The #ICE19 Conference Experience - Exploring The Exhibit Hall & Connecting with Exhibitors


If you are interested in more #ICE19 Tips, please take a look at my post connected to the conference workshops. I will also be sharing some of my breakout session recommendations next week and share some of my tips for the conference soon after that. 
ICE attendees will want to dedicate some time to explore and learn about the incredible things that are happening in the Exhibitor Hall to support all educators and learners. Attendees will also have a chance to take part in the "The Escape the ICE Conference" experience. This new experience challenges attendees to make connections with exhibitors as they explore the exhibitor hall and compete to escape the conference. The Escape Experience is hosted by Travis Allen, one of the keynote speakers this year. 


Conversations with exhibitors can add so much to the ICE Conference learning experience. The ICE 2019 Exhibitor Hall can be an awesome learning experience. The exhibitors are friendly and the swag is out of this world. There are also incredible mini sessions, book signings, the Tech Playground (Robotics and Coding), the Playful Learning Space (eSports and Gamification), the PLN Plaza, and more. 


Before attending the conference, I recommend creating a list of at least 5 to 10 exhibitors that you would really like to learn more about. There is nothing wrong with wandering but having a short list to start with is a great way to make sure you are efficient with your time and don't miss something. 


While I hope to have time to visit every exhibitor, I am building a list of exhibitors that I really want to meet. If anyone is curious about my list, here it is in alphabetical order with a brief description of each exhibitor. I am approaching the exhibitor hall with a High School teacher's mindset, so I am my focus is more on exhibitors who I think can support my student's learning experiences. 


Bird Brain Technologies (Booth 335)
BirdBrain Technologies serves as a catalyst for transformative, physical computing-based learning experiences for all students. Our products, the Finch Robot, and Hummingbird Robotics Kit empower students to take ownership of their technical and creative skill-sets and engage in flexible problem-solving activities.

Classcraft (Booth 405)
Classcraft is a platform that transforms any classroom into an adventure. Acting as a gamification layer around any existing curriculum, the game revolutionizes the way a class is experienced throughout the school year, with a focus on behavior management and personalized learning.

Codemonkey (Booth 1233)
CodeMonkey is a game-based educational learning environment that offers a variety of coding courses that range from helping a monkey catch bananas by writing real code to programming chatbots. CodeMonkey’s courses are designed as a classroom resource and do not require teachers to have prior knowledge to successfully roll-out.

Eblox (Booth 437)
E-Blox is an emerging leader in educational electronic products that engage children in a whole new generation of educational toys that provide a STEM/STEAM education. E-Blox stimulate imagination and creativity through interactive storytelling, creative reasoning, and systematic building of objects that provide endless hours of fun and learning.

EdTechTeam (Booth 834)
EdTechTeam is a global network of educational technologists dedicated to inspiring and empowering other educators. EdTechTeam provides change management, strategic planning, and professional development services to schools and districts. We invite you to partner with us to transform teaching and learning in your organization.

Imagine Learning (Booth 509)
Imagine Learning delivers award-winning language, literacy, and mathematics solutions for K–12 students, revolutionizing the way kids learn. Students and teachers love Imagine Language & Literacy, Imagine Math, Imagine Math Facts, and Imagine EspaƱol because they are research- and evidence-based, data driven, instructionally differentiated, and incredibly fun to use.

Media Technologies (Booth 511)
Media technologies manufactures innovative furniture for learning environments. Since 1979 we have been providing creative solutions for school media centers, classrooms, labs, commons, and makerspaces. 


Otus (Booth 611)
Otus is a technology platform for K-12 classrooms, schools, and districts that combines classroom and learning management tools, assessment management features, and a student data management system in one place.

Pear Deck (Booth 423)
Created by Educators for Educators, Pear Deck is an intuitive suite within Google Apps for Education that facilitates 100% student engagement and real-time formative assessment. Build slide presentations from scratch or import existing Google Slides or PDFs. With unlimited storage and sharing capabilities, the options are endless.

Project Lead the Way (Booth 810)
Project Lead The Way provides transformative learning experiences for PreK-12 students and teachers across the U.S. We create an engaging, hands-on classroom environment and empower students to develop in-demand knowledge and skills they need to thrive.

Rocketbook (Booth 836)
Rocketbook makes endlessly reusable, cloud-connected notebooks. With our companion scanning app, users can easily organize and instantly send handwritten notes to a multitude of cloud-sharing services, emails, or texts. With a little water on a cloth, notebook pages can be wiped completely clean and endlessly reused.

SymbalooEDU (Booth 815)
Symbaloo helps you organize your web resources and deliver the right content, in the right place, at the right time, to the right person.

Texthelp (Booth 421)
Hello, we’re Texthelp. We believe that literacy is every student’s passport to academic, social and professional success. It’s our genuine desire to help students understand, learn and express themselves. We create user-friendly literacy and learning solutions, that provide the support each student needs; through reading, writing, math, and research features.

Wonder Workshop (Booth 823)
Wonder Workshop are the creators of the award-winning Dash, Dot, and Cue robots, found in over 15,000+ elementary schools throughout the US. We bring wonder and excitement to learning coding and robotics with our aligned curriculum, professional learning, and robot
s.


This is by no means a complete list. There are some exhibitors who are new to me that I will also be visiting. Attendees can create there own plans using the Exhibitor Hall Map and Exhibitor List before venturing into the exhibitor space.

I am also going to wander and make sure I visit at least exhibitors that I don't know much about as part of my ICE experience.

Most exhibitors also love to make connections through social media. If you have a favorite or have a great experience meeting someone, be sure to give them a thank you on Twitter. Be sure to tag them (@ . . . ) and use the hashtag #ICE19

If you have a favorite exhibitor that I missed or question please post in the comments below.

If you are interested in more ICE Tips, please take a moment to explore my other ICE19 Posts




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