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  1. Oh The Digital Places We Can Go- Digital Field Trips, Geocaching, and Digiwalks (Asynchronous Course)
    Learn how to travel with your class anywhere you want to go.  Transcend time and space and bring students to destinations and time periods previously inaccessible to them.  Create your own digital experience to enhance your teaching and provide, not only a new experience, but develop new skills sets for your students with digital field trips. 

    Applicable to teachers grades K-12.
     
    Note: Participants will have 3 weeks to complete the course asynchronously.


  2. Curriculum Directors Meeting
    Directors from Region 2 will meet regularly throughout the school year to share legislative updates, professional development opportunities, and network with one another.

    This is a closed meeting designed for Region 2 Curriculum Directors only.



  3. Develop your own plan to implement an Engineering Olympics or STEM Field Day (Asynchronous Course)

    Plan, prepare, and construct an Engineering Olympics or STEM field day that will create an environment of enrichment and competition building on content and skills learned in the classroom. Your classroom content will serve as the touchstone for engaging events and activities for your students. In this session, you will develop the outline for organizing personnel, creating the competition events, and identifying your competition brackets or advancement criteria. We will also look at evaluating your schedule for the day as you prep your school space for feeding your students, judging their work, and assembling for the culminating celebration. Applicable to teachers grades 3-12.

    Note: This is an Asynchronous course. You will have three weeks to complete the course once enrolled.


  4. STEMulating Design Challenges in Science
    Gain experience using the engineering design process to address design challenges in order to support student growth and success.

  5. THL/CRIMSI Grant Support
    ESC-2 staff provide support with THL/CRIMSI requirements, including implementation planning and professional learning.

  6. Time is TikToking: Apps to Get Your Teaching Going Viral (Online Self-Paced Course)

    Generational gaps can cause learning to lag but using apps like TikTok, Flipgrid, Youtube, and snapchat can build credibility and relevance to your teaching with an audience looking for a quick experience.  Uncomfortable with technology or concerned about the misuse of technology? We will address these concerns by supporting our student learning as digital citizens while also offering some templates to simulate the online apps as well. 

    This is an online self-paced course.

    Applicable to 6-12th grade.


  7. Rube Goldberg Competition- One Team Sign up- Elementary
    The Rube Goldberg competition seeks to connect student creativity, critical thinking and resilience with communication, data collection and digital tools while understanding energy concepts. 

  8. Rube Goldberg Competition- One Team Sign up- Middle School
    The Rube Goldberg competition seeks to connect student creativity, critical thinking and resilience with communication, data collection and digital tools while understanding energy concepts. 

  9. Rube Goldberg Competition- One Team Sign up- High School
    The Rube Goldberg competition seeks to connect student creativity, critical thinking and resilience with communication, data collection and digital tools while understanding energy concepts. 

  10. Rube Goldberg Competition- Two Team Sign up- High School
    The Rube Goldberg competition seeks to connect student creativity, critical thinking and resilience with communication, data collection and digital tools while understanding energy concepts. 

  11. Rube Goldberg Competition- Two Team Sign up- Middle School
    The Rube Goldberg competition seeks to connect student creativity, critical thinking and resilience with communication, data collection and digital tools while understanding energy concepts. 

  12. Rube Goldberg Competition- Two Team Sign up- Elementary
    The Rube Goldberg competition seeks to connect student creativity, critical thinking and resilience with communication, data collection and digital tools while understanding energy concepts. 

  13. Control Your Own Destiny with Game Board Design

    The First step to making your own video game is to conceptualize your idea by creating a board game.  Make your move and roll the dice to a life less ordinary as you take to your students' talents towards showcasing their content knowledge.  Their planning and design will lead them to adapt their game design towards an appropriate audience, apply mathematical skills, and build the 21st century skills every classroom is looking to foster.  Connect their learning to actual competition rules and prepare them for a contest or use it as a tool for learning, support, and outreach within your campus and beyond.  Learn how to incorporate a programmable controller and work in teams to design your own game during this workshop. Applicable to grades 6-12

    Note: Registration ends September 27th to accommodate for purchasing of materials for workshop participants.


  14. Learn To Tinker Like An Engineer

    Creation is the highest form of higher order thinking.  Engineers need to access multiple arenas of knowledge and skills to solve problems.  Fuel your students learning with Tinker CAD by implementing all three components of Tinkering into your classroom- 3D design, Circuitry, and Coding.    Learn how to utilize Tinker Cad so you can enhance your students’ skill level exponentially.  Tinker CAD is a vital component to creating your own 3D printable items as discussed in 3D workshop for beginners and Intermediate Users.  Additionally, it offers practice and simulations for circuits that prevent costly mistakes on actual items like Arduino and Microbit.  Applicable to 6-12th grade.

    Note: Registration ends October 11th to accommodate for purchasing of materials for workshop participants.


  15. STREAM-ING Through Campus Beautification

    Campus culture starts when you enter the building. Utilize STEM principles to beautify your campus.  Infuse art and digital literacy while collecting data that can be funneled back into the classroom to provide community specific impacts of recycling, consumption, policy-making and systems management.  Use this as a springboard in Math or Science, but also bring it into Social Studies and English with the economic, governmental, and societal impacts of art, culture, technology and basic human needs.  Together we will dive into the different ways to enhance signage and improve campus culture on campus through beautification techniques that will not only look great, but give your students a feeling of accomplishment driven by curriculum.  Applicable to grades 3-12, Teachers, Asst. Principals, and Principals.


  16. Addressing Academic Vocabulary for the STAAR Redesign in Science
    Academic vocabulary includes language used during classroom instruction, found within instructional materials, and encountered on assessments across all disciplines.  This type of vocabulary is necessary for students to be successful in all academic disciplines. This workshop is designed for educators who work with students in grades 3-12. 

209 North Water St.
Corpus Christi, Texas 78401-2528
phone: (361)561-8400 fax:(361)883-3442
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