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Building Communities of Learning With Digital Technologies That Go Beyond the School

,
Pennsylvania Convention Center, 109AB

Participate and share: Interactive session
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Presenters

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Dean of Teaching and Learning P-6
Argiro has been leading innovation in global education for more than 20 years. She is passionate about transforming and innovating education and crafts collaborative programs of curriculum innovation and teacher professional development with the student learning experience at the core. Her programs are designed to build teacher and student capabilities in computational, design and systems thinking, digital fluencies and student agency. Argiro has a Masters Degree in Learning Sciences and Technologies from the University of Sydney, is the Secretary for the IPSHA Innovative Learning Group and is Dean of Teaching and Learning P-6 at Redlands in Sydney, Australia.
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ELearning Teacher Educator
Loreto Junior School
@maria_e
@www.linkedin.cominmaria
Maria is an innovative and creative educational leader. As part of the K-12 Innovation leadership team she is dedicated to integrating emerging technologies into the school curriculum, providing differentiated learning opportunities, and creating student agency. Maria collaborates with teachers to introduce innovative technologies and pedagogies across all Key Learning Areas, while also promoting entrepreneurial and inquiry skills. She is committed to building teacher capacity and coordinates parent and Cyber Safety programs. Maria coordinates the successful VEX Robotics program at Loreto and has initiated TECH/STEM challenges that foster creativity and collaboration among teachers and students from different schools.

Session description

Explore a framework for creating a dynamic interschool learning community through engaging digital technology and STEM-based challenge days. Find out how you can create opportunities for your students to collaborate, apply creative and critical problem-solving, build rapport and exercise learning dispositions in a fun-filled day of interschool challenges.

Purpose & objective

We recognise the untapped power of creating opportunities for digital technology learning beyond the school gate. We seek to build communities of practice and learning across two or more schools through engaging STEM based learning challenges. We do this through utilising digital technology tools and the framework we have jointly created to enable opportunities for students to apply computational and design thinking and creative problem solving while exercising agency, voice and choice. The program further involves students drawing on their skills of creativity and collaboration, building rapport, and exercising learning dispositions in a fun-filled day of inter-school challenges. The strength of the program comes from the mixing of ideas and resources across schools that can be used multiple times to truly build community. In this presentation we will walk you through the framework for constructing such challenge days and grow your own communities.

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Outline

Content and Time frame
This session will present a framework with a customisable and scalable model to set up and run interschool STEM technology challenge days
We will share:
1. How we created a community of practice (COP) and introduce our framework (10 minutes)
2. Practical implementation and top tips for successful interschool challenge days (10 minutes)
Design pattern for challenge day
Design of challenges - what works
Student role and involvement
Reflections: top tips for success
3. Audience activities (10 minutes)
(see below)
Activities
Audience will use their own device (phone, tablet or laptop) and QR codes or online link with join code to take part in interactive activities during the session. The online tool used will be Mentimeter (https://www.mentimeter.com/) or similar.
Audience opportunity to consider school and community opportunities:
Provide one word to contribute to an online collaborative activity to enter their ideas for building communities of practice in their own context
All participants can access this document and download to their devices at the end of the session

Audience reflect on how an interschool challenge could operate in their own context and 1-3 actionable ideas to implement:
Option to share their reflection and 1-3 actionable ideas anonymously in the online collaborative activity
All participants can access this document and download to their devices at the end of the session.

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Supporting research

Science and Technology Educators' Enacted Curriculum: Areas of Possible Collaboration for an Integrative STEM Approach in Public Schools
Brown, Josh; Brown, Ryan; Merrill, Chris. https://www.proquest.com/openview/eb8c63ad281a3fee4a5ad114b19f0a52/1?pq-origsite=gscholar&cbl=34845

OECD (2016), Innovating Education and Educating for Innovation: The Power of Digital Technologies and Skills, OECD Publishing, Paris. http://dx.doi.org/10.1787/9789264265097-en

OECD (2018), Teaching for the Future: Effective Classroom Practices To Transform Education, OECD Publishing, Paris, https://doi.org/10.1787/9789264293243-en.

UNESCO (2021). Futures of education: Learning to become. A global initiative to reimagine how knowledge and learning can shape the future of humanity and the planet. https://en.unesco.org/futuresofeducation/

NSW Govt https://education.nsw.gov.au/student-wellbeing/tell-them-from-me/accessing-and-using-tell-them-from-me-data/tell-them-from-me-measures/collaboration#:~:text=Collaboration%20encourages%20teachers%20to%20grow,and%20positively%20affect%20student%20achievement.

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Session specifications

Topic:
Student agency, choice and voice
Grade level:
PK-12
Skill level:
Beginner
Audience:
Principals/head teachers, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Subject area:
STEM/STEAM
ISTE Standards:
For Educators:
Leader
  • Shape, advance and accelerate a shared vision for empowered learning with technology by engaging with education stakeholders.
Collaborator
  • Dedicate planning time to collaborate with colleagues to create authentic learning experiences that leverage technology.
For Students:
Innovative Designer
  • Students develop, test and refine prototypes as part of a cyclical design process.