This document discusses innovations in digital learning and the ITE digital technologies curriculum. It outlines key shifts towards more student-centered, collaborative, creative and problem-solving approaches. The curriculum will focus on computational thinking skills like decomposing problems, pattern matching, and creating algorithms. It emphasizes giving students agency to pursue their interests through open-ended digital projects. Full implementation is planned for 2020, with voluntary adoption in 2018-2019.
8. Preparing them for their future, not our past
http://bit.ly/1P4JRS9
“…the typical knowledge
and skills in the areas of
reading, writing, and
arithmetic (the three Rs)
are no longer sufficient…”
ritical thinking and problem solving skills
ommunication skills
ollaboration skills
reativity and innovation skills
9. The Nature of Learning
• 7 Principles of Learning
• Key Shifts in the 21st Century
10. The Principles of learning
Learners at the centre
Social Nature of learning
Emotions are integral to learning
Recognising individual differences
Stretching all students
Assessment for learning
Building horizontal learning
11. “If you have not learnt anything new in
the twenty first century how can you
possibly teach twenty first century
learners effectively?” – Gary Stager
12.
13. Disobedient Teaching
http://bit.ly/2odfBOx
• People prefer to create when learning
• The resources of 25 people are greater
than the resources of one
• People will take risks if you take away
assessment
• People prefer to solve problems than to
receive solutions
• People will put an inordinate amount of
effort into ideas or solutions that they
believe are unique to themselves
14. Student Centred Learning
http://bit.ly/gcouros8
“Engaging Students means getting kids excited about our content, interests and curricula.”
Empowering students “means giving kids the knowledge and skills to pursue their passions,
interests and future.”
Bill Ferrier
15. Being stuck is what learning is all about!
http://www.jamesnottingham.co.uk/learning-pit/
16.
17. A pledge for innovation
https://padlet.com/dakinane1/ITE2018
19. Digital Technologies Curriculum - Rationale
This change signals the need for greater
focus on our students building their skills so
they can be innovative creators of digital
solutions, beyond being solely users and
consumers of digital technologies.
20. Draft Digital Technologies Curriculum
At primary school, teachers
will generally take a cross-
curricular approach, with
students learning in the
technological areas as part of
a topic or theme that
encompasses several
curriculum learning areas.
22. Draft Digital Technologies Curriculum - Rationale
Progress outcomes:
Outcome statements:
Progress outcomes identify the key learning steps that need to be developed
through teaching and learning programmes in Technology. While the steps
are uneven, we have mapped the progress outcomes to curriculum/year
levels.
An Outcome Statement describes what students, parents, employers and
society in general can expect as a result of the effort of the education
system. For Technology, this is about describing what it is to be a digitally
capable learner (in terms of skills, knowledge and attitudes) at the end of
Year 10…
34. Computational Thinking
5 573 9
Abstract
1 2 3 4 5Place in sequence
- N
Number of
sides
N+4 N+1 N+4 N+1 N+4
If N is odd – N+4
If N is even –
N+1
7
6
N+1
35. The Knight’s Tour
Rules:
1. Start on any square
2. Can only visit each square once
3. Must end back on starting square
4. Has to stay on board
5. Has to move as the knight does on a
chessboard, but it is the square the Knight
lands on, not the ones travelled over that count
41. Student Agency
“I think it’s an exaggeration, but
that there’s a lot of truth in
saying that when you go to
school, the trauma is that you
must stop learning and you
must now accept being taught.”
—Seymour Papert
44. 20 Things to do with a computer
http://www.stager.org/articles/twentythings.pdf
45. 20 Things to do with a computer
http://www.stager.org/articles/twentythings.pdf
Make a robot
Program the robot to draw a man, draw a house
Make the robot sense its surroundings and react to it
Create a computer game
Write a program to code any 2D shape – geometry, explore variables
Explore spirals
Create a heart and learn to debug Explore fractals – make flowers
Make a movie
Make a music composition
Build a crane to sort blocks – Tower of Hanoi
Make a computer controlled light show
Create a maths quiz
Create and prove optical illusions
Explore balance, make a self balancing robot
Create a computer controlled puppet
46.
47. A pledge for innovation
https://padlet.com/dakinane1/ITE2018