Here’s a teaser!
More sessions coming soon…
Visible thinking and creativity with Digital Technologies
Using the iPad to develop thinking routines: Making thinking more visible helps identify where our students are at. This allows us, as teachers, to plan personalised pathways for our students. How can technology be utilised in ways to make this student thinking become more accessible and visible? And how can the integration of technology be used seamlessly with proven pedagogical practices in order enhance learning?
Embedding Inquiry Learning – Get on the STEAM Train!
Oakleigh State School has utilised the mindset, toolset and skill set of design thinking to to support the school’s journey towards embedding inquiry led learning. This has included the creation of a ambitious school vision, units of work which are designed through the use of hexagonal mapping, the design of a unique school cycle of inquiry to support thinking for students and teachers, the use of partnerships and a whole school event titled “The Oakleigh STEAM Train”. Attend this session to pick up tips and hints as to how to support a whole school journey in STEAM but also to add to your toolkit of strategies to support creative thinking in your own classroom.
Picture books and Digital Technologies
Picture books – the perfect hook for digital technologies. In this session we will look at 5 picture books and related digital tasks that develop skills and target different subjects within the curriculum. From Mechanica and Mathematics, to If I Were A Wizard and Coding, this session will explore the power and magic of Picture Books in education.
Go to Mars, then come back ready to mashup Creative Play & tech in your classroom!
Experience a mash up of VR, AR, apps, role-play, Agile practices, Minecraft, STEM and storytelling in this session. Leave with a copy of the ‘First School on Mars’ playbook so you can immediately apply what you’ve seen. Be introduced to the FutureLiteracies.com framework that ensures students are learning the HOW of preparing for a post-work era impacted by AI and robotics.
Spherofy your Classroom
This session will show teachers how to use Sphero in the classroom to deliver elements of the Digital Technology Curriculum and how Robotics and Coding will impact on the future of our students at home and in the workplace. Participants will gain practical hands-on experience of developing projects for Sphero across a range of curriculum areas and how these projects can enhance 21st Century learning skills like creativity, critical thinking and problem solving.
Adventures with ScratchJr
This session will introduce teachers to the basics of the coding app ScratchJr and how it links to the Digital Technology curriculum. Participants will gain an understanding of how to use the app to develop projects in the classroom across a range of curriculum areas.
Explore the development cycle of a new iPad/Android app “Pirate Adventure”: what started as a concept scribbled on paper, to final product on the different stores. How can this process be implemented in schools, especially for Year 11/12 Digital Technologies. Utilising Adobe Animate (AS3) and Photoshop.
Action! Script! App!
Delve into iOS and Android app development using Adobe Animate and Adobe Photoshop. Participants will be provided with resources to assist in developing a simple app that could easily be published to the respective app stores.
Break the code
Technology has an amazing impact on the world around us, especially digital systems and the code that runs them. Code can be used in a myriad of ways from lighting systems to space shuttles. During this session you will be exposed to a variety of digital systems and code to solve a variety of challenges. Each challenge takes you through aspects of computational thinking to unlock the code and breakout of the room.
Networking for newbies
Explore creating simple digital system networks with Minecraft Education Server to create custom built cross curricular immersive environments. During this hands on session you will create a simple local area network using laptops, a switch and cabling. In small groups you will investigate how to to create Minecraft environments linked to key curriculum content descriptors and outcomes.
Innovation, Collaboration and the Development of STEAM
At Trinity Lutheran College STEAM has grown from a lunchtime club to dedicated classes in Years 7, 8 and 9 over a three year period. The STEAM program was developed to have a clear progression between year levels and has pathways in place for its future development. This presentation will outline how projects are designed, implemented and assessed, including the method and thought behind their development. How the program has been received by students and parents, as well as the skills developed will also be shared, including examples of student work.
No longer is sound and noise limited to music classrooms or purely consumed. Rather, it can be created by students on demand, with or without musical theory and for a wide range of purposes. This interactive workshop will unpack a range of ways any teacher can utilise iPads with students to authentically incorporate music into their learning experiences.
iTunes U — Course Delivery as it Should Be
With multiple solutions available, choosing a Learning Management System for your school can be a bewildering decision. If you have an iPad programme in place, the answer is easy: Apple’s free learning platform, iTunes U, is without parallel. David will walk you through the ease of setting up and designing courses, and will demonstrate why iTunes U is the obvious choice in an iOS teaching and learning environment.
Oasis International School – Kuala Lumpur is a project five years in the making. It is the story of a 12 acre international school campus designed by educators. Given the opportunity, the OIS team began with a question “What if we start with Innovation?” Many schools seek to innovate, to change, their existing structures. We had the unique opportunity to rethink the way we do school. From architecture and learning spaces, to scheduling and leadership, this is the story of how we sought to disrupt building school.
Innovative Learning Environments: Pedagogy and Practice
Learning spaces in our schools are changing at a rapid rate. Leadership in schools tasked with driving change are faced with the challenge of helping teachers develop the skills they need to effectively use new spaces. Talk of flexible physical spaces and changing digital spaces has many teachers struggling to fully utilize these environments to achieve positive learning outcomes for their students. This session will present research, pedagogy, and a framework for practice for innovative physical and digital spaces in your school. Drawn from an induction for teachers entering an innovative school environment, leaders will take away ideas on how to train teachers to shift their way of thinking pedagogically when designing lessons and teachers will be challenged to re-think the way they make use of school spaces to design and execute instruction.
Makey Makey fun in the classroom!
During this session participants will explore how Makey Makey can be used to teach students about digital systems, as part of the Digital Technologies curriculum. The Makey Makey is a hands-on, creative way for students to engage with hardware, explore circuits and design solutions. Makey-Makey is one of the many kits which are available to schools via the free CSER Lending Library.
This session will allow teachers time to play and consider various opportunities whereby the kits can be used within the classroom context to develop the three key ways of thinking outlined in the curriculum – design, systems and computational thinking. Participants will be provided with resources and ideas to assist them in getting started with the kits.
Getting started with the CSER MOOC
The CSER Digital Technologies MOOCs (Massively Open Online Courses) are free online courses, designed to support Australian teachers with implementing the Australian Curriculum: Digital Technologies. These are free online courses that provide teachers with background knowledge about concepts and topics in the curriculum, as well as practical examples that can be tried in the classroom. No prior knowledge necessary. We bring together existing resources, our own developed resources as well as existing teacher ideas. During this session, you will be supported to sign up for this course and receive step by step support to complete the first unit. At the conclusion of this workshop, you will feel confident to continue in the online environment to complete this practical and useful course.
Top 5 Tips to Easily Get Virtual (and Augmented) Reality in Your Classroom
This session is for beginners and intermediate users of VR and AR. In this ‘hands on session’ participants will explore my Top 5 tips to easily use VR and AR in the classroom.
Personalising my potential
Every learner is different and every Apple device has a range of inbuilt universally designed assistive technologies that are essential for some and useful for all learners. When learners personalise those features they empower and enable themselves to be “more powerful than you or others think!” Come and explore the features and strategies that can make a difference in learners lives. Just some of the features we will examine are; Siri, Type to Siri, Text to Speech, Predictive Text, Dictation Keyboard Shortcuts, Speak screen, Safari Reader, Magnifier, Switch Control, Maps, Closed Captions, Display Accommodations, and Font Adjustment.
Inclusive design – barrier free learning
The learning design decisions we make can either include and enable or unintentionally exclude and disable learners. How do you ensure that our decisions are ‘barrier free’ so all learners without exception, are able to participate on the same basis straight from the start? Come and explore the simple and sustainable principles of inclusive design. You will learn how to easily and quickly recognize exclusion, learn from diversity and solve for one, extend to many.
Building An Education Innovation Hub
How do schools manage learning innovation through the implementation of sustainable practices and rigorous research? As educators address the challenge of preparing students for a future in a world that is interdependent, complex and unpredictable a goal is to focus on building systems of collaboration that leverage university expertise, resources and increase K-12 school’s roles as innovative education hubs for learning and research. In this session, participants will learn about the development of partnerships with universities, educational foundations and schools in Hong Kong. In addition, the results of the research on student, teacher, and parent STEM perceptions will be shared.
Create VR Content the Easy Way with Cospaces Edu
Build to Fly
A personalised workshop to learn how to assemble and fly drones. Through a hands-on project, you will take part in structured educational activities dedicated to hardware, programming and flight, where you learn about the drone industry, operations and design.
Drone Assembly – gain understanding of the sub-components within the systems, how they function individually and cooperate as an entire system.
Industry Application – how unmanned systems can be used to help areas of interest in the real world.
Drone Flights – how UAV’s can safely operate and cooperate in both current and future flight management systems.
Managing time, quality feedback and parent communications with ease
This session will address exactly what’s in its title! It will address the issue of quality and effective feedback to students in Middle and Senior Schools through the use of Google drive and Seesaw, time management when dealing with assignments and writing tasks by scaffolding and providing sliced feedback and last but not least keeping parents informed through Seesaw.
Failure by design (hands-on STEAM workshop)
Failure is an integral component of learning by design. It’s an amazing motivator if channeled correctly, and students improve their solutions with every iteration. In this workshop, you will participate in a hands-on challenge to create maze challenges to code a robot through (combining 3D printing, LittleBits, Spheros, and good old-fashioned wood-work).
#Eduprotocols: Reduce Your Textbook Dependency
Author, Apple Distinguished Educator, Google Certified Innovator Jon Corippo will show you how to increase the 4Cs in your classroom in this uptempo, hands-on and highly practical session based on his book The Eduprotocol Field Guide.
Leading Change for Tech Leaders: How to be the LEAD EDUCATOR at your school
Author, Apple Distinguished Educator, Google Certified Innovator Jon Corippo will share best practices for administrators and educators who seek to have a more engaged, more effective teaching staff. Jon has lead effective PD for over 45,000 educators in the USA over the last 3 years.
Omniscient (All-Knowing) with Education Perfect
The presentation will discuss and demonstrate how the implementation of Education Perfect (Mathematics) in the middle school has supported students and staff. At St. Hilda’s we have been able to identify, support and extend students in and outside the classroom though this online teaching tool. Analysis of pre/post testing has allowed teachers to have a better idea of the girls sitting in front of them, before they sit their first formative assessment.
Sharing is Caring with OneNote
The presentation will explore the use of Class Notebooks as well as the capabilities of OneNote in a middle school classroom setting with possible applications in a senior class. From the creation of Class Notebooks to the support and tracking of student homework and progress via annotated feedback capabilities of OneNote.
LET’S BEGIN ….. CODING: Pet Car Alarm Project
In this workshop we will explore coding with the TI Nspire CX calculator and the Innovator Hub. We will develop codes with both input and output elements. This will be a great introduction for teachers with little or no coding experience; support materials will be available. These codes are easy to implement in middle school classrooms. The codes developed can be used as a basis for understanding how to code, but can also be embedded into STEAM/STEM projects.
Designing Apps Without Code
Design an interactive app prototype using Keynote that works on the device of your choice – your iPhone or iPad. We explore the concepts that are essential to building good looking and easy to use apps. We show you how students from upper primary school through middle school integrate the use of wireframes and mockups to demonstrate creativity in their app. This is an interactive and highly entertaining session.
Linking School and Home
Creating a link between school and home is no longer a laborious task. This session will explore options on the iPad to incorporate student work with parent involvement without any extra workload – OMG! Troy is a primary school teacher but this session is aimed at teachers and administrators at all levels of their teaching career and expertise using technology. Bring your tablet and laptop, and prepare to organise your classroom today (and keep parents happy) with 3 different app options.
“We do doing!” – A Maker space conversation
Come and hear how we do things differently, igniting thinking through rich storytelling and then challenging their thinking and exploring their wonderings through STEAM based hands on learning stations. Our students get the opportunity to follow their passions and become Scientists, Engineers, Designers, Builders, Artists, Robot Wranglers and Master Coders and that’s just in one session! Whether you are just starting on the Maker journey or have the maker movement embedded in your school come and join in the conversation. We’ll share a wealth of resources, our must have set up list, as well as spark lots of new ideas!
Providing Effective Feedback using TI-Navigator
Effective feedback can be used in the mathematics classroom by using the TI-Nspire Navigator system. It will not only make collecting and grading assessments easy, but it encourages students to persevere in problem-solving and reflect on their own learning process. This session will demonstrate the process of diagnostic assessment and how data can be used to provide parents with regular updates of student progress. It is not giving the feedback that creates the learning gains, it is the acting on feedback that determines the progress.
Shooting Hoops with Dash
Test your coding and sporting skills when shooting hoops with Dash. We will cater for all comers, from beginners to experienced coders and aim to expand your digital repertoire by encouraging you to get active and enjoy a hands-on session. During this time, participants will engage in a variety of coding tasks using the APP, Blockly and will learn how to build a digital reflection journal using the APPs Book Creator and iMovie. Through exposure to our iTunesU course, Shooting hoops with Dash, participants will be able to walk away with lessons and activities linked to the Australian Curriculum Digital Technology subject.
Unleash Student Expression Through Video, Photography, Music and Drawing
Explore how to bring creativity into every subject—like video in math, music in history, or drawing in science. Get hands-on with the new Everyone Can Create curriculum for iPad that helps teachers give students the skills they need to flex their creative muscle in and out of school.
Where Culture Resides…
Mahatma Gandhi is quoted as saying “A nation’s culture resides in the hearts and in the soul of its people”. At Te Akau ki Papamoa we believe “A school’s culture resides first and foremost in the hearts and in the soul of it’s teachers”. Take a moment to think about where your culture and the culture of the students you teach resides? Ten years ago our students were failing today they are thriving, we made this happen…can you? Hear how strong leadership, celebrating culture, powerful technology and innovative practice can weave to transform both teaching and learning.
During this hands on, interactive session we will explore how to use Python in a classroom. Session includes practical hands on projects to cover key computational thinking concepts such as Debugging, branching and more!
STEM by Design
During this session, participants will be involved in activities designed to support an understanding of the part design thinking can play in a school’s STEM/STEAM journey.
These are the Droids you are looking for!
Want to advance past plug and play robotics? then this is the session for you! Design and modify your own Droid to complete the challenge stations around the room. Use simple joystick controls and advance to programming in Swift to power your Droid through the activities. This session is customisable to suit your ability level.
Power up your pedagogy with the G Suite tools
We will look at the reasons for using the G-Suite for Education and how they can transform the learning process of a class. We will look at the various Google tools and demonstrate how these tools allow for real time collaboration, immediate feedback between staff and students, as well as allows students to self select their information whilst learning. We will also look at how screencasting can create better understanding and engagement in your lessons.
Create in the world of 3D and mixed reality
Spatial intelligence typically consists of two main abilities namely spatial visualization ability, which is the ability to imagine or visualize spatial images in your mind, and spatial reasoning, the ability to mentally manipulate and reason with these images. 3D Paint provides the perfect vehicle for students to develop their spatial intelligence. With 3D creations being able to be integrated in PowerPoint, Word and Movie Editor in Windows 10, there is scope for students to easily create and integrate 3D images in their learning. In this session you will learn to create 3D objects and explore ways of integrating this into your classroom.
Build a Data Dashboard to gain insights into student learning
95% of people use 5% of spreadsheets. There are many tasks that you can make more efficient by using sheets. As students progress through school we gather large amounts of data relating to their learning. Building a data dashboard allows you to use this data to be proactive in providing support and extension for students to improve outcomes. Using Google Sheets, we will build and customise a data dashboard that you can use in your context while learning tips and tricks that will help you use data and sheets more efficiently.
Invention Literacy with Micro Bits and Electro Technologies
The Internet of Things will apparently make our lives easier, but we are at the mercy of companies developing products based on perceived needs. What if you could invent and build your own IOT device? Follow the process to Create, Collaborate and Innovate to invent and construct your solution to a common problem. By using Micro Bits you will be able to take an idea from conception to fruition. The skills learnt will be transferable straight into the classroom, where you can lead and inspire your students to become inventors, whilst working collaboratively and solving real world problems.
AR + VR in the Classroom = Engagement and Learning!
Whether you’re new or experienced in the fields of Augmented and Virtual Reality in the classroom, come along and be inspired by simple tools you can use to move your students from being ‘viewers’ to ‘creators’ of the content. We’ll look at different programs you can utilise with your students, explore links into the curriculum and get hands-on with some ClassVR headsets. Come and enjoy be creators of some of your own AR or VR content you can take back to the classroom.
The SECRET behind Design-Centred Learning
Design-Centred Learning (DCL) offers students an authentic approach to learning, which prioritises the development of skills over content. This problem-based learning approach is underpinned by the SECRET Skills framework, comprising of Self-Manager, Effective Participator, Creative Thinker, Reflective Learner, Enquirer (Independent) and Team Worker. In this session, Danni and Darren will unpack the DCL approach from both a student and teacher point of view, while also demonstrating how the SECRET Skills are embedded into the learning cycle.
Unpacking the Digital Technologies Curriculum.
Hear from two of the writers of this curriculum as they will share key messages about the Digital Technologies curriculum including tips and strategies for successful implementation at both school and classroom level. Anna and Paula will dispel some myths and misconceptions surrounding this curriculum, defining what it is and what it isn’t. They will explain the key concepts underpinning the curriculum whilst providing practical examples for implementation, including Learning Area alignment and practical digital solutions.
Systems Thinking – going around in circles
This workshop focuses on systems thinking—its meaning and role in the Australian Digital Technologies Curriculum. Systems thinking is not as famous as computational thinking but it plays a vital role in creating digital solutions that meet a range of needs. This way of thinking involves understanding the nature of each component in a system, such as hardware, software (digital system), and data, people and processes (information system) and how their interrelationships affect the functioning not only of that system (or solution) but other systems. Anna and Paula will lead participants through unplugged activities, showing the importance of thinking in circles rather than in straight lines, and how this approach to problem-solving affects the type of digital solutions we create and their purposes. This workshop is suitable for teachers of Foundation to Year 10 as the activities will be aligned to the different bands of learning.
Investigating the Classwork App & iWork Collaboration Features
I would like to share with you my experience with Apple’s new Classwork app and the collaboration features found in iWork. We will discuss potential workflows and options that you could use in your classroom.
Top things I have learnt 1:1
Spending the last 5 years in a 1:1 iPad environment has taught me a lot. Devices just don’t magically teach kids. It still takes a great and engaging educator to guide students to create more than consume. The classroom environment can’t just be stagnate either. Mobile devices mean that learners should also be somewhat mobile. This keynote will highlight the top 5 things I’ve learned along the path to 1:1 and some real-world examples of how we are using mobile devices in our schools today.
Using Failure and risk-taking to cultivate creativity
Failure is often treated as a bad word in education yet so many of the creator inventors and creators of our time often failed miserably multiple times in life. Failure and risk-taking are a part of the learning process. During this interactive keynote session, we’ll learn what barriers we create to stifle creativity and how to overcome them, as well as take a few risks ourselves. It’s not how you fall down, it’s how you get back up!
How to Build a Teacher’s iPad Capacity
The challenge of building teacher capacity in all areas of digital pedagogy has been a focus of Algester State School. Explore the innovative and team approach Algester has taken to building teacher capacity in the areas of digital pedagogy and innovation. Explore models of PLC’s, lunch time tech bites and iTunes U self-paced courses. Also engage your amazing learners by creating iAssistants in each classroom to support trouble shooting and expertise development in the classroom.
A Trip in the Deep Dark Wood” – Gruffalos, Robots and Innovation in the Early Years
Implementing the Digital Technologies in the Early Years presents many opportunities for supporting problem solving, creativity and critical thinking. Learn about the 2018 program at Oakleigh State School which incorporates a Year 6 Buddy Program, our Young Innovator Program and creative approaches to learning in the classroom.