Sessions
Keynote: Cheryl Doig
Title: The Future of learning:Implication for Teacher Practice
The exponential pace of technological change is already impacting on the way we live, work and relate to each other. Rather than trying to compete with machines we should focus on being emotionally intelligent, adaptive and relevant. New times require new skills. What are the implications for schools trying to navigate these complex times? What is your role as a teacher? What is the role of the student? This keynote address will explore the importance of connecting with diverse perspectives, working beyond subject areas and preparing rangatahi for their next journeys.
workshop: Dr Sarah Marshall & Heather Ricketts
title: hungry for data
The internet is full of interesting data sources that can be used for teaching. This interactive session will showcase different data sources and demonstrate some activities that can be used.
Workshop: Tyne Crow, Associate professor Ewan tempero & Associate professor Andrew luxton-reilly
title: Improving Quality of feedback in student programmes
This interactive workshop will focus on programming in the context of NCEA and text based programming languages. The workshop will focus on what sorts of teaching strategies and feedback can help students produce programs that align with the NCEA programming standards and how to assess the level of achievement of those programs. The workshop will present ideas for providing good feedback to students and efficiently assessing student work. It will collaboratively discuss strategies that are already used in classrooms, and collect feedback from teachers to help create useful resources that will be available to teachers.
Workshop: Dr mali senapathi
title: Diving into Data: learn to code SQL and PL/SQL using Oracle tools
In a data-driven world, understanding how to interact with data using contemporary tools is an important skill needed by both students and teachers. This interactive session is filled with practical tips for learning and teaching SQL using Oracle tools and real-world datasets.
workshop: Dan milward
title: Gamefroot
Gamefroot is a platform for helping kids (and their teachers) learn to code through making video-games. Learning activities have been co-designed by veteran game designers in partnership with Kiwi teachers to align with the new Computational Thinking Progress outcomes in the Digital Technologies curriculum. In this hands-on workshop, you will learn how to teach a selection of the CT Level 5 Progress outcomes. This workshop is for anybody wanting to introduce digital technologies into their classroom through an engaging and inclusive medium that kids love. No previous coding experience is necessary
workshop: Jade tang-taylor & Fiona Holden
title: design thinking
Design thinking is a process for creative problem solving. It is a mind-set and the confidence that everyone can be part of creating a more desirable future, and a process to take action when faced with a difficult challenge. That kind of optimism is well needed in education.
Classrooms and schools across the world are facing design challenges every single day, from teacher feedback systems to daily schedules. Wherever they fall on the spectrum of scale – the challenges educators are confronted with are real, complex, and varied. And as such, they require new perspectives, new tools, and new approaches. Design Thinking is one of them.
In this Design Thinking workshop, we will follow the Stanford D.School process: empathise (we analyse the context), define (the problem), ideate (lots of solutions), prototype (the solutions) and test (the solutions and learn how to make them better) through an immersive fast-paced exercise the “Gift-Giving experience” which aims to give you the experience of a full design thinking process/ cycle.
Classrooms and schools across the world are facing design challenges every single day, from teacher feedback systems to daily schedules. Wherever they fall on the spectrum of scale – the challenges educators are confronted with are real, complex, and varied. And as such, they require new perspectives, new tools, and new approaches. Design Thinking is one of them.
In this Design Thinking workshop, we will follow the Stanford D.School process: empathise (we analyse the context), define (the problem), ideate (lots of solutions), prototype (the solutions) and test (the solutions and learn how to make them better) through an immersive fast-paced exercise the “Gift-Giving experience” which aims to give you the experience of a full design thinking process/ cycle.
workshop: stefFan hooper
title: unity 101
A hands-on introduction to the Unity (unity3d.com) real-time engine used in game development and more. Learn the basics of Unity and see how this technology has made it easier to create interactive content than ever before!
Workshop: dr stefan marks
title: vr & ar
Virtual reality and augmented reality are technologies that allow students and teachers to explore and create objects, places, and events that are difficult or impossible to achieve in real life. Travel through the universe along our solar system and to remote galaxies. Put the Mars Curiosity Rover right into the middle of your classroom. Let your students dive into underwater worlds and experience marine life. Bring mathematical and architectural concepts to life by letting students create their own virtual worlds.
The demonstration session will present some projects and technologies, while the workshop will allow participants to learn about the technologies and software involved to create your own experience.
The workshop will require some basic experience in Unity, so if you are completely new to this content engine, we recommend that you sign up for the Unity 101 workshop first.
The demonstration session will present some projects and technologies, while the workshop will allow participants to learn about the technologies and software involved to create your own experience.
The workshop will require some basic experience in Unity, so if you are completely new to this content engine, we recommend that you sign up for the Unity 101 workshop first.
Keynote: google
keynote: Naomi Manu
title: puhoro academy programmes, massey
Workshop: hanno sander
title: robotmagic: robots + computers = fun
RobotMagic is a tool that helps teachers teach computational thinking across STEM subjects. Students engage with fun 3D worlds including outer space, robotics, games and electronics to solve challenges that align with progress outcomes in the Digital Technologies curriculum. After students’ master new skills and concepts in simulation they “lock in” their learning by experimenting with real world robots, IoT devices and project based learning. In this workshop we’ll mix TinkerCAD 3D objects, scribbling robots and flying drones with different examples of our curriculum to excite you about teaching Digital Technology.
Workshop: Associate professor Sergiy klymchuk
title: unlocking creativity through puzzles
The workshop promotes the regular use of puzzles in the teaching and learning of STEM subjects. By a puzzle we mean here a non-routine problem that looks deceptively simple but has a surprising and counterintuitive solution. It is often presented in an entertaining way. The intention of this pedagogical strategy is to engage students' emotions and curiosity and also enhance their lateral thinking. The expected benefits include improving creative problem-solving skills and also employability since innovative and creative thinking is a workplace requirement. Examples of the puzzles and their impact on teaching and learning will be presented and discussed.
workshop: dr farhad mehdipour
title: the internet of things
This workshop overviews the technology of IoT and its different applications. Several case studies and examples will be discussed/demonstrated, and participants will work in teams on a project to gain a hands-on experience, as an example of what they can take back into their classrooms.
workshop: maru nihoniho
title: How programming and computer science in schools can be authentically relevant and engaging to Māori learners
Tākaro has been designed to give a basic idea of some of the coding concepts used in high-level computer languages. The goal is to ensure rangatahi can participate in the digital world as Māori by offering a tool or pathway to increase interest in studying technology. Although Takaro was designed for rangatahi it is for anyone that wants to learn the concepts behind coding before they learn to write code.
In this session you will be walked through the game and learn more about how it can be used in the classroom.
In this session you will be walked through the game and learn more about how it can be used in the classroom.
workshop: Tanya gray
title: programming, python for beginners
For absolute beginners. Learn the basics of Python programming by writing a series of simple programs. Skills covered will include variables, constants, lists, dictionaries, loops, conditionals and functions. Aligned with AS91883 Develop a Computer Program.
workshop: tanya gray
Programming, JAVA SCRIPT FOR BEGINNERS
For absolute beginners. Learn the basics of JavaScript programming by writing a series of simple programs. Skills covered will include variables, arrays, objects, loops, conditionals and functions. Aligned with AS91883 Develop a Computer Program.
Sponsor: Motat
Julie Baker, Education Manager from MOTAT will talk about the role that museums can play in supporting education in the context of technology’s impact on society. She will have a selection of collection artefacts and examine the socially embedded nature of technology and how technological developments are valued by different peoples in different times (nature of technology strand).
Julie will also take the opportunity to introduce STEAM Cells – a mobile education experience bringing the museum to the school. |
Sponsor: Code Avengers
Code Avengers is an online digital technologies education service. The team is built up of talented school teachers, academics, software developers, marketers, education consultants and advocates. The mission is to make learning fun, engaging, and prepare students for the opportunities of tomorrow. The courses and resources align to the new mandatory digital technologies curriculum in New Zealand, UK, Australia, USA and Canada. Code Avengers senior courses are designed for secondary school students and are aligned with the NCEA achievement standards."
|