Empowered Learners Designing Sustainable Solutions — Deep Integration of the UN SDGs
Participate and share : Poster
Sunday, November 29, 12:30–1:30 pm PST (Pacific Standard Time)
Ian Fairhurst Sue Floro Archie Fairhurst Oscar Fairhurst
Our primary technology framework has a driving vision that students learn to recognize the power that they, as individuals, possess to enact change in the world. Students investigate real-world scenarios where small changes at a local level create big impacts at a global level (think global, act local).
|Audience:||Coaches, Teachers, Technology coordinators/facilitators|
|Attendee devices:||Devices required|
|Attendee device specification:||Smartphone: Windows, Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
|Participant accounts, software and other materials:||https://cospaces.io/edu/
|Topic:||Project-, problem- & challenge-based learning|
|Subject area:||STEM/STEAM, Computer science|
|ISTE Standards:||For Students:
|Additional detail:||Student presentation|
The Empathy+STEAM approach guides students to be active, creative producers of digital and technological solutions, rather than passive consumers. To also be globally mindful, informed, discerning users of ICT platforms and technological solutions. E-STEAM allows staff to implement inquiry, project / problem-based learning building authentic future-focussed skills.
Students learn to recognise the power that they, as an individual, possess to enact change in the world.
Students explore the possible future outcomes of potential actions, both positive and negative
Students investigate real world scenarios where small changes at a local level could create big impacts at a global level (Think Global, Act Local)
Students communicate with authentic audiences to develop empathy and understanding of human need, and that communities succeed with diversity and tolerance.
10 mins - Introduction to the Primary Years Inquiry Learning Framework
Exploration time with hands-on resources and student guides
15 mins - Year 1 Paddock to Plate - Hands-on session exploring using Ozobots and PaperCraft to map the journey of our food and clothing products from the paddock to the plate.
15 mins - Year 2 students identified one issue, single-use packaging to work on a research project following the design thinking process. They developed 3D models of an improved prototype to solve the issue of single-use disposable packaging
15 mins - Year 3 used MicroBits and a range of accessories to develop solutions to issues in their communities. Students created or redesignd a product or space (accessible playground, theme park, shopping centre). The products or spaces could be created or redesigned using various programs such as Tinkercad, CoSpaces, Maker’s Empire, MicroBits or by using physical resources which have been brought into School.
Ian Fairhurst has been in Educational Technology roles for 15 years and has a passion for embedding authentic, globally focussed, learning opportunities through STEM education and establishing an active ‘maker culture’ within schools. As Team Leader of Technology Integration at Knox Grammar Preparatory School, he is currently responsible for leading and supporting the K-6 community in digital and design technologies. Ian also facilitates a Makerspace with the mantra that ‘anything is possible with technology and a creative mindset’. The students are encouraged to focus their ideas on authentic projects which can make a positive difference at a local or global community level.