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Creative Constructor
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Leadership Exchange
at ISTELive 21
Edtech Advocacy &
Policy Summit

Empowered Learners Designing Sustainable Solutions — Deep Integration of the UN SDGs

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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
Skill level: Beginner
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/
https://microbit.org/guide/mobile/
https://www.microsoft.com/en-us/makecode
https://www.tinkercad.com/
https://www.thingiverse.com/
Topic: Project-, problem- & challenge-based learning
Grade level: PK-2
Subject area: STEM/STEAM, Computer science
ISTE Standards: For Students:
Empowered Learner
  • Students understand the fundamental concepts of technology operations, demonstrate the ability to choose, use and troubleshoot current technologies and are able to transfer their knowledge to explore emerging technologies.
Innovative Designer
  • Students develop, test and refine prototypes as part of a cyclical design process.
For Educators:
Citizen
  • Create experiences for learners to make positive, socially responsible contributions and exhibit empathetic behavior online that build relationships and community.
Additional detail: Student presentation

Proposal summary

Purpose & objective

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.

Outline

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.

Supporting research

http://blog.awwapp.com/6-cs-of-education-classroom/
https://www.worldsavvy.org/our-approach/global-competence/

More [+]

Presenters

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Ian Fairhurst, Knox Grammar Preparatory 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.

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Sue Floro, Knox Grammar School
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Archie Fairhurst, Knox Grammar Preparatory School
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Oscar Fairhurst, Knox Grammar Preparatory School

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