Coding Curiosity: Power Players in Motion Through Robotics, AI, and Storytelling

26 Jan 2027
SOUTH 310GH
Classroom Leaders
What happens when K-8 scholars become coders, storytellers, designers and entrepreneurs? This Mobile Mega Share shows how to reimagine computer science integration through robotics, We Will Write gamification, AI-infused learning, talent development and social-emotional learning. Explore how tools such as Sphero, Indi, Ozobot, LEGO robotics, AR/VR, AI platforms and game-based writing challenges connect coding with math, science, ELA, STEAM, entrepreneurship, gifted education and student voice. See classroom-ready examples ranging from screen-free coding and interactive story maps to sea turtle migration simulations, branded mini golf course design, AI-supported brainstorming and gamified writing missions. Learn how to design differentiated, cross-curricular STEM experiences that move beyond technology use into purposeful creation, helping students discover strengths, build confidence, persevere and collaborate. You will leave with a classroom-ready framework and technology integration ideas scaled across K-8 grade levels to help learners grow into empathetic creators and future-ready changemakers.
Speakers
Amy Grace Miller
Amy Grace Miller, Gifted Lead and Technology Mentorship Sponsor - Adairsville Elementary School
Robin Morrow
Robin Morrow, District STEM & Gifted - STEM Innovation Center
Amanda Segars
Amanda Segars, Gifted Lead and Technology Club Sponsor - Euharlee Elementary
Jane Oliver
Jane Oliver, Gifted Lead and Technology Club Sponsor - Euharlee Elementary School
Victoria Williams
Victoria Williams, Gifted Lead and Robotics Coach - Adairsville Elementary School

Access Type

Session or Session+ or All-Access Registration Permitted

Content Topic

Computer Science (coding/computational thinking)

Curriculum Area

Integrated/Cross Curriculum

Session Type

Mobile Mega Share

Education Challenges

STEM & STEAM

EdTech Product

Educator Curriculum & Instructional Technology,Future Learning Technology (STEAM),Student Learning Technology