ICT in the Curriculum – Stories from the Classroom
Below are some sample sessions from this great stream:
1. Scratch Introduction and Application Throughout the School
The presentation about Scratch will highlight its history, website, attributes, uses in the classroom, example projects and links to the Key Learning Areas. You can't match Scratch for fun and creativity.
2. Examples of Teacher ePortfolios in ICT Accreditation
Nadine White, Alison Lunnon and Kristen Garrett, pre-service teachers specialising in ICT and Pedagogy at Griffith University, will share their innovative use of Scratch, Blogs and stopmotion animation in their practicums as knowledge construction tools. Professional eportfolios with evidence for the Digital Pedagogy Licence will be displayed
3. Supporting teachers and curriculum with eXperts
4. Digital Storytelling How To
Digital Storytelling works to enhance any and all strands and levels of curriculum. Some examples include - documentaries, how-to tutorials, short stories, history accounts, poetry displays and mathematics reports. This session will give you the basic 'How To' to plan and execute a successful digital storytelling project.
5. Web 2.0 in the year 4 to 7 classroom
6. Using Forums in Humanities and SOSE - examples of different forum methods and guidelines for success
7. Games Enhancing Educational Practice
Practical ideas and ways to incorporate games into teaching practice (various KLAs) in the middle school is the session’s focus.
Game templates can be used to revise content in numerous areas quickly and effectively.
Learning objects are powerful concise ways to engage students meaningfully.
Scratch is great free programming software that can be used to capture the imagination of students (awareness and basics).
An example of games in practice will be briefly overviewed - how lower secondary ICT students have developed educational games with Scratch (programming software – freeware).
Resources available for classroom modification and use at the conclusion of the session.
8. Authoring digital pedagogies and edutainment games by students a classroom success story from a Queensland State High School
Educational games have obsessed a significant place in instruction and learning. However, not all the educational games are able to engage the students in learning due to differences in the geographical, cultural and linguistic barriers. Students can be engaged in authoring edutainment games tailored for the local environment that can provide constructivist, conversational and investigative learning experiences both in the ICT and other curriculum subjects. This paper will be presented on how the authoring of digital pedagogies and edutainment games has contributed to the student learning in one of the Queensland State High Schools
9. Supporting Teachers and Curriculum with eXperts
For questions or to add your presentation contact Alex Delaforce




