In The Classroom

 

In The Classroom is an additional teachers stream delving into the dynamic world of the classroom where the magic of learning unfolds daily.

Offering a mix of sessions with topics from esports, gaming, student intrapreneurship, robotics, digital literacy, classroom management and more technology.

We aim for this stream to aid participants to gain a deeper understanding of how to cultivate an engaging, effective, and inspiring classroom that meets the needs of every learner.

 

Who Attends?

  • Classroom Teachers - Graduate, Proficient and Highly Accomplished
  • Heads of Year
  • Department Heads
  • Curriculum Coordinators
  • Heads of eLearning

 

 

In The Classroom, Wednesday 14 August 2024

Conor Fennell
In The Classroom
09:00

Effective classroom management - Creating a productive learning environment

In The Classroom
09:30

How to attract and retain girls in technology subjects?

  • Present a framework, with 10 ways to attract and retain girls in technology subjects that are tried and tested.
  • Present a case study – where several of these attributes are in place now and they are experiencing cohorts of 50% girls in elective technology subjects.
  • How does gaming translate into untapped skills and resources for attracting girls into technology?  
Ian Clapham
In The Classroom
10:30

Student engagement with esports

  • The Rise of Esports Among Australian Teenagers
  • Educational Benefits and Student Engagement
  • Mental Health and Well-Being Benefits
  • Future and Career Opportunities in Esports

Ultimately aiming to:

  • acknowledge the rise of esports, its educational benefits, mental health advantages, and career opportunities.
  • unpack the importance of understanding and leveraging esports as a tool for positive student development and engagement.
  • identifying how educators, parents, and the gaming industry can collaborate in embedding the responsible use of esports in education.
Andrew Kinch
In The Classroom
11:00

Building healthier relationships with gaming

  • Explore what motivates gamers to play in healthy and unhealthy ways
  • Learn the difference between engaging and compulsive game design
  • Learn how schools can harness the benefits of gaming through gaming clubs and esports programs
Tara Barron
In The Classroom
11:30

Developing future global leaders in the primary school

“Today’s primary students are tomorrow’s world leaders” 

Developing leadership and global mindedness in students to see themselves as citizens of a world community through:

  • Appreciating and celebrating diversity
  • Understanding different perspectives and the WHY
  • Taking responsibility and positive action
Luke Callier
In The Classroom
12:00

Why schools need intrapreneurs

  • How Entrepreneurship leads to Intrapreneurship
  • The Value of Intrapreneurs in your School
  • How Intrapreneurs win in Schools
  • An Intrapreneurs Playbook
Dr Melanie Tarr
In The Classroom
12:30

Explicit instruction through graphic design for programming

  • Explicit Instruction for programming - the framework.
  • Prioritising ecological biology through graphic design.
  • The app ecosystem - building confidence and cancelling code anxiety!
  • Our kids apps - Live examples of student creations.
  • Apps in high school since 2012 - What has been learned.
Adam King
In The Classroom
13:00

Robotics and learning scaffolds

  • Enhanced Engagement: Discover how integrating robotics into education fosters active participation and engagement among students, leveraging technology to create dynamic learning experiences.
  • Scaffolding Critical Thinking Skills: Learn how technology serves as a scaffold, guiding students through increasingly complex tasks and promoting the development of problem-solving and critical thinking skills.
  • Real-World Skill Development: Learn how robotics in education goes beyond traditional teaching methods, providing students with hands-on experiences that cultivate essential skills such as problem-solving, critical thinking, and collaboration, preparing them for the challenges of the future.
  • Promoting Innovation and Creativity through Integration: Explore how robotics and learning scaffolds nurture creativity and innovation by encouraging students to design, build, and problem-solve in collaborative settings
Panel discussion
Panel discussion
In The Classroom
14:00

Challenges of digital literacy

  • Identifies challenges which limits the effectiveness of implementation of digital platforms in the classroom throughout all subject areas.
  • Students are entering into the high school setting who are lacking basic skills and experience with technology and coding, leading to deficits in STEM and digital technology areas.
  • How are we addressing the issues to ensure we are building students who are digitally literate with skills that translate to industry, university and job requirements in an ever-increasing digital world.
  • Introduction of a Digital Media Elective (3-year plan) and upskilling of staff with future planned workshops offered to feeder primary schools
Panel discussion
In The Classroom
14:30

Hackerspace classroom

  • Hacking your classroom and building a smart classroom (IOT)
  • Utilising Github, Blockchain, the Nostr Protocol and the Lightning Network in the classroom
  • Minecraft as an LMS and building virtual learning spaces for VR
  • CyberSecurity and Network Engineering
  • Building an arcade machine and building your own games for the classroom
last published: 19/Jul/24 08:15