Bringing Computing to Life
Two day course on raising the bar in teaching computing
Many teachers of Computing in Australian high schools struggle to find ways to bring the curriculum to life, either because they are teachers of other subjects who have been asked to teach computing or because they have not had a chance to update their skills since they learnt to teach computing.
Macquarie University, in conjunction with MacICT present this special professional learning opportunity. This two-day “Bringing Computing to Life” workshop will provide a range of exciting strategies and resources for NSW’s four dedicated computing courses (IST, IPT, SDD and IT(MM)) that teachers can use directly in their classrooms to create inspiring computing experiences for their students.
- experience a range of innovative and proven strategies, project ideas and resources which bring the computing curriculum to life
- be introduced to Augmented Reality technology, and get an overview on 3D design and 3D printing in classroom projects
- understand the principles that underpin the effective teaching of computing, including developing exciting collaborative tasks, creative processes, deep learning and team building
- develop a collaborative community of practice so that teachers can share their ideas and support one another to improve their practice
Completing this course will contribute 12 hours of QTC Registered PD addressing 1.2.2, 1.5.2, 2.3.2, 3.2.2, 3.4.2, 6.2.2 from the Australian Professional Standards for Teachers towards maintaining Proficient Teacher Accreditation in NSW.
Note: This course is registered by Macquarie University (MQCS4HS2013) therefore enrollment will not appear in MyPL. Accreditation will be processed by the University after the event.
Audience: Secondary teachers of Computing Studies.
Keywords: Secondary, STEM, STEAM, Creativity, Design, Digital Literacy.
I am not a creative person and I am the only IT teacher at my school. This was the perfect PD for me, it’s exactly the pedagogical practices and learning activities that I need to bring to my classroom. I feel inspired and informed.
My learning in this course can lead to higher engagement levels in the classroom, greater integration of robotics across the curriculum, greater collaboration and improved problem solving skills in the students.
I was introduced to many resources that will be very useful in my teaching. Many of these are very engaging and will be great motivation for the students. Some of these were totally new to me!
Developer and Facilitator
David has established a reputation for expertise in interactive digital education. He has been recognised in the award a National Excellence in Teaching Award, a Regional Award for Excellence in Secondary Teaching and in 2012 was awarded a NSW Premier’s research scholarship in New and Emerging Technologies around the globe. He held the position of Head Teacher of Computing at Chatswood High School for ten years, is the author of a number of texts and lead author of the current Pearson text for Information and Software Technology. David is has been a long time workshop presenter for ICTENSW, the professional body for teachers of computing in NSW and has been a senior marker for High School Certificate computing courses.
He has many years experience in the training of pre service teachers of IT/computing in a number of tertiary institutions. His work in multimedia has involved working alongside Adobe as a presenter at their International Conferences. His students’ digital works have been frequently awarded and selected for post HSC exhibition. Many of David’s students have enjoyed successful careers in animation, games design, robotics and other creative digital media fields.
Unfortunately there are no plans to run this course again. Apologies for any inconvenience.
How do I enrol?
How is payment taken?
How do I get there and do I need to bring anything?
What if I cancel or don't show up?
You can delete your own enrolment through MyPL, however keep in mind any cancellations made within 2 days of the event or no-shows will incur the full cost, charged to your school. Please contact us if there are any issues with your attendance.
What's a follow-on component?
Some of our courses include a follow-on component to be completed by the participant in their school context with the aim of transferring the new practice to their teaching and learning repertoire. These deliverables are included as part of the course hours and are designed to engage teachers in real ‘learning through doing’ leading to improvement in the skills and capabilities of teachers. This is an opportunity for you to have some time to take what you learned during the workshop and apply it to your own context and your own students. Details of the follow-on will be emailed out to all participants. The deliverables must meet the following Criteria:
- Product (this may refer to lesson plan, unit of work or other digital product)
- evidence of creativity;
- planning and/or design;
- incorporation of key ideas in the course;
- integration of technology; and
- a published/shared product that is appropriate to audience, purpose and context.
- Online Interaction
- peer feedback; and
- community building.
- Personal Written Reflection (200 words):
- Reflect on the learning experience gained by participating in this course, including the deliverables, OR reflect on your classroom practice (including a description of the pedagogical approach, delivery and implications for the future); AND
- Reflect on how you achieved one or more of the specified professional learning standards.
A new dimension to learning using Augmented Reality technology.
Using augmented reality (AR) in the classroom engages students far beyond worksheets, textbooks, video and traditional print. Enabling students to create AR experiences related to syllabus outcomes will promote deeper learning of content, connect knowledge and information, and promote the development of design, creativity and ICT skills.
Keywords: Creative & Critical Thinking, Design Based Learning, Digital Literacy, iPads
Bringing Programming to Life with Physical Computing
Explore how physical computing can be integrated into the curriculum to engage students in deep learning.
Discover how to bring programming to life with physical computing. Learn how to program a microcontroller in order to make a real-world prototype with electronic circuits.
Keywords: STEM, STEAM, Creative & Critical Thinking, Coding, Programming, Maker Ed.
3D Printing and Designing for the Classroom
An introductory workshop for primary and secondary teachers across all KLAs wishing to introduce 3D design and printing into their classrooms and coursework.
3D printing can be a deeply satisfying experience for students raised as screen consumers, and the ultimate constructivist learning activity. It is a forgiving technology and inspires imaginative thinking, problem solving and creativity.
Keywords: Creative & Critical Thinking, STEM, STEAM, 3D, Design Thinking
Towards the HSC with ICT
This course aims to encourage teachers to use ICT in year groups where it is least often used in innovative ways. ‘Towards the HSC with ICT’ will provide teachers with the pedagogical knowledge and practical skills for using ICT strategies that are relevant to the curriculum and assessment requirements of the senior years in humanities subjects with a particular focus on English.
Keywords: Creative & Critical Thinking, Design, Digital Literacy.