CreativITy 2024 – Navigating the Curriculum Program – Day Two

QSITE State Conference is an annual QSITE event that connects and supports educators, institutions and their stakeholders so they may fully explore the opportunities Digital Technologies bring to education and classrooms every day.

CreativITy 2024 – Navigating the Curriculum

QSITE State Conference 2024 Program – Day 2
16th and 17th September 2024
Registration from 8.00 am for an 8.30 am start

With thanks to the following sponsors

Data3 Logo

         

                      

Day 2 – Tue 17 Sep 2024

8:00 – 8:30

Registration and Coffee

Trinity Centre Foyer

8:40 – 8:55

Acknowledgement of Country, Conference Welcome and Housekeeping

Trinity Centre Auditorium

9:00 – 9:45

Keynote – Leanne Robertson – ESA

Supporting Digital Technologies implementation

Effectively implementing Digital Technologies curriculum in schools requires an understanding of the curriculum, core concepts, content descriptions and achievement standards for specific year bands. Integrating Digital Technologies with other learning areas, as well as including a First Nations perspective, provides students with rich learning experiences. Lessons can focus on unplugged activities or make use of digital tools or a range of technologies. Different assessment strategies can be used to assess student learning. With all this in mind, The Digital Technologies Hub (DT Hub) a free resource, funded by the Australian Government, provides welcome and valuable support for schools. The Scope and sequence provides examples of ways the curriculum can be implemented and assessed, lesson ideas provide sequences of learning and infographics provide an explanation of core concepts.

 Bio: Leanne Robertson is a Program Director at Education Services Australia (ESA). Leanne currently manages a number of projects including the Digital Technologies Hub, Maths in Schools and the Girls in STEM Toolkit (the GiST). Leanne has extensive experience in the delivery of National digital education resources. Leanne’s interest in Digital Technologies started as a primary school teacher and continued to grow with her work in the development of resources and professional development. Leanne is currently undertaking research into computational thinking in primary school classrooms part-time, towards a PhD at the University of Sydney.

Trinity Centre Auditorium

9:45 – 10:30

Keynote – Rachel Purdy

Facilitating Learning Opportunities to Prevent Online Child Sexual Exploitation     

This presentation from the Australian Federal Police’s (AFP) Online Child Safety Team, details how the opinions and perspectives of students informed the most recent updates to resources within the national online safety program, ThinkUKnow. This perspective, alongside current research, evidence, and advice from subject matter experts across the fields of law enforcement, education, and child safety, shaped a refreshed approach to discussing themes of online child sexual exploitation and online safety with students, rather than at them, ensuring student’s voices were central to the conversation.

Bio: Rachel Purdy is a Senior Prevention Officer within the Australian Federal Police’s Online Child Safety team. With a background in early childhood and primary education, she works alongside other subject matter experts to develop education materials for children, parents, carers and teachers with the aim to prevent online child sexual exploitation.

Trinity Centre Auditorium

10:30 – 10:40

Interactive Teaching Made Easy, Designed for Classrooms

Angi King (IG3 Education)

IG3 Education’s EduTouch interactive touch panels are designed specifically for classrooms and is packaged with Education Software Solutions that enhances curriculum support and delivery.  Our panels feature annotation tools, a variety of apps and tools, a whiteboard, and wireless screen sharing, making teaching more interactive and engaging.

We will give you a firsthand look at how these features can transform your teaching experience, making lessons more engaging and efficient.

You’ll see demonstrations of the tools in action, learn how to integrate them into your daily teaching routine, and discover how they can help you connect with your students in new and exciting ways.

Whether you’re looking to save time, enhance student engagement, or improve digital literacy, this presentation will show you how IG3 Education’s EduTouch interactive touch panels can make a significant difference in your classroom.

Trinity Centre Auditorium

10:40 – 11:10

Morning Tea & Trade Show

Make sure you visit the exhibitors and discover their products and resources.

Trinity Centre

11:15 – 1:15

Micro:Bits… what next after pretty icons and pressing buttons? – 2 hrs

Dr Damien Kee

MicroBits are an engaging and cost effective way of implementing large parts of the Digital Technologies Curriculum. While flashing icons and pushing buttons are a great introduction, there is so much more you can do with them, without having to buy any additional add-ons.
This hands-on workshop will use both Python programming language and Block based coding, and take you through a variety of classroom ready activities you can immediately run with your class.

Participant requirements: Laptop with internet access. We will use the Makecode webbrowser so no additional software is required.

Bio: Dr Damien Kee is an independent technology education expert, who specialises in bringing technology concepts to teachers and educators around the world. With a focus on Robotics, Programming and Electronics, he works to educate teachers on the benefits and relative ease with which technology can be embedded into their daily classroom activities. Damien can be found anywhere from sitting on the floor of a classroom, working with young students first learning the intricacies of programming, through to presenting at conferences to some of the most skilled educators in the field.

Room: T07

11:15 – 12:15

P-10 Digital Literacy General Capability ACv9.0

Bianca Willis (Principal Project Officer, QCAA)

Would you like to understand how the Digital literacy general capability (Version 9.0) can be embedded into learning area content to deepen and enrich student learning? This workshop will allow you to gain more knowledge about the organisation and structure of the Digital literacy general capability​. We will explore how to identify learning area opportunities to authentically embed elements of the Digital literacy general capability into your planning​. It will also provide strategies and examine QCAA resources for how to plan intentional opportunities for students to learn and practise digital literacy skills.

Participant requirements: laptop or smart phone for Mentimeter interaction during presentation

Bio: Bianca Willis is a Principal Project Officer (Primary – Technologies) for the K-10 Curriculum and Assessment Branch at the Queensland Curriculum and Assessment Authority (QCAA). Bianca brings a wealth of knowledge from her time at Grok Academy, where she designed Digital Technologies resources and Professional Learning for teachers, aligned to v9 of the Australian Curriculum for Prep to Year 10. Her background includes teaching STEM to Years 4-6 at Mary MacKillop Catholic College and her roles as a classroom teacher and Digital Technologies teacher at Goombungee State School and Taroom State School. Bianca holds a Master of Education in Digital Technologies from the University of Sydney.

Room: T08

11:15 – 12:15

Learn Godot for Game Development

Pablo Farias (Founder and CEO, Zenva) and Daniel Buckley (Certified game developer and technical trainer)

Discover the world of video game development and why it’s essential for secondary school DigiTech teachers and students.
Learn the basics of game creation with Godot, a free, lightweight game engine with a Python-like syntax, perfect for classrooms—no account creation needed.
You’ll cover:
* Developing transferable skills through game creation
* Getting started with Godot (no coding experience required)
* Building the core components of a simple game
* Integrating Godot into educational contexts
Empower your students with creativity and technical skills using Godot.

Participant requirements: Download Godot from https://godotengine.org/download/

Bio: Pablo Farias Founder and CEO of Zenva – a leading education platform that helps schools and individuals upskill in coding, game creation and digital skills. Pablo holds a Master in IT Management from the University of Queensland, and is a certified Unity Instructor and Unity Programmer.

Bio: Daniel Buckley Certified game developer and technical trainer. Throughout his career, Daniel has authored over 100 online courses and educational games that teach programming, game development and immersive technologies for both adult and young learners. Daniel holds a Bachelor of Games Development at SAE University College.

Room: T09

11:15 – 12:15

Turning Digitech-Classrooms into Esports-Arenas: A win-win story

Srikanth Sogathur (Senior Teacher)

This presentation will showcase the integration of ground-breaking Esports curriculum into Digitech and Senior ICT-Applied curriculum. It highlights our success as champions in the Esports Fuse Cup, Yagera Sports, QUT Esports competitions, and the Ekka Show Day in Brisbane. Our curriculum, aligned with the Australian Digital Technologies Curriculum, integrates effective classroom pedagogies based on Fisher and Frey’s collaborative learning strategies and Marzano’s focus on student engagement and formative assessment. We employ collaborative group work, formative feedback, and real-time problem-solving to enhance student learning. This presentation will focus on how these pedagogical approaches within the Esports framework have significantly boosted student engagement and academic achievement. Join us to explore our innovative Esports Curriculum and its transformative impact on student learning.

Participant requirements: Laptop

Bio: Srikanth Sogathur is a Senior Teacher in Queensland with extensive practice in teaching coding and digital technologies in Queensland schools for over 15 years. During this time, he has led the integration of coding into the Digital Technologies curriculum and developed coding-focused curriculum for robotics in STEM. Srikanth has also introduced, developed, and implemented an eSports curriculum. His passion for digital technology has driven him to create innovative resources and eLearning portals to enhance digital learning, which have been instrumental in coaching students for coding challenges at both state and national levels. He has mentored and coached teachers to engage students in coding projects, fostering a strong coding culture that has helped students become champions in the Premier Coding Challenge since 2017.

Room: T10

12:15 – 1:15

Digital Technologies – It’s more than coding

Kylie Mathers (Teacher, Digital Technologies, Digital Solutions and STEM) and Mark Venz 

With the release of Australian Curriculum: digital Technologies version 9, user stories, design criteria, user experience, prototypes and design thinking are introduced from primary years onwards. Students are tasked with making products or content which have been designed to meet specific user needs. They use strategies to generate creative and innovative ideas, weigh up options and consider alternatives. This session will endeavour to explain each of the concepts along with ways to teach them so that your students can become the creators of the future.

Participant requirements: Paper and pen/pencil

Bio: Kylie Mathers is a Digital Technologies, Digital Solutions and STEM teacher from Queensland. Her passion to inspire and empower students for the opportunities for the future ensures she is always seeking to understand developments in technology, pedagogy and curriculum.

Bio: Mark holds a Computer Science degree, is a passionate Queensland educator of Digital Technologies, Design, Digital Solutions and robotics. 

Room: T08

12:15 – 1:15

Building your programming knowledge and assessment strategies

Martin Richards (Content Manager, DT Hub)

In this session, Martin will guide you through examples of programs developed using a visual programming language to deepen your understanding of branching, iteration, and variables. You’ll apply this knowledge to analyse programming examples and assessing them against a rubric. Participants will gain insights into effective approaches for assessing students’ programming skills and knowledge.

Participant requirements: Laptop or iPad, optional Scratch 3.0 or for Scratch from Mac App Store

Bio: Martin Richards, a former primary teacher, is the Content Manager on the DT Hub who has an extensive knowledge of the Australian Curriculum: Digital Technologies. Martin designed the scope and sequence on the DT Hub and has created many lessons that help teachers implement coding with relevant examples created in visual programming such as Scratch and Makecode for micro:bit.

Room: T09

12:15 – 1:15

Unlocking Creativity: The Magic of Generative AI

Karsten Schulz (Digital Technologies Institute)

Generative AI, or GenAI, is like giving computers a creative spark, enabling them to generate new content like text and images by learning from existing data. Imagine artificial neurons working together like a mini-brain, processing information and making smart decisions. By seeing how these neurons connect and communicate, we can understand how GenAI models create fresh, innovative outputs. At the same time, we also understand our own human learning processes better. This amazing technology has practical uses everywhere, from jazzing up digital content to automating everyday tasks, making it a fun and powerful tool for both educators and students. With real-world examples and engaging activities, exploring GenAI turns into an exciting adventure into the future of technology.

Participant requirements: N/A

Bio: Karsten Schulz is an engineer, scientist, and educator. He holds a PhD in Computer Science and a Bachelor in Electrical Engineering with a focus on Software Engineering. In 2010, Karsten created the Young ICT Explorers Competition and, in 2014, he founded the Bebras Australia Computational Thinking Challenge, which is part of the International Bebras Challenge.
Karsten has been working in the Australian ICT and Digital Technologies space since 1999 in an international R&D leadership position. He has designed various DT courses, a computer processor, and builds artificial neural networks.
https://www.digital-technologies.institute
https://mycomputerbrain.net

Room: T10

1:15pm – 1:55pm

Lunch & Trade Show

Trinity Foyer

2:00 – 3:00

Mind the Gap: Bridging Workforce Digital Capability

Kerri Buttery (Digital Literacy Licence)

Did you know approximately 25% of Australians are considered ‘digitally excluded’? And by 2030, around 90% of jobs will require some level of digital skills? While we have digital capabilities embedded through the curriculum, do all teachers across the workforce know how to address this?
This session will explore options for upskilling teachers across the school to better support students in preparing for a world where digital skills are as essential as reading and writing. We will also explore some myths, such as the term digital natives and the belief that young people are experts with technology.
Please bring your smartphone to participate in online polls and discussions in this interactive session. It is designed to provoke thought and raise awareness about our future teacher workforce and how to better support our existing teachers.

Participant requirements: Smartphone/laptop to participate in Slido polls

Bio: Kerri Buttery, the founder of VETNexus and Digital Literacy Licence, has worked in the Australian education sector since the 1990s as a teacher, Senior Education Officer with QCAA, textbook author and consultant. With a background as a Business and Technology teacher, Kerri is passionate about the use of technology in education and how this can be used to engage learners and streamline the role of the educator. She also has a focus on access and equity to education and information and how the accessibility of educational resources can be improved.

Room: T07

2:00 – 3:00

Wondering and Working with V9 Technology (P-6) – Inquiry, Engagement and Integrated Units

Belinda Couper (Technology teacher and Head of Department (Curriculum), Wooloowin State School)

Tackling the Technology content in the primary sector can be a daunting task when considering a balanced curriculum and competing school priorities. Resourcing and student skill and interest also need to be contemplated when wondering how to cover the necessary content and allocate adequate time for assessment. Join me for a teaching and learning journey that begins with mapping out V9 Technology across the P-6 space, then dives into creating integrated units of work that blend inquiry with student engagement, and lead to a whole-school approach to implementing the V9 Technology curriculum.

Participant requirements: N/A

Bio: Belinda Couper is a Technology teacher and Head of Department (Curriculum) at Wooloowin State School. With a passion for integrating technology into education, Belinda crafts engaging lessons that inspire young learners and foster digital literacy. Her role as Technology teacher involves designing and implementing a forward-thinking Technology curriculum that ensures students receive a well-rounded, tech-savvy education. Belinda’s dedication to professional development and her enthusiasm for educational technology drive her commitment to creating engaging learning experiences and preparing students for the future. 

Room: T08

2:00 – 4:00

Fostering creative curriculum through Python-Game for Digital Technologies – 2hrs

Srikanth Sogathur (Senior Teacher)

Pitch in for a dynamic 120-minute workshop designed specifically for Primary and secondary school teachers eager to invigorate their classroom teaching by immersing students in Python coding. This session caters to both novice and experienced educators, providing the tools to engage students in computer game design. Presenter will lead you through the entire game development journey—from setting up the development environment to coding interactive gameplay elements. In this hands-on workshop, you’ll explore key Python concepts and cover critical topics such as managing user input, creating game graphics, implementing game logic, and incorporating sound effects. You’ll gain practical experience through exercises and demonstrations, enabling you to build games from scratch. By the end of the workshop, you’ll have a comprehensive understanding of how Python game design can enhance student engagement within the STEM and Digital Technologies curriculum, as outlined in Version 9 of the Australian Curriculum. You’ll leave with a completed game project, ready to inspire and captivate your students. This engaging 120 minutes will transform your approach to coding in the classroom, blending your passion for gaming with the power of Python programming.

Participant requirements: Laptop and Python software installed

Bio: Srikanth Sogathur is an EQ teacher with extensive practice in teaching coding and digital technologies in Queensland Schools over 15 years. During this I have led the integration of coding into the Digitech curriculum, including developing coding focussed curriculum for robotics in STEM. My passion for Digitech has helped me to develop innovative resources and eLearning portals to enhance digital learning, and they have been instrumental in coaching students for coding challenges at both state and national levels. I have mentored and coached teachers to engage students in coding projects and fostering a strong coding culture that helped students to become champions in Premier Coding Challenge since 2017.

Room: T09

2:00 – 4:00

Discover the World of AI: From ChatGPT to Classroom Applications – 2hrs

Karsten Schulz (Digital Technologies Institute)

Artificial Intelligence is transforming our world, and understanding its principles and applications is essential for educators and students alike. This workshop provides a comprehensive, hands-on introduction to artificial intelligence and machine learning, focusing on practical applications and ethical considerations. Participants will gain an introductory level understanding of AI, enabling them to recreate the activities in a classroom setting and inspire the next generation of innovators.
The workshop includes case studies, lesson plans, and AI resources. Attendees will engage in hands-on experiences with classroom-ready resources tailored to the Digital Technologies curriculum and other subject areas.
Workshop format:
– Demystifying machine learning: Principles and applications
– Exploring the technology that Powers GenAI
– How machines learn: Unveiling the learning process
– Emoji recognition: AI-driven sentiment analysis
– Self-driving cars: A journey into autonomous vehicles
– Anti-bullying AI: Harnessing technology for a better school environment
– Analysing science experiment data with AI: Empowering students through data-driven insights
Upon completing the workshop, teachers will possess not only a broader understanding of Artificial Intelligence but also a deeper comprehension of how advanced AI language models like ChatGPT work. Equipped with this knowledge, educators will be well-prepared to incorporate AI-related content into their classrooms, fostering responsible and creative use of AI technologies among their students.

Participant requirements: Laptop, Participants are asked to create a free teacher account on https://mycomputerbrain.net

Bio: Karsten Schulz is an engineer, scientist, and educator. He holds a PhD in Computer Science and a Bachelor in Electrical Engineering with a focus on Software Engineering. In 2010, Karsten created the Young ICT Explorers Competition and, in 2014, he founded the Bebras Australia Computational Thinking Challenge, which is part of the International Bebras Challenge.
Karsten has been working in the Australian ICT and Digital Technologies space since 1999 in an international R&D leadership position. He has designed various AI courses, a computer processor, and builds artificial neural networks.
https://www.digital-technologies.institute
https://mycomputerbrain.net

Room: T10

3:00 – 4:00

Navigating 2025 Digital Solutions

Richard Kelly (Teacher, IPT and Digital Solutions)

The new 2025 Digital Solutions contains a number of major changes. This presentation will highlight the differences between the 2019 and 2025 syllabus and facilitate a discussion among attendees on how to move to the new syllabus without reinventing the wheel for unit plans and assessment.

Participant requirements: Laptop, electronic 2025 syllabus

Bio: Richard Kelly has been teaching IPT and Digital Solutions for more than 20 years in Education Queensland schools. He is Head of Department Digital Technologies, Aviation and eLearning at Toowoomba State High School and the QSITE Toowoomba chapter chair. Richard has a passion for coding and has used PHP and MySQL with his students for almost 20 years. He authored the website Digital Solutions Online (previously known as IPT Online). Richard won the QSITE Emerging Leader of the Year award in 2007 and the Outstanding Leader of the Year award in 2019.

Room: T07

3:00 – 4:00

Beyond the Classroom Walls: Global Collaboration with Adobe Express

Juliette Bentley (Educator)

We will explore the amazing capabilities of Adobe Express in helping students develop their digital literacy skills while promoting global collaboration. Let’s discover how Adobe Express aligns with the four strands of ACARAV.9s Digital Literacy General Capabilities, and Cultural Understanding General Capability, enabling students to easily create, and edit digital media. With Adobe Express students can manipulate images and videos, as well as design multimedia presentations. This powerful tool empowers students to become responsible digital citizens and creators of meaningful digital solutions.

Participant requirements: Computer and internet connectivity.

Bio: Juliette Bentley is an experienced educator who has recently returned to the classroom part-time to pursue her passion for integrating global projects and digital literacies into the Australian curriculum to meet ACARA V.9 General Capabilities. With over three decades of teaching experience and a Master’s degree in Information Learning Connections, Juliette holds various titles such as Adobe Education Leader, Google Certified Teacher, Innovator and Trainer, and Microsoft Innovative Educator. She has contributed to educational texts and presents at workshops and conferences nationally and internationally. Juliette introduced English teachers and students to the global collaboration Write the World platform, where her students were featured in journals. Her involvement in global education includes presentations at summits, conferences, and mentoring teachers across Asia and Europe, and her projects have received awards. Juliette’s mission is to mentor peers in integrating digital technologies into classrooms and improve student digital literacy. She believes combining technology with effective pedagogy and practice can prepare students for their future.

Room: T08

4:00

Conference Close

Prize Draws from Exhibitor Passports

Note: You must be present at the drawing to accept the prize

Trinity Centre Auditorium