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IMPORTANT INFORMATION FOR ATTENDEES

The NJSBA Workshop 2016 SCHED and mobile app feature the same programming, speaker, and exhibitor information, however, schedules created on SCHED cannot be integrated to the mobile app.

To stay connected throughout Workshop 2016 and have your schedule on your smart device, please download the NJSBA Workshop mobile app available through the Apple App store or Google Play store by searching NJSBA Workshop 2016.

The Workshop app offers an opportunity to actively engage in Workshop throughout the entire event by networking with other attendees, vendors and speakers; posting pictures to the newsfeed, viewing sessions, receiving announcements, getting the most up-to-date event information, earning points and in-app badges and more!

Make sure you select “yes” to receive notifications from Workshop 2016, including minute-to-minute updates, session changes and cancellations as soon as they happen. 

REMINDER: Attendance at training sessions, unless pre-registration is required, is first-come basis. Creating an agenda via SCHED or the mobile app does not guarantee a place in the session. 

Tuesday, October 25 • 11:30am - 12:00pm
Programmable Study Games

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Kids today think that studying for anything is really boring… and they’re right! Almost two thirds of students in the U.S. don’t even study six hours per week as seniors in high school. However, the average child from 8 to 18 years old spends more than 7.5 hours a day interacting with digital media such as video games and apps. The studying solution is evident, make studying fun! Turn studying into video games! PSG (Programmable Study Games) is a software that allows teachers to submit study questions that will automatically programmed into a variety of video games. Students can access these games on their phones, tablets, computers, and even their video game consoles!

On this program teachers will be able to submit their study guide. The program is very similar to Google Forms. Once created, teachers can choose the game they would like their students to play.

The overall goal of our project was to design a solution to a real world problem. We hope that the outcome will result in our product being manufactured and distributed for consumer use. Throughout this process we have learned a great deal about designed thinking, marketing, teamwork, and finances. This real world STEAM Challenge has provided us with an authentic learning experience. It required us to apply the knowledge we have aqcuired in the regular education classes of science, technology, engineering, art, and mathematics. We have designed prototypes and are looking for investors or partners to help us take our prototypes and turn them into consumer products.


Tuesday October 25, 2016 11:30am - 12:00pm EDT
iSTEAM Command Center One Convention Boulevard Atlantic City, NJ 08401

Attendees (5)