Session Acceptance / Decline / Waitlist notifications were sent out on Thursday, October 19, 2017.
The session schedule was released on October 31, 2017, via the Conference Mobile App
OETC is still accepting proposals from Conference Partners and Exhibitor/ Vendor Sessions
OETC is accepting F.R.E.d. Talk and Playground proposals until Friday, December 22, 2017. Please click on the F.R.E.d. or Playground tab above for more information and how to submit a proposal.
Conference Partner and Exhibitor/Vendor Sessions MUST be submitted by October 31, 2017
Presenting at OETC18 will allow you to:
- Gain exposure and showcase the innovative educational practices at your district or institution.
- Showcase an emerging technology and demonstrate its potential value for education.
- Share successful technology implementation practices with other districts and institutions for the betterment of education in Ohio.
- Demonstrate effective educational practices that are bridging the gap between PK-12 and higher education.
- Share successful classroom practices, innovative teaching and learning solutions, current and relevant research, and/or new or innovative products that show emerging promise for PK – 20 educational communities, and/or address the evolving role of technology in education.
- Make OETC18 the must-attend educational technology event in Ohio!
OETC is now accepting proposals for FREd Talks
FREd - Finding Real Education
What happens when eight of Ohio's most innovative educators are given five minutes each to share one big idea? You get an audience who is inspired with eight tangible ways they can improve their practices immediately. Join us for this fast-paced session where your thinking is guaranteed to be challenged.
What is a FREd Talk?
A FREd (Finding Real Education) Talk is a very short, six (6) minute maximum presentation about a topic relevant to the practice of education. The talk should be direct and to the point without any non-critical information. PowerPoint slides are allowed and should be limited to a maximum of twenty slides.
Selected FREd Talks will be presented at a session during the OETC18 event on Wednesday, February 14, 2018
Click here to submit your proposal for at FREd Talk at OETC
Thank you for your interest in presenting at a playground. To begin the submission process you must first create a Presenter Contact which is done on the Update Contact Information tab. After creating a Presenter Contact, additional tabs will appear that will enable you to enter your playground proposal and upload any supporting documents such as PowerPoint slides.
Playgrounds are an informal space with hands-on activities, allowing conference-goers the ability to engage and explore at their own pace. Through open exploration and conversation with educators, developers and other participants, attendees will learn more about promising practices and how these technologies fit in the learning environments.
Tuesday, February 13, 2018
1:30 PM - 3:30 PM
Host Organizations: NWOET & WOUB
Playground Theme: Digital Storytelling
Wednesday, February 14, 2018
10:30 AM - 12:30 PM
Host Organization: SOITA
Playground Theme: Makerspace
1:00 PM - 3:00 PM
Host Organization: WOSU Classroom
Playground Theme: Personalized Learning
Thursday, February 15, 2018
10:30 AM - 12:30 PM
Host Organization: CET
Playground Theme: Computer Science
Digital Storytelling Applicants:
We are seeking individuals that would like to facilitate one, two-hour playground session on Digital Storytelling. As a facilitator, you will provide a hands-on activity or short, informal talk about an aspect of Digital Storytelling. You may feature a Digital Storytelling resource, lesson, software, technology, or combination thereof. This is similar to a poster session, only you will have a small high-top table in which you can display a laptop(s) (should you want to provide your own) or bring materials if you would like to have attendees create their own project. Conference attendees will typically spend 5-10 minutes at each table to gather information, ideas, and resources. Activities should be planned accordingly.
We are seeking individuals that would like to facilitate one, two-hour playground session on Makerspaces. As a facilitator, you will provide a hands-on activity or short, informal talk about an aspect of Makerspaces. You may feature a Makerspace resource, lesson, software, technology, or combination thereof. This is similar to a poster session, only you will have a small high-top table in which you can display a laptop(s) (should you want to provide your own) or bring materials if you would like to have attendees create their own project. Conference attendees will typically spend 5-10 minutes at each table to gather information, ideas, and resources. Activities should be planned accordingly.
Personalized Learning Applicants:
We are seeking individuals that would like to facilitate one, two-hour playground session on Personalized Learning. As a facilitator, you will provide a hands-on activity or short, informal talk about an aspect of Personalized Learning. You may feature a Personalized Learning resource, lesson, software, technology, or combination thereof. This is similar to a poster session, only you will have a small high-top table in which you can display a laptop(s) (should you want to provide your own) or bring materials if you would like to have attendees create their own project. Conference attendees will typically spend 5-10 minutes at each table to gather information, ideas, and resources. Activities should be planned accordingly.
Computer Science Applicants:
We are seeking individuals that would like to facilitate one, two-hour playground session on Computer Science. As a facilitator, you will provide a hands-on activity or short, informal talk about an aspect of Computer Science. You may feature a Computer Science resource, lesson, software, technology, or combination thereof. This is similar to a poster session, only you will have a small high-top table in which you can display a laptop(s) (should you want to provide your own) or bring materials if you would like to have attendees create their own project. Conference attendees will typically spend 5-10 minutes at each table to gather information, ideas, and resources. Activities should be planned accordingly.
Submit a Playground Proposal
Playground proposals are due Friday, December 22, 2017, by 5:00 p.m.
General Proposal Information for OETC 2018
- NEW for OETC18 Proposals may be edited up to the submission close date, however, proposals must be submitted by the close date for consideration in the OETC18 program.
- ALL Presenters MUST create a NEW ACCOUNT for the 2018 Conference as no presenter accounts were imported from the 2017 event.
- Submitters are limited to a maximum of four submitted proposals as the submitting presenter.
- Please place all submissions under the lead or submitting presenter, as all communications regarding session status will be directed to the submitting presenter.
Offline Proposal Worksheet
Use this offline worksheet for proposal development only; all proposals will be submitted online via the Presenter's Portal and no forms will be accepted by email.
Call for Session Proposal Timeline
| Call for Session Proposal Closes:
||Friday, September 8, 2017
| Review, Scoring, and Selection of Sessions:
||September 8 – September 29, 2017
| Notification of Selected Sessions:
||Begining Monday, October 9, 2017
| Draft Session Schedule Released:
||October 13, 2017
The listed dates are provided as a guide. Actual dates will fluctuate due to the number of session proposals received for review.
Please review the scoring rubric for the criteria with which each proposal will be reviewed with.
Please review the descriptions of the Conference Tracks for the 2018 Conference.
Please review the descriptions of the available Conference Session Types, room set-up and provided audio-visual equipment for the 2018 Conference.
Commercial Content Statement
Ohio Educational Technology Conference sessions are learning experiences and are non-commercial presentations. Sessions, Pre-Conference Workshops, Table Displays and Poster Presentations are not to be used for direct promotion of a presenter's product, service or other self-interest. Products and services may be discussed in a session from the point of view of implementation, insight from an end-user, lessons learned or any non-commercial point of view. Sessions are not to be used as a product promotion or "Selling from the Podium" event. Representatives from an exhibiting company or anyone connected to an exhibiting company are not to participate in these educational sessions.
Presenter Benefits / Presenter Registration
Please review the Presenter Benefits page for selected proposals.
Guide to Submitting a Quality Proposal
OETC is emphasizing quality over quantity of sessions for the 2018 conference, with a goal of selecting only the highest-quality sessions that offer educational value for OETC attendees. In order to meet this goal, OETC has implemented a peer review committee to assist in selecting only the best sessions for the conference. OETC has also created the proposal submission guide to help submit effective session proposals and presentations.
The proposal submission process for the 2018 conference is an entirely online process. Presenter accounts have not been imported from the 2017 event. If this is your first visit to the portal for the upcoming Conference please follow the steps listed below to create a new account:
- Review presenter’s account information
- Add a presenter’s biography to presenter’s account.
- Begin New Session Proposal
- Submit Session Proposal
- Create an Account - for 2018 all users must create a new account
- Update Contact information
- Begin New Session Proposal
- Submit proposal
Please enter the 2018 Ohio Educational Technology Conference Presenter’s Portal (coming soon) to begin the submission process.
Questions or Need Help?
Contact the OETC Conference Team at 614-387-1024
Send us an email at OETC@highered.ohio.gov
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OETC is only accepting session proposals from Conference Partners and Exhibitor/Vendor Sessions
The 2018 conference will feature an over-arching theme of “Digital Citizenship” with an emphasis on security, safety, and privacy. “Digital citizenship" is an umbrella term that covers a whole host of important issues. Broadly, it is the guidelines for responsible, appropriate behavior when one is using technology. More specifically, it can cover anything from "netiquette" to cyberbullying; technology access and the digital divide; online safety and privacy; copyright, plagiarism, and digital law, and much more.” Using the theme as a guideline, presenters should frame their presentations to address or reinforce the conference theme. While not all submitted sessions will directly or indirectly address the conference theme, a sufficient number of sessions will be chosen during the selection process that will directly address the conference theme.
The Nine Elements of Digital Citizenship as described by:
Digital Citizenship in Schools, Third Edition by Mike Ribble, copyright 2015, ISBN No: 978-1564843647.
1. Digital Access: full electronic participation in society.
Technology users need to be aware that not everyone has the same opportunities when it comes to technology. Working toward equal digital rights and supporting electronic access is the starting point of Digital Citizenship. Digital exclusion makes it difficult to grow as a society increasingly using these tools. Helping to provide and expand access to technology should be the goal of all digital citizens. Users need to keep in mind that there are some that may have limited access, so other resources may need to be provided. To become productive citizens, we need to be committed to make sure that no one is denied digital access.
2. Digital Commerce: electronic buying and selling of goods.
Technology users need to understand that a large share of the market economy is being done electronically. Legitimate and legal exchanges are occurring, but the buyer or seller needs to be aware of the issues associated with it. The mainstream availability of Internet purchases of toys, clothing, cars, food, etc. has become commonplace to many users. At the same time, an equal amount of goods and services which are in conflict with the laws or morals of some countries are surfacing (which might include activities such as illegal downloading, pornography, and gambling). Users need to learn about how to be effective consumers in a new digital economy.
3. Digital Communication: electronic exchange of information.
One of the significant changes within the digital revolution is a person’s ability to communicate with other people. In the 19th century, forms of communication were limited. In the 21st century, communication options have exploded to offer a wide variety of choices (e.g., e-mail, cellular phones, instant messaging). The expanding digital communication options have changed everything because people are able to keep in constant communication with anyone else. Now everyone has the opportunity to communicate and collaborate with anyone from anywhere and anytime. Unfortunately, many users have not been taught how to make appropriate decisions when faced with so many different digital communication options.
4. Digital Literacy: the process of teaching and learning about technology and the use of technology.
While schools have made great progress in the area of technology infusion, much remains to be done. A renewed focus must be made on what technologies must be taught as well as how it should be used. New technologies are finding their way into the workplace that is not being used in schools (e.g., Videoconferencing, online sharing spaces such as wikis). In addition, workers in many different occupations need immediate information (just-in-time information). This process requires sophisticated searching and processing skills (i.e., information literacy). Learners must be taught how to learn in a digital society. In other words, learners must be taught to learn anything, anytime, anywhere. Business, military, and medicine are excellent examples of how technology is being used differently in the 21st century. As new technologies emerge, learners need to learn how to use that technology quickly and appropriately. Digital Citizenship involves educating people in a new way— these individuals need a high degree of information literacy skills.
5. Digital Etiquette: electronic standards of conduct or procedure.
Technology users often see this area as one of the most pressing problems when dealing with Digital Citizenship. We recognize inappropriate behavior when we see it, but before people use technology they do not learn digital etiquette (i.e., appropriate conduct). Many people feel uncomfortable talking to others about their digital etiquette. Often rules and regulations are created or the technology is simply banned to stop inappropriate use. It is not enough to create rules and policy, we must teach everyone to become responsible digital citizens in this new society.
6. Digital Law: electronic responsibility for actions and deeds
Digital law deals with the ethics of technology within a society. Unethical use manifests itself in form of theft and/or crime. Ethical use manifests itself in the form of abiding by the laws of society. Users need to understand that stealing or causing damage to other people’s work, identity, or property online is a crime. There are certain rules of society that users need to be aware in an ethical society. These laws apply to anyone who works or plays online. Hacking into others information, downloading illegal music, plagiarizing, creating destructive worms, viruses or creating Trojan Horses, sending spam, or stealing anyone’s identities or property is unethical.
7. Digital Rights & Responsibilities: those freedoms extended to everyone in a digital world.
Just as in the American Constitution where there is a Bill of Rights, there is a basic set of rights extended to every digital citizen. Digital citizens have the right to privacy, free speech, etc. Basic digital rights must be addressed, discussed, and understood in the digital world. With these rights also come responsibilities as well. Users must help define how the technology is to be used in an appropriate manner. In a digital society, these two areas must work together for everyone to be productive.
8. Digital Health & Wellness: physical and psychological well-being in a digital technology world.
Eye safety, repetitive stress syndrome, and sound ergonomic practices are issues that need to be addressed in a new technological world. Beyond the physical issues are those of the psychological issues that are becoming more prevalent such as Internet addiction. Users need to be taught that there are inherent dangers of technology. Digital Citizenship includes a culture where technology users are taught how to protect themselves through education and training.
9. Digital Security (self-protection): electronic precautions to guarantee safety.
In any society, there are individuals who steal, deface, or disrupt other people. The same is true for the digital community. It is not enough to trust other members of the community for our own safety. In our own homes, we put locks on our doors and fire alarms in our houses to provide some level of protection. The same must be true for the digital security. We need to have virus protection, backups of data, and surge control of our equipment. As responsible citizens, we must protect our information from outside forces that might cause disruption or harm.