participants will also experience the game as the GameMaster, and see how they can use the program to support PBIS (Positive Behavioral Interventions and Supports). Participants are encouraged to bring a device so that they may interact with the program during instruction!
Gamifying the classroom, using ClassCraft as a portal, allows teachers to facilitate learning with technology to support student achievement. Educators can also incorporate different learning strategies and modalities to meet individual learning styles and needs. Through the integration of various apps and programs (such as Google Suite apps, Kahoot and Quizizz), students are given the tools they need to communicate, collaborate and solve problems. Opportunities to provide feedback with formative and summative assessments enhance instruction. Participants are encourged to bring a device so they can interact with this program during the presentation.