DIGITAL TECH CONFERENCE

 

 

The Digital Tech Conference is one of 8 paid conferences running in parallel with all EduTECH conferences and seminars.


Immerse yourself in the forefront of educational innovation at the Digital Tech Conference. Designed exclusively for educators overseeing the Australian Digital Curriculum, this conference is a must-attend for any teacher passionate about integrating coding, robotics, AR/VR, drones, multimedia, Esports, gamification and other cutting-edge digital technologies into their teaching repertoire.

 

WHO ATTENDS?

  • Digital Technology Teachers
  • ICT Teacher
  • Head of Digital Learning
  • Computer Science Teachers
  • Coding Teachers
  • Learning Technology Teachers
  • Any classroom teacher who wants to integrate the Digital Curriculum into their lesson plans

TOPICS

  • Innovation in STEM
     
  • Scratch - whole school implementation
     
  • Collaborative Intelligence: AI, students and the invisible prompt
     
  • Moving from AI prompting to AI fluency
     
  • Explicit instruction through graphic design for programming

 

 

 

Digital Technologies, Tuesday 13 August 2024

Ryan Elwell
Digital Technologies
11:45

Moving from AI prompting to AI fluency with large language models

Through this presentation, attendees will:1. Review and reflect on the importance of prompting with large language models, and how a few key inclusions can increase the impact of the AI output.2. Explore extensions to take prompts even further, and learn techniques to better refine and amplify your AI interactions.3. Define AI fluency, and unpack the skills and dispositions teachers and students can demonstrate to create more effective and meaningful interactions with large language models. 

Dr Jenny Nash
Digital Technologies
12:15

Learning through play: Engaging students and teachers

  • LEGO Education plays a vital role in the mission to inspire builders of tomorrow, with an ambition to enable all students to succeed by delivering engaging, hands-on, in-classroom experiences rooted in learning through play.
  • This keynote aims to provide insights into how we can ensure engagement from students in classrooms as well as discuss through the key challenges that teachers face.
  • Our solutions are rooted in the learning through play methodology and pedagogy before technology, which allows students to develop a holistic set of skills that are not only cognitively rooted, but also rooted in social, emotional, physical, and creative development. We empower students to find meaning in the world around them and create positive change.
Andrew Del Mastro
Digital Technologies
13:15

Deploying collaborative intelligence: Ai, students and the invisible prompt.

Discover how an LLM is being used, via an LMS, as a tool to work with students across the College. Learn how you can create an Ai powered resource to deploy for your students. No code, no developers, little cost, unlimited potential.

Catherine Newington
Digital Technologies
13:45

Using data to inform the direction of teaching the Digital Technologies Curriculum and how schools can support teachers

Eleni Kyritsis
Digital Technologies
15:15

All aboard the Tinker Train: Sustainability, visible thinking & inquiry in action

Explore innovative ways in which STEAM is seamlessly integrated throughout the curriculum in this session.

Eleni will present her school's acclaimed Inquiry framework, "Strathcona's Tinker Train," showcasing how it incorporates STEAM, visible thinking, and design thinking. Witness the strategic use of technology at every stage, from the initial acquisition of new knowledge to the culmination in final assessments and showcases. Gain insights into the comprehensive process that empowers students in their learning journey, allowing them to showcase acquired knowledge while honing a diverse set of skills. 

Panel discussion
Digital Technologies
15:40

Authentic curriculum integration

In this presentation, we explore the concept of “creative serendipity” through the integration of Digital Technologies and Performing Arts (Music) learning domains into valuable cross-curricular learning experiences. Using semester-based projects from Years 5 & 6 as working examples. The presentation showcases two projects, “Battle of the bands”, and “Retro-Gamer”, from planning, through resourcing, implementation, and the culminating community events.

 

Take-away key points:

  • The richness of combining learning domains
  • The “Batte of the bands” case study project, our first iteration of explicit integration, well not quite, but back to our PBL roots post-COVID
  • The “Retro-Gamer” case study project, taking what worked well, and creating something bigger!
  • The value of the Maker’s Space as a form of celebrating creativity
  • What happens when creative skills spontaneously appear out of expected context? Creative serendipity!

 

Take-away resources:

  • Planning overview documentation
  • Access to the “Retro-Gamer” Google Site, including workshops, resources, worksheets, and assessment checkpoints
  • List of hardware and software used for showcase projects
  • Integrated curriculum map (Victorian Curriculum Level 5-6) for Digital Technologies and Performing Arts (Music)
Vince Wall
Digital Technologies
16:05

Bringing generative AI into the classroom: The lived AI experience

Key audience takeaways from this talk include:

  • Insight into how generative AI might be used within Australian secondary schools and examples of the use of generative AI applications in different subject areas, year levels, domains and school contexts.
  • Insight into some of the challenges and barriers for integrating generative AI into the classroom, such as ethical, technical, pedagogical, and logistical issues. 
  • Insight into some lived experiences in overcoming these challenges and suggested strategies for overcoming these issues.
  • Provision of a possible template for implementing generative AI in a secondary school setting, covering aspects such as curriculum design, learning objectives, assessment methods, and feedback mechanisms. This section of the talk offers some tips and suggested best practices for using generative AI effectively and responsibly within schools.
  • Recommendation of some useful and accessible resources for school leaders, teachers and students who want to learn more about generative AI, such as online courses, books, podcasts, blogs, and tools. The talk will give insight into how these resources might assist schools as they increasingly engage with generative AI for learning.  
last published: 15/Jul/24 10:25

Digital Technologies, Wednesday 14 August 2024

Scott Sleap
Digital Technologies
09:00

The Artemis Effect: Inspiring the next STEM generation

Professor Scott Sleap will unveil how space exploration can energise STEM education and help fill Australia's growing STEM skill gaps. With 93% of US students interested in space, and Australia's role in space exploration growing, especially through the upcoming Artemis missions, this session will showcase the universal appeal of space as a catalyst for STEM interest and careers.

Key Takeaways:

  • Partnerships Enhancing STEM: Insights into how the NSW Department of Education's collaborations with space agencies and industry leaders are bringing real-world space science to classrooms, motivating students through direct engagement with Australia's space initiatives.
  • Space Exploration as an Equity Bridge: Strategies demonstrating how space can inspire students across diverse backgrounds, particularly in under-represented communities, by providing equal access to high-quality STEM learning experiences.
  • Access to Space Education Resources: Information on how educators can tap into Australian and international space-related programs and resources to spark student interest in STEM, with practical tips for integrating space into teaching.
  • Inspiring STEM Careers through Space: An exploration of how the excitement surrounding space and the Artemis missions can inspire students to pursue STEM careers, helping to address Australia's current skill shortages.

Professor Sleap's presentation will not only highlight the educational potential of space but also offer actionable insights for engaging students in STEM, showing the critical role of space in shaping the future of education and STEM workforce development in Australia.

 

Sam Nikolsky
Digital Technologies
09:30

Prototyping the future of education

  • See how partnerships between education & industry with a focus on Industry 4.0, robotics & automation, cyber, digital & data allows students to solve real-world problems using industry-standard software and hardware
  • See how a focus on inclusion, accessibility and engagement provides transformational experiences for students outside the traditional frameworks of schooling
  • See how Wyndham Tech School is leading the way through industry-driven curriculum, high spaces and equipment and innovative pedagogies and equipment.

See this video for a snapshot of our work: https://www.youtube.com/watch?v=yu8hmEWbZ0s

Jason Mckenna
Digital Technologies
10:00

Meeting and supporting all CS learners with VEX Robotics

Panel discussion
Digital Technologies
10:30

The successful use of STEM and digital technology for Aboriginal and Torres Strait Islander students.

  • Understanding of the PFF STEM Centre Initiative including evidence based research.
  • Overview of the Program Structure including the PFF 5 Pillars.
  • Video/Photo Presentation of the effective use of STEM and digital technology resources in action.
  • The importance of cultural perspectives including links with family, industry and community partnerships.
  • Examples of successful stories of our PFF students and Alumni.
Panel discussion
Digital Technologies
11:00

Game on! Empower students to become digital makers through the Australian STEM Video Game Challenge

  • Understand how to empower students to develop digital games through participating in the Australian STEM Video Game Challenge
  • Practical and effective ways to engage and support all students in digital technologies
  • Hear stories of the impact game development has had on real students
  • Get insights on what students enjoy about making games at school
  • Transdisciplinary project based learning: integrating digital technologies across the curriculum
Digital Technologies
11:30

HP Presentation

Courtney Weaver
Digital Technologies
11:30

It’s not (just) about the coding

The Digital Technologies curriculum is often described as "teaching coding". This equates to the paradox of both missing the key purpose of the learning area whilst at the same time making it more daunting for teachers to teach and assess. Join Grok Academy as they share the rich and engaging experience of the "forgotten bits" of Digital Technologies.

Grant Jones
Digital Technologies
12:00

Using real world studies to drive authentic STEM learning in the classroom

  • Explore the idea of authentic STEM in the classroom
  • Understand how real world studies can enhance the authenticity of STEM learning experiences
  • Unpack STEM learning experiences and how they add value to the classroom
  • Walk away with confidence and ready to teach authentic STEM using real world studies
Mark Yeates
Digital Technologies
12:30

P-10 Learning using VR XR & Meta-Spaces

  • Develop interactive simulations that allow students to actively engage with the lesson content.
  • Design virtual environments that facilitate collaborative learning among students.
  • Creating multi-sensory nature of VR to create impactful learning experiences.
  • Implement adaptive learning pathways based on individual student progress and preferences
  • Virtual Field Trips and Experiential Learning: Take advantage of VR to conduct virtual field trips to locations that would otherwise be inaccessible
  • A link to five sets of Unit plans for ages - (P-2, 3-5, 6-9,10,12,13 -15) these will only be given to attendees on the day.
Lauren Stanhope
Digital Technologies
13:00

Boost design thinking using DT Hub resources

  • How to develop design thinking in our students
  • Examples of implementing design thinking for Years 5-8
  • Free resources from the DT Hub to support the process
Xia Sheng, Bruce Lee
Digital Technologies
13:30

Innovative virtual immersive learning pedagogy

  • Surfing the waves of educational transformation
  • From future students to future educators
  • From XR to Metaverse for education
  • Experience Synchronization
Chris Brown
Digital Technologies
15:00

SPOT the robot - Why robotics education?

Intro:-

  • Why Robotics Education?
  • Educational Robotics platforms for Schools
  • Why a robotic quadruped? (In our case SPOT)

Example Projects:-

  • Photography with a gopro/camera
  • Obstacle Avoidance/Navigation
  • Artistry (arm manipulation and Python)
  • Rubbish patrol (arm manipulation and Python/location awareness)
  • Emotional support
  • AI integration & conversation
  • Play ball (arm manipulation and location awareness
last published: 15/Jul/24 10:25