Get hands-on in these practical workshops on 8 November, ahead of the main conference on 9 and 10 November 2022

Only for 3-day pass holders

MORNING WORKSHOPS - 10:00 to 12:00

Engaging students in the new age of learning

Workshop Leader: Nachamma Sockalingam , Program Director, Singapore University of Technology and Design

The Covid pandemic has required us to go digital and embrace online teaching and learning quickly. While online learning has its advantages and allowed us to continue to educate our learners, it comes with its own set of challenges. In this workshop, we will identify some of the critical challenges to understand where we are in terms of technology preparedness and recognize our unique institutional situations. We will then consider selected frameworks for planning curriculum/lesson and for identifying suitable tools for teaching and learning online. We will also consider several examples of emerging technologies to engage students in online learning and collaboratively plan a lesson using the various aspects learnt in this workshop. This workshop is meant for all educators including faculty members, educational leaders and support staff members involved in online/blended teaching and learning. Participants would be exposed to a structured approach in selecting tools and planning their lessons to execute effectively.

Workshop participants will: 

•  Identify institutional critical challenges in teaching and learning online/blended 

•  Examine frameworks for curriculum and lesson planning for online and blended learning scenarios 

•  Identify and access fit for purpose tech-tools  

•  Exploring emerging edtech tools for teaching and learning online/blended 

Intended Audience: All higher education educators including faculty members, educational leaders and support staff members involved in online/blended teaching and learning.  

The role of ICT in pedagogical activities and its impact on achievement motivation: Scientific evidence and practical applications

Workshop Leader: Emmanuel Bernet , Educational Psychology & Technology Advisor, International French School Singapore

With the need to deliver learning in an online environment, the techno-pedagogical skills of teachers at all levels have improved exponentially. The question that now arises is how to capitalize on it in the classroom to enhance the quality of teaching, learning and assessment with technology and bring real added value to student motivation and success. In this workshop, we will briefly consider the challenges of the use of technologies in education. We will then closely examie the concept of achievement motivation and the impact of ICT use on it. Then, through the planning of a pedagogical situation, participants will see how to align their technological, pedagogical and content knowledge in order to maximize the motivational and learning potential of ICT on students. The discussion will be based on the most recent educational research and on the experience of teachers in the room and from the International French School of Singapore. Practical recommendations will also be presented for you and your colleagues so that you can immediately implement practical ideas in your classroom. Be there!

Workshop participants will: 

•  Better understand the psychological process of achievement motivation through the Situated Expectancy-Value Theory (SEVT), and the impact of ICT educative usage on it.  

•  Look into the role of technologies in pedagogical situations with the SAMR model. 

•  Learn about the importance of good Technological, Pedagogical And Content Knowledge (TPACK) in their ICT educative usage. 

•  Actively plan a pedagogical situation for their students by combining the TPACK, SAMR and SEVT models. 

•  Critically compare these ICT models in relation to their potential impact on achievement motivation 

Intended Audience:  All K-12 educators including teachers, edtech coaches, and edtech coordinators. 

Sociometrics, Staff Wellbeing & What Not To Do!

Workshop Leader: Matthew Scott , Principal, Middleton International School

This workshop aims to explore evidence based practices and strategies to improve staff wellbeing and welfare. In this session, we will explore the role of sociometrics in a school context and highlight some key myths that can actually reduce staff wellbeing. Through a blend of theory and action, participants will be designing their own evidence based interventions for their context.

Workshop participants will: 

• Understand key concepts underlying wellbeing strategies 

•  Learn about evidence based practices and strategies to improve staff wellbeing and welfare 

•  Leave with a strategy to boost staff wellbeing and welfare in their own schools 

Intended Audience: All K-12 educators, middle leaders and school leadership teams 

Think like a Designer: The Teacher-Creator of Digital Resources

Workshop Leader: Inna Stevens , Senior Education Consultant, Promeathean

Our world is becoming more and more visual. We are surrounded by screens and everything that we, teachers, create by various means of visualization, not only affects the perception of information, its memorization, motivates and stimulates action, but also contributes to the formation of visual literacy. The ability to communicate using visual images, and skills in the use of visual information are becoming increasingly necessary in our rapidly changing digital world.

Today, almost every teacher is the creator of digital educational resources, for which a variety of tools can be used, starting with Powerpoint, various software solutions for visualization, educational videos, interactive tasks. These tools have become available for everyone. An awareness of design principles and some practical tips will be helpful for anyone wishing to be a digital creator and educator. Education resources design is always a combination of pedagogical design, visual design and user experience – especially as it is usability which is driven by the visual design and not the other way round. The Thinking like a Designer workshop will support the development of your educational resource from the original idea to your final product.

Workshop participants will: 

•  Explore the principles of effective visual design in the education context 

•  Apply visual communication techniques to make digital resources for your students more effective

•  Gain techniques and practical tips for creating education digital resources

Intended Audience: K-12 teachers and teacher trainers to support them in developing digital educational resources for their face-to-face or online classes.

Journey to Student Success: Zero touch deployment to impactful classroom experiences

Workshop Leader: Senior Representative, Jamf

More information to be announced.

Intended Audience: All K-12 educators.  

Optimizing Course and Pedagogical Design for Hybrid Learning

Workshop Leaders: Li Yuekun , Global Business Development, ClassIn, Tuong Truong (QT) , Director of South East Asia, ClassIn , and Zhengyang Cui , Digital Marketing Manager,  ClassIn

The concept of "Hybrid Learning" has often been misunderstood as simply "livestreaming your on-campus lessons", when in actuality a successful deployment of the hybrid learning model requires a complete re-design of the learning objectives, learning tasks, mode of delivery, and assessment methods. In this workshop, we perform a deep dive into hybrid learning curriculum design, to explore what are the appropriate learning objectives, tasks, delivery and assessment models that are suitable for K-12 educators to nurture lifelong learning skills among their students. During the workshop, we will discuss various theories and approaches, and put them into practice by building an example curriculum with the participants.

Intended Audience: All K-12 educators.  

Hey Google! I Want To Collaborate.

Workshop Leaders: Alan Wong, Head of Business Development & Training Services, GSA

Intended Audience: All K-12 educators.  

AFTERNOON WORKSHOPS - 14:00 to 16:00

Learning Gamification through AdventureLEARN: a Student Self-improvement Platform

Workshop Leader: May Lim , Director, Centre for Learning Environment and Assessment Development, Singapore Institute of Technology

Participants will engage in a case-based learning workshop to learn about gamification through the lens of a live gamified micro-learning platform deployed in the Singapore Institute of Technology. 

With the increase of online and self-directed learning, there comes a greater need to help students develop learning traits such as effective approaches to learning, grit and a growth mindset. AdventureLEARN was an online platform designed to encourage students to focus on developing traits and skills which may support them in their learning journey. Gamification was employed to encourage students to engage with the platform for learning and its content based on their own desire for self-improvement.  In this workshop, we will share what we have done and the principles of gamification that can help improve engagement and learning.  

The workshop will start by exploring gamification principles to infuse both extrinsic and intrinsic motivators into the learning design through an understanding of key gamification concepts. Participants will then get to critique an existing gamification platform based on what they have learned about the gamification concept. Finally, participants will have the opportunity to design their own gamification platform with guidance from us.  

Workshop participants will: 

•  Understand the concept of gamification and its characteristics 

•  Engage and have hands-on experience with the existing AdventureLEARN platform to have a feel of the platform and various features 

•  Leave with a draft design of their own versions of a gamification platform 

Intended Audience: All higher education educators including faculty members, educational leaders and support staff members involved in online/blended teaching and learning.  

Influential leadership that drives successful pedagogical integration of technologies in schools: Practical solutions backed by scientific evidence [FULLY SUBSCRIBED]

Workshop Leader: Dr. Emmanuel Bernet , Educational Psychology & Technology Adviser, International French School Singapore

Investing massively in educational technologies for teachers and their students is no guarantee of the quality of pedagogical uses and their impact on student motivation and success. Several external and internal barriers make the integration of educational technologies difficult in schools. However, different factors or characteristics must be taken into account for it to be effective. Through Bronfennbrenner’s ecological approach to development, participants will be invited to explore the impact of different identity, cultural, structural and contextual characteristics of their school and teachers on various use-case scenarios with technologies. Based on these thoughts, the participants will be asked to brainstorm the actions to be taken in their school to promote a more successful and profitable pedagogical integration of technologies. A discussion will follow to allow everyone to benefit from the conclusions drawn and to share experiences from their respective schools. They will leave with scientific and professional readings on the subject.

Workshop participants will: 

•  Learn to analyze an educational situation from an ecological approach to development. 

•  Identify the different types of barriers related to the pedagogical integration of technologies in schools and classrooms. 

•  Pinpoint the different characteristics that need to be taken into account for better integration of educational technologies in their own school. 

•  Leave with a draft action plan to foster a more effective integration of educational technologies. 

Intended Audience: K-12 Principals and school administration 

Creating meaningful Virtual Reality (VR) learning experiences

Workshop Leader: Jonathan Foo , Principal Investigator, XR Media Lab, Singapore University of Social Sciences

Virtual Reality (VR) allows students to engage with learning materials in a deeper, realistic manner which motivates them to fully understand complex topics. Through this workshop, you will learn to integrate VR into different curriculums and study areas,  and design immersive spaces and learning scenarios.

Intended Audience: All higher education educators


STEM Starts Early with VEX GO

Workshop Leader: Jason McKenna , Director, Global Educational Strategy, VEX Robotics

Young students are natural scientists and engineers. They love to tinker, explore and play. With VEX GO, we are able to tap into student’s natural curiosity and reach them before they begin to form negative stereotypes about their proficiency in math and science. And VEX GO makes this easier than ever before. This hands-on workshop with VEX GO will allow you to see how easy it is to build, code and teach STEM with VEX GO.

Intended Audience: K-12


Nurture superheroes by design

Workshop Leader: Madhu Verma, Founder and Director, Design for Change Singapore

Unleash the ‘I CAN’ mindset in your students in this workshop with Madhu Verma from Design for Change Singapore, as she shows how to build 21st century skills and social-emotional learning to nurture Superheroes! Unleashing the ‘I CAN’ mindset to develop values of empathy, creativity, and action through a 4 step Feel-Imagine-Do-Share Design Thinking framework. The simple and transferable framework has enabled 80,000 teachers across 70 countries to empower children to believe that change is possible and that they can drive it. Research by Harvard Research and Stamford with INSEAD has shown that Design for Change FIDS framework significantly increases ideational fluency and elaboration in a divergent thinking task amongst students.

Workshop participants will: 

•  Understand the application of simple Design Thinking process for children and youth.

•  Practice simple design thinking tools that enable children to build empathy and creative confidence 

•  Gather best practices on how to enable them to design a more desirable and sustainable future, today. 

Intended Audience: K-12 Educators with a focus on project-based learning to promote 21st Century Skills, social-emotional learning and employability skills through Innovation, Character Development and Citizenship programmes.   


Hey Google! I Want To Collaborate.

Workshop Leaders: Alan Wong, Head of Business Development & Training Services, GSA

Intended Audience: All K-12 educators.  

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