Digital Technologies

Standout education offers fun, Australian curriculum aligned workshops for students and hands-on, engaging professional learning sessions for teachers.

Digital Technologies

Standout Education can help you bring coding, computational thinking, logic, creativity and game creation into your classroom.
We will help you understand, integrate and implement the Digital Technologies curriculum.

Professional Learning for Schools

1. Makerspace Digital Technologies Day

In this workshop we will consider how electronics, coding and robotics activities can be integrated to support delivery of the Digital Technologies Curriculum. you will learn to invent and program with a range of digital technologies.
Working in groups, you will design, build and program your inventions using tools such as: Scratch, wearable tech, MaKey MaKey, littleBits, and various robots.
We will combine digital technologies with arts and crafts materials and consider how the makerspace movement can support the Digital Technologies curriculum.

2. Planning for Digital Technologies in primary schools
This workshop is for teachers developing learning sequences that address the relevant content descriptors and achievement standards of the Digital Technologies curriculum. We will look at the curriculum, consider existing learning and teaching methods and design classroom activities.
We will look at the skills required for digital technologies and opportunities to integrate these across different curriculum areas.
• coding and computational thinking in an age-appropriate language
• representing managing and visualising data
• defining problems and solutions including algorithms, branching, repetition, user input and interface design
• breaking down situations and problems into component parts
• social issues and technology safety
This will include both offline and online activities – and a variety of freely available apps / web resources.

3. Coding and Computational Thinking with Scratch
This workshop covers the coding and computational thinking aspects of the Digital Technologies curriculum. We will look at how Scratch can be used for stand-alone learning activities and used to promote computational thinking across the curriculum.
We will consider organising data logically, breaking down problems into components and the design and use of algorithms
• Why Scratch visual programming ?
• Resources to support learning with Scratch
• Promote problem solving and higher level thinking in your learning activities
• Ideas for integrating programming, sequencing and coding across curriculum areas

4. Creative Coding with Kodu
Kodu is a visual programming language specifically for creating games and interactive 3D worlds. We will explore using Kodu across the primary curriculum – and how its use can support the delivery of the Digital Technologies curriculum, looking at:
• Narrative creation and storytelling
• Programming as a creative medium
• Visual programming, logic, computational thinking and problem solving
• Creative learning of conditions and sequences, branching, repetition, user input and interface design

5. Getting started with programming
This workshop will help you bring coding, computational thinking, logic, creativity and game creation into your primary classroom.
If you can use a tablet or computer, you can code; we will explore how, using a variety of popular apps and programs.
• Develop an understanding of how coding can be used to support learning in your classes
• Map coding learning activities to the Digital Technologies curriculum
• Learn visual programming, build skills and explore the potential for using it in the classroom
• Develop an understanding of the pedagogies that are supported in coding
• Get access to tried-and-tested online resources to support technology-enabled learning activities.

6. Robotics in the Classroom
In this workshop we consider the features of a number of programmable robots and associated software and how their use can promote creativity, collaboration, communication and critical thinking – as well as problem solving and computational thginking. We will look at Sphero, Ozobot, Edison, Finch, Hummingbird and minidrones – as well as virtual robots.
• Experience different robots and how these can be controlled and programmed.
• Use robots to solve challenges and real world problems
• Consider how the use of robotics activities can help address the Digital Technologies curriculum
• Use of virtual robots via apps and websites
• Design lesson activities and how to differentiate with robotics

Contact us today to book your digital technologies workshop!

Useful Links

The Western Australian Digital Technologies Curriculum
The Australian Digital Technologies Curriculum

General Coding Resources
Hour of Code
Codecademy
Khan Academy – Programming
Learn to code – from Microsoft Education

Coding tools and apps
Scratch – learn to program your own interactive stories, games, and animations.
Kodu – easy and fun game creation
Touch Develop – Create apps everywhere — on all your devices!
ComputerCraftEdu – learn the fundamentals of programming within Minecraft!
Python – a simple to use but powerful programming language, useful for connecting your Raspberry Pi computer to the real world

Why Standout Education?

We only work with schools and know each school is different. We listen to what you want to achieve and support you each step of the way by helping you to plan and implement a solution that meets your school’s requirements.
We have over four years’ experience in supporting Western Australian schools with their use of technology to enable effective and engaging learning to take place. Use our expertise to get up and running quickly and discover new ways to enhance learning and teaching, improve communication and cut costs.