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Inspiring Change, Empathy and Perspective in Learners Using Innovative Technology

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Pennsylvania Convention Center, 118A

Explore and create: Exploratory Creation lab
Preregistration Required
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Presenters

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Knox Grammar School
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Team Leader of Innovation and Technology
Knox Grammar Preparatory School
@ianfairhurst
@ianfairhurstedu
ISTE Certified Educator
Ian Fairhurst is the Team Leader of Innovation & Technology at Knox Grammar Preparatory School in Sydney, Australia. Responsible for leading and supporting staff & students in the immersive use of digital & design technologies embedded in innovative learning experiences, he is passionate about embedding authentic globally-focused learning opportunities through STEAM education, as well as establishing an active maker-culture in schools. Ian has a master’s degree in Innovation & Change, and has presented globally on developing real-world educational experiences with an empathy+STEAM approach. His vision is to provide opportunities for the next generation of leaders to engage with authentic issues in our world.
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Primary School Teacher
Knox Grammar Preparatory School
@LFelizzi
Luisa Felizzi is a dynamic and forward-thinking educator dedicated to empowering students by fostering innovative learning experiences. With a keen focus on the integration of technology and design, Luisa is passionate about fostering an environment that encourages creativity, problem-solving, and collaboration. She engages students with authentic issues in order to develop their own solutions and believes in nurturing their innate abilities to think critically and creatively to make a positive impact on the world and become compassionate global citizens.
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Teacher
Knox Grammar Preparatory School
@hgregoryedu
Hayden is a passionate and forward-thinking K-6 Primary school teacher from Sydney, Australia. With an unwavering belief in the transformative power of education, Hayden embodies a visionary mindset dedicated to empowering the future leaders of our world. He envisions a future where students are encouraged to think globally and seek innovative solutions to real-world issues through the purposeful integration of technology. By fostering a rich and experiential curriculum, Hayden provides an environment that nurtures creativity, design thinking, and collaboration among K-6 students.
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Knox Grammar Preparatory School
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Knox Grammar Preparatory School
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Knox Grammar Preparatory School
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Knox Grammar Preparatory School
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Knox Grammar School
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Knox Grammar Preparatory School
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Knox Grammar Preparatory School
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Pre-Sales Director
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Knox Grammar Preparatory School
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Knox Grammar Preparatory School
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Knox Grammar Preparatory School
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Knox Grammar Preparatory School

Session description

Discover how students use micro:bit devices and FABLE kits to design, construct, modify code and showcase motion in innovative arcade games. Students enact change by exploring empathy and perspective through the process of empathy mapping. Learners apply coding and computational thinking skills to create an inclusive arcade game.

Purpose & objective

Purpose: learn how to authentically integrate micro:bit devices and FABLE Kits into an inquiry cycle and explore empathy and perspective.

Objectives:
Students showcase how to design, construct, and modify and debug code to create innovative arcade game
Inclusivity: Explore empathy mapping and perspective to reduce inequalities
Learn how to follow and implement a design process within an inquiry approach

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Outline

Creation Lab Outline:
Introduction: 15 minutes: Introduce unit explored –inquiry and design process followed throughout unit
- Problem solving and thinking routines
- Empathy mapping
- Microbit devices, FABLE kits introduced

Modelled Learning: 10 minutes: Students showcase arcade games created
- Forms of energy learnt
- modifying and debugging of code, - micro:bit and FABLE kits
- how they solve problems that arose,
- the design process they followed,
- perspectives gained through empathy mapping to work towards inclusivity.

Guided Learning: 30 minutes - Participants work through the design process the students did, with student assistance.
- Identify an arcade game and inequality surrounding that game.
- Empathise and gain perspective– complete empathy map
- Modify and debug code on Makecode app (micro:bit and FABLE kit)

Reflection: 5 minutes - Engage in feedback process
- I was inclusive by…
- Something I learnt was...
- The hardest problem I encountered was… I solved this by…
- My greatest success / I felt most creative when…

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Supporting research

https://files.eric.ed.gov/fulltext/EJ918910.pdf

https://squarepandaindia.medium.com/using-empathy-maps-in-education-f42c51539502

https://www.dfcworld.org/SITE/dfcstory

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Session specifications

Topic:
Innovation in early childhood/elementary
Grade level:
PK-2
Skill level:
Beginner
Audience:
Teachers, Teacher education/higher ed faculty
Attendee devices:
Devices required
Attendee device specification:
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
https://makecode.microbit.org/#editor
https://shaperobotics.com/en/download/
Subject area:
Computer science, STEM/STEAM
ISTE Standards:
For Students:
Empowered Learner
  • Students articulate and set personal learning goals, develop strategies leveraging technology to achieve them and reflect on the learning process itself to improve learning outcomes.
Innovative Designer
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
Computational Thinker
  • Students formulate problem definitions suited for technology-assisted methods such as data analysis, abstract models and algorithmic thinking in exploring and finding solutions.
Related exhibitors:
Pitsco Education