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.
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.
Where to from here? – Technologies, AI and the Australian Curriculum
AI is an accepted and ever-present emerging technology that is continuing to shape our daily lives, schools and careers. As such it is becoming increasingly obvious that an underpinning knowledge of what AI is and how it works is crucial for all of us, especially those of us connected with education. Knowledge about AI and the skills to effectively use and evaluate AI tools, systems and outputs may be the difference between those who are able to take control of their futures and make a positive impact on the world and those who cannot. The Australian Curriculum Version 9.0 provides a foundation for our students to do just that, including becoming responsible, ethical designers and users of AI systems exploring the relationship of AI to other learning areas and being ready for what comes next.
Bio: Melanie Hughes, Curriculum Specialist, Technologies, Australian Curriculum, Assessment and Reporting Authority (ACARA) is responsible for the Australian Curriculum: Technologies and the General Capability: Digital Literacy. Melanie is an experienced teacher who has worked in Primary and Secondary classrooms and on cross sectoral technologies projects. Melanie has been a board member of the Information and Communication Technologies Educators Association of NSW (ICTENSW) and a Senior Project Officer for ACARA’s Digital Technologies in Focus (DTiF) project. During her career Melanie has been a classroom teacher, curriculum leader, technologies integration specialist, Education Consultant: Technologies, K-12/STEM for The Association of Independent Schools NSW and a Senior Education Specialist: Technologies/ STEM with the Australian Academy of Science.
“An AI Odyssey – Navigating the Future of Education”
Embark on a captivating journey with Brett Salakas, the HP Education Ambassador for Australia and New Zealand and the 2024 Most Influential Educator in Australia, as he explores the transformative landscape of Artificial Intelligence in education through the lens of Homer’s epic, The Odyssey.
In this engaging keynote, Brett intertwines the timeless narrative of Odysseus with the modern voyage educators undertake in integrating AI into leadership and strategic practice. Discover the metaphorical “storms” that can blow your initiatives off course, identify the “monsters” and pitfalls to avoid, and learn about the “compass points” that will guide you towards successful and meaningful AI integration.
Brett will also showcase a selection of practical AI tools and applications designed to empower school leaders and aspiring leaders, enhancing decision-making, administrative efficiency, and educational outcomes. Join this insightful session to equip yourself with the knowledge and strategies needed to confidently steer your school community through the evolving seas of AI technology.
Bio: Brett Salakas, the HP Education Ambassador, is an international keynote speaker, the best-selling author of ‘A MAMMOTH Lesson’, the founder of #aussieED (the largest online network of teachers in Australia) and the co-founder of the ED Poets Society. Currently, he is identified by Linkedin as a TOP VOICE (top 1% worldwide) in K-12 Education. Brett was awarded with the NSWICTE and ISTE ‘Making ‘IT’ Happen award in 2024, was recently identified by the District Administration Leadership Institute as one of the top 100 most influential leaders in education globally (the only Australian named on the list) and he was named the Most Influential Educator in Australia for 2024 by The Educator magazine.
Brett is a teacher and experienced school leader who, over the past 26 years, has taught in South East Asia and Australia. He is passionately committed to turning educational theory into real classroom practice. Brett is all about CONNECTION, COLLABORATION and INSPIRATION.
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.
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.
Discover how video games are made, and why this is a must-have skill for educators and students.
You’ll learn the basics of creating games with Unity, the tool used to make more than 50% of all games, including:
* How transferable skills are developed through game creation
* Getting started with the Unity engine (no coding experience required)
* The building blocks of a simple game
* Unity in educational contexts
Channelling the no-nonsense energy of Roy Kent from Ted Lasso, this workshop is all about empowering teachers with AI tools that are not only powerful but also completely FREE.
This session will showcase a range of cutting-edge tools that you can start using in your classroom right away. The stars of the session will be a suite of Adobe products, including the new Adobe Podcast, Enhanced Speech, and Voice Animate, perfect for bringing creativity and innovation to your lessons. Alongside these, you’ll be introduced to a variety of other free resources (like Snorkl and more) all designed to enhance your teaching practice without breaking the bank.
Join this lively and interactive workshop to walk away with a toolkit of free AI resources that will make a real difference in your classroom, delivered with a bit of Roy Kent’s trademark wit and wisdom.
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.
In 2024, Gen-AI represents a transformative force reshaping the very fabric of industry practice and education pedagogy. Attend and understand the global trends, industry requirements, tools and the profoundly significant shifts in curriculum development facing us in today’s classroom. Gen-AI challenges us to reconsider the skills and competencies required of future practitioners alongside the looming ethical considerations required within the discourse of technology education. Let us take on this opportunity to reimagine design education, paving a path towards a more inclusive, innovative, and ethically-driven classroom. Join this information packed session delivered by Rashan Senanayake (www.rashansenanayake.com) from Inspired Education Australia (www.i-edu.com.au), leading professional development for teachers in Design Thinking and emerging technologies (AI / VR / AR / Software and more.)
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.
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.
This presentation will outline how teachers can support the growth of children’s digital literacy from the early years through to Year 6. We will explore how students’ age and stage impacts their digital literacy development and how teachers can support this vital skill within an already crowded curriculum. We will look at a variety of techniques and activities that you can take into your classroom ready for next term.
Bringing together insights from academia, industry professionals, and experienced teachers, the workshops aim to offer a comprehensive overview of how AI can be integrated into educational settings and provide practical strategies to ensure you leave with actionable plans and a deeper understanding of how AI can enhance educational outcomes and prepare students for a future where AI plays a significant role.
Three 1 hour workshop series on AI in education:
1. Exploring the impact of AI on education and developing future-focused school AI policy;
2. Exploring industry use of AI and developing AI career maps for students; and
3. Exploring school uses of AI and developing an AI implementation for your school or classroom.
Attend all three workshops and receive fantastic Google swag. Those attending from outside Brisbane will receive additional support thanks to Google.
In this session, you’ll get a snapshot of the esports programs at Forest Lake SHS, Ripley Valley SSC, and Bellbird Park SSC, and see how they engage students in fully offline environment. Forest Lake SHS and Ripley Valley SSC will share insights into their programs and how they got started and offer practical tips for setting up esports spaces discussing budget and HR challenges. We’ll also cover cybersafety and the eSafety Commission, focusing on offline network setups to keep student safety a top priority. Bellbird Park SSC, new to esports this year, will discuss their program development process. Additionally, we’ll explore AI tools for creating interactive learning environments and discuss strategies for making assessments more inclusive across subjects. Join us to find out how to get students engaged. #MakingKidsLivesBetter
Students benefit most when they learn in their preferred style, a fact supported by research. Attend this session to discover practical strategies for enhancing student engagement and motivation using Adobe Express and Generative AI tools. These tools not only make teacher planning more efficient but also increase student engagement and wellbeing. The session will cover formative feedback and innovative uses of AI to expand students’ thinking and creativity. We will touch on Metacognition and fun ways to get the kids thinking about their thinking! #MakingKidsLivesBetter
Build confident coders with the LEGO Education SPIKE ™ portfolio, a complete solution for implementing a strong robotics program in Primary and Secondary school. Explore how students from early to middle years are engaged in a progressive STEAM learning approach. The ACARA aligned lessons and challenges encourage students to think critically and collaborate to create simple to complex robotic solutions with real world relevance. The ability to think critically and creatively, as well as solve problems is necessary to prepare our students for a rapidly evolving future. When a student can relate a concept to their own lives, they are more likely to be motivated to learn about it, and more likely to retain the knowledge. When teachers create classroom learning environments in which all students are engaged, challenged, feel safe to take risks, learning is optimal. The teaching resources ensure teachers are implementing teaching methods that are effective in STEAM learning and help to develop students STEM skills today to be the innovators of tomorrow.
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.
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.
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.
Digital Solutions IA2 and IA3 can be completed in a number of ways using a variety of programming languages. This workshop work through the skills students and teachers would need to do IA2 and IA3 in the web applications context using PHP and MySQL. Participants will code a web based component of a digital solution in PHP that connects to a MySQL database to retrieve and insert data, and another web based component that connects to an online API returning JSON and XML to programmatically transform data from one form into another. No prior knowledge of PHP and MySQL is required but a basic understanding of the syntax of C-family programming languages and simple HTML would be advantageous. This 2 hour workshop will be in two parts. You can attend the first hour for PHP with MySQL, the second hour for PHP with APIs, or both.
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.
Digital Technologies National Survey Report Presentation – ACS ICTEC
As part of its advocacy program, the Australian Computer Society (ACS) ICT Educators Committee conducts a regular survey of Australian teachers of digital technology, or teachers building digital capability with students in all sectors of Australian schools (government, Catholic and independent).
ACS uses the information to inform policy development which is then used to advocate for changes to Australian curricula relating to digital technology and/or for increased or new types of support for teachers in this domain. The 2023 survey is the second in this series of surveys.
To address the challenges confronted by teachers delivering the Australian Digital Technologies Curriculum (DTC), Australia should aim to boost student engagement by supporting teacher training, lesson planning resources, and raising awareness of its value among the broader community. The recommended actions in this report address four key areas that need immediate attention so Australia can realise the full potential of the DTC.
These actions respond to the challenges raised by teachers in the ACS’s 2023 survey and by sector experts, such as the support that is needed now to improve teaching quality and capability, and confidence in Digital Technologies education.
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.
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.
In this workshop you will learn how to code a sound and light show using the Zip Halo and BBC micro:bit.
The micro:bit is a circuit board commonly used in primary and secondary education, enabling students to code light and sound in response to a variety of inputs. The Zip Halo is an engaging addition to the micro:bit, enabling students to experiment with a larger range of colours and applications.
In this workshop, you will learn how to code the Zip Halo and micro:bit, how it relates to the Australian Curriculum (Version 9.0), and how it can be differentiated for diverse learners and year levels (primary and secondary).
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.
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.
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.
Digital tools, such as iPad, are a powerful resource to have in our classrooms. They enhance Digital Literacy skills while enabling students to create, communicate, and collaborate effectively using technology.
This hands-on workshop experience will explore how iPad can boost student engagement and encourage creative, purposeful and collaborative learning for Prep to Year 4 students across the curriculum. Participants will leave with skills and resources they can use with their students the very next day.
Please bring your own iPad (note: a small bank of iPads will be available to borrow during the session), updated to the latest IOS with the following apps installed: Keynote, Clips, Pages.
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.