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What will C2C mean for IT in the
          classroom?
Brad Paisley   3:19
Welcome to the future
Dr Jason Zagami
  Griffith University
    jason.zagami.info
What will C2C mean for IT in the
          classroom?
Computing in Australia
Computing in Universities

Computer Science   Business Computing
Computing in Schools

Electronic Learning   Business Education
      Centres              Centres
Practical
Computing
 Methods
Information
Processing and
  Technology
Information
Technology
  Systems
Information
Technologies
Information and
Communication
Technology and
  Design and
  Technology
Technology

Design and
                          ICT?
Technology
Design and   ICT Lower Secondary
Technology       Subject Area
                  Guidelines
Essential Learning

Technology               ICT
                  (Cross Curricula)
The distinction between the Computing discipline
as a learning area and ICT as a General Capability
                     is that:
The ICT General Capabilities encompasses what all
students should know and be able to do with ICT, i.e.
  the integrated use of computing in all learning
   areas. This is analogous with numeracy and
    literacy and represents a student’s general
             capacity to use computing.
The Computing Discipline encompasses what all
students should understand and be able to do so
    that they can creatively and productively
 contribute in the modern world, understanding
  the underlying concepts of devices, systems,
             software and networks.
Educational Technologies
National Professional Standards
 for Teachers - ICT Elaborations
Lee Shulman
Technological
               Knowledge
                  (TK)




Pedagogical
Knowledge
   (PK)




                              Context
Technological
 Knowledge
    (TK)




                Content
                Knowledge
                  (CK)




                            Context
Technological
               Knowledge
                  (TK)




Pedagogical                   Content
Knowledge                     Knowledge
   (PK)                         (CK)




                                          Context
Technological
               Knowledge
                  (TK)




Pedagogical                   Content
Knowledge                     Knowledge
   (PK)                         (CK)




    Pedagogical Content Knowledge
                 (PCK)                    Context
Matthew Koehler   Punya Mishra
Technological
               Knowledge
                  (TK)




Pedagogical                   Content
Knowledge                     Knowledge
   (PK)                         (CK)




    Pedagogical Content Knowledge
                 (PCK)                    Context
Technological       Technological
               Knowledge            Content
                  (TK)             Knowledge
                                     (TCK)




Pedagogical                   Content
Knowledge                     Knowledge
   (PK)                         (CK)




    Pedagogical Content Knowledge
                 (PCK)                    Context
Technological        Technological       Technological
 Pedagogical          Knowledge            Content
 Knowledge               (TK)             Knowledge
   (TPK)                                    (TCK)




       Pedagogical                   Content
       Knowledge                     Knowledge
          (PK)                         (CK)




            Pedagogical Content Knowledge
                         (PCK)                   Context
Technological
                      Pedagogical
                       Content
                      Knowledge
                        (TPCK)




Technological        Technological       Technological
 Pedagogical          Knowledge            Content
 Knowledge               (TK)             Knowledge
   (TPK)                                    (TCK)




       Pedagogical                   Content
       Knowledge                     Knowledge
          (PK)                         (CK)




            Pedagogical Content Knowledge
                         (PCK)                   Context
TPACK
• TTF provided support for all 39
• Australian Schools of Education
• to align programs with ICT
  expectations of
• 1. National Accreditation;
• 2. National Teaching Standards; and
• 3. the Australian Curriculum
Australian Curriculum
ICT General Capabilities
ICT continuum will be expanded
      from years 2, 6 and 10
    to include years 4 and 8
   in line with other continua
Technologies Curriculum


Design and Technology
 Digital Technologies
Professor Lyndon Anderson,
Dean Faculty of Arts and Design (Uni of Canberra)



                    Writing team


Professor Marilyn Fleer (Monash)
Associate Professor Howard Middleton (Griffith)
Associate Professor Paul Newhouse (Edith Cowan)
Hours per year of Digital Technologies

  F-Y2   Y3-Y4   Y5-Y6   Y7-Y8    Y9      Y10

 9-10    19-20   20-30 30-40     37-40   35-38
To exploit the capacity of digital technologies while minimising the risks to themselves and
others, students will develop increasingly sophisticated knowledge and understanding,
drawn from both contemporary and historical sources, of:


• the range of digital information and systems, including their properties and characteristics


• the ways in which digital information and systems can be combined and controlled to
  create solutions to problems and to identify new problems and innovations


• the relationship and interconnectedness between the components of digital systems and
  digital information in real-world situations, taking into account social, legal and ethical
  considerations


• the relationship between digital technologies, themselves, their communities (local and
  global), the factors that shape the development of these technologies and the impact of
  these technologies on individuals, groups, communities and the environment.
Students will develop increasingly sophisticated skills in digital technologies processes
  and production through creating digital information products, systems or software
  instructions to address digital problems. They will through investigation:


• discuss and formulate the dimensions of the problem
• take action to promote the use of digital technologies to support the evolution of preferred
  futures, including consideration of safety, security, values, beliefs and ethics
• conduct research, generate ideas for digital solutions, analyse and organise data to inform
  their design thinking, and use an increasing variety of methods, techniques and forms to
  communicate this thinking
• develop solutions to problems either by representing the solution with a model or
  simulation or by constructing a prototype or finished solution
• evaluate solutions and processes against criteria or specifications
• increasingly select and manage digital data, software and systems within constraints, and
  make decisions concerning appropriate techniques, processes, quality standards and
  testing
• explore the capabilities of digital technologies for supporting creative, innovative and
  enterprising pursuits, including for personal expression, cultural and artistic activity,
  mathematical abstraction and logic, scientific and social invention, and complex
  algorithmic thought processes.
computational thinking


recognition of patterns, mathematical processes, generation
of modular and recursive structures, and understanding of
system hierarchies and relationships. It involves the thinking
that is needed for problems to be expressed in a way that can
be processed by a computer. Students learn to formulate
problems, logically organise and analyse data, and represent
it in abstract forms such as data tables, digital graphs,
spreadsheet models and animations. They automate
solutions through algorithmic and declarative logic and
determine the best combinations of data, procedures, and
human and physical resources to generate efficient and
effective information solutions.
Digital technologies content in Years F–2 will provide opportunities for students to:


• identify digital information and digital systems that support personal, family and classroom
  needs, their main purposes, the impact on their lives and how some forms of digital
  information are transmitted


• learn the common major components of the digital systems they use, their functions, simple
  terminology to describe them, and methods of control


• explore some common ways in which digital technologies used in school and at home help
  meet the needs of self and familiar others, and the impact on their lives


• investigate digital problems including common design features, and use these to develop
  and communicate design ideas using trial and error, drawings, discussion, or digital tools


• plan, construct and evaluate digital solutions for particular purposes safely using a range of
  appropriate devices, software, functions and commands.
Digital technologies content in Years 3–4 will provide opportunities for students to:


• identify some common forms of digital information that local communities create and use,
  the intended purposes and how some are transmitted


• investigate the use of common digital systems and typical cause and effect relationships
  between major components, and control using linear sequences of instructions


• learn how the use of digital technologies meets the needs of some and not others


• identify and communicate features of a digital problem, generate and evaluate design ideas
  for digital solutions, communicating this using trial and error, drawings, discussion and
  simple digital tools


• plan, select and safely use a range of devices, software, functions and commands in digital
  environments


• construct, modify and test creative digital solutions for particular purposes.
Digital technologies content in Years 5–6 will provide opportunities for students to:


• make critical judgments about the use of everyday digital technologies including safety and
  ethical considerations


• examine data organisation, uses and control through digital systems. from a personal and
  social perspective


• identify the components of local systems and explain their functions and methods of
  connection, and control using linear and looping sequences of instructions


• identify some factors that influence the design and use of common digital technologies
  considering the reasons why and for whom the technologies were developed


• learn to deconstruct digital problems to identify key dimensions, compare common digital
  solutions and make decisions about fundamental design features


• plan, select and safely use a range of devices, software, functions, commands and
  techniques in online and local digital environments to create, test, edit, troubleshoot and
  evaluate digital solutions and, in doing so, capture, access, store and present a range of
  information.
The
Australian
Digital
Education
Revolution
“Learners, teachers and
  parents have access to
  resources, digital tools
 and agreed performance
data anywhere, anytime.”
                   - Kevin Rudd
$41 million for online curriculum
Definition:
n. one-to-one computing
each student has full-time access to a fully-
functioning computer, the Internet,
software, and online research
materials to work collaboratively
anytime and anywhere.
Interactive
Whiteboards
1:38
Augmenting Your
Learning Environment
0:17
1:30
0:22
0:40
Virtual Worlds
Quest Atlantis
Gaming
Online Games
Multiplayer Games
Peggy Sheehy
Play
Challenge
Reward
Leveling
ZPD
Creativity
Risk Taking
Rapid Problem Solving
Simulations
simschool.org
Wii
Neural Interfaces
Welcome to the future
Dr Jason Zagami
  Griffith University
    jason.zagami.info
Brad Paisley   3:08

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What will the c2 c mean for it in the classroom?

  • 1. What will C2C mean for IT in the classroom?
  • 3. Welcome to the future
  • 4. Dr Jason Zagami Griffith University jason.zagami.info
  • 5. What will C2C mean for IT in the classroom?
  • 7. Computing in Universities Computer Science Business Computing
  • 8. Computing in Schools Electronic Learning Business Education Centres Centres
  • 14. Technology Design and ICT? Technology
  • 15. Design and ICT Lower Secondary Technology Subject Area Guidelines
  • 16. Essential Learning Technology ICT (Cross Curricula)
  • 17. The distinction between the Computing discipline as a learning area and ICT as a General Capability is that:
  • 18. The ICT General Capabilities encompasses what all students should know and be able to do with ICT, i.e. the integrated use of computing in all learning areas. This is analogous with numeracy and literacy and represents a student’s general capacity to use computing.
  • 19. The Computing Discipline encompasses what all students should understand and be able to do so that they can creatively and productively contribute in the modern world, understanding the underlying concepts of devices, systems, software and networks.
  • 20.
  • 21.
  • 22.
  • 24.
  • 25. National Professional Standards for Teachers - ICT Elaborations
  • 27. Technological Knowledge (TK) Pedagogical Knowledge (PK) Context
  • 28. Technological Knowledge (TK) Content Knowledge (CK) Context
  • 29. Technological Knowledge (TK) Pedagogical Content Knowledge Knowledge (PK) (CK) Context
  • 30. Technological Knowledge (TK) Pedagogical Content Knowledge Knowledge (PK) (CK) Pedagogical Content Knowledge (PCK) Context
  • 31. Matthew Koehler Punya Mishra
  • 32. Technological Knowledge (TK) Pedagogical Content Knowledge Knowledge (PK) (CK) Pedagogical Content Knowledge (PCK) Context
  • 33. Technological Technological Knowledge Content (TK) Knowledge (TCK) Pedagogical Content Knowledge Knowledge (PK) (CK) Pedagogical Content Knowledge (PCK) Context
  • 34. Technological Technological Technological Pedagogical Knowledge Content Knowledge (TK) Knowledge (TPK) (TCK) Pedagogical Content Knowledge Knowledge (PK) (CK) Pedagogical Content Knowledge (PCK) Context
  • 35. Technological Pedagogical Content Knowledge (TPCK) Technological Technological Technological Pedagogical Knowledge Content Knowledge (TK) Knowledge (TPK) (TCK) Pedagogical Content Knowledge Knowledge (PK) (CK) Pedagogical Content Knowledge (PCK) Context
  • 36. TPACK
  • 37.
  • 38. • TTF provided support for all 39 • Australian Schools of Education • to align programs with ICT expectations of • 1. National Accreditation; • 2. National Teaching Standards; and • 3. the Australian Curriculum
  • 41. ICT continuum will be expanded from years 2, 6 and 10 to include years 4 and 8 in line with other continua
  • 42. Technologies Curriculum Design and Technology Digital Technologies
  • 43. Professor Lyndon Anderson, Dean Faculty of Arts and Design (Uni of Canberra) Writing team Professor Marilyn Fleer (Monash) Associate Professor Howard Middleton (Griffith) Associate Professor Paul Newhouse (Edith Cowan)
  • 44.
  • 45.
  • 46.
  • 47.
  • 48.
  • 49. Hours per year of Digital Technologies F-Y2 Y3-Y4 Y5-Y6 Y7-Y8 Y9 Y10 9-10 19-20 20-30 30-40 37-40 35-38
  • 50. To exploit the capacity of digital technologies while minimising the risks to themselves and others, students will develop increasingly sophisticated knowledge and understanding, drawn from both contemporary and historical sources, of: • the range of digital information and systems, including their properties and characteristics • the ways in which digital information and systems can be combined and controlled to create solutions to problems and to identify new problems and innovations • the relationship and interconnectedness between the components of digital systems and digital information in real-world situations, taking into account social, legal and ethical considerations • the relationship between digital technologies, themselves, their communities (local and global), the factors that shape the development of these technologies and the impact of these technologies on individuals, groups, communities and the environment.
  • 51. Students will develop increasingly sophisticated skills in digital technologies processes and production through creating digital information products, systems or software instructions to address digital problems. They will through investigation: • discuss and formulate the dimensions of the problem • take action to promote the use of digital technologies to support the evolution of preferred futures, including consideration of safety, security, values, beliefs and ethics • conduct research, generate ideas for digital solutions, analyse and organise data to inform their design thinking, and use an increasing variety of methods, techniques and forms to communicate this thinking • develop solutions to problems either by representing the solution with a model or simulation or by constructing a prototype or finished solution • evaluate solutions and processes against criteria or specifications • increasingly select and manage digital data, software and systems within constraints, and make decisions concerning appropriate techniques, processes, quality standards and testing • explore the capabilities of digital technologies for supporting creative, innovative and enterprising pursuits, including for personal expression, cultural and artistic activity, mathematical abstraction and logic, scientific and social invention, and complex algorithmic thought processes.
  • 52. computational thinking recognition of patterns, mathematical processes, generation of modular and recursive structures, and understanding of system hierarchies and relationships. It involves the thinking that is needed for problems to be expressed in a way that can be processed by a computer. Students learn to formulate problems, logically organise and analyse data, and represent it in abstract forms such as data tables, digital graphs, spreadsheet models and animations. They automate solutions through algorithmic and declarative logic and determine the best combinations of data, procedures, and human and physical resources to generate efficient and effective information solutions.
  • 53. Digital technologies content in Years F–2 will provide opportunities for students to: • identify digital information and digital systems that support personal, family and classroom needs, their main purposes, the impact on their lives and how some forms of digital information are transmitted • learn the common major components of the digital systems they use, their functions, simple terminology to describe them, and methods of control • explore some common ways in which digital technologies used in school and at home help meet the needs of self and familiar others, and the impact on their lives • investigate digital problems including common design features, and use these to develop and communicate design ideas using trial and error, drawings, discussion, or digital tools • plan, construct and evaluate digital solutions for particular purposes safely using a range of appropriate devices, software, functions and commands.
  • 54.
  • 55. Digital technologies content in Years 3–4 will provide opportunities for students to: • identify some common forms of digital information that local communities create and use, the intended purposes and how some are transmitted • investigate the use of common digital systems and typical cause and effect relationships between major components, and control using linear sequences of instructions • learn how the use of digital technologies meets the needs of some and not others • identify and communicate features of a digital problem, generate and evaluate design ideas for digital solutions, communicating this using trial and error, drawings, discussion and simple digital tools • plan, select and safely use a range of devices, software, functions and commands in digital environments • construct, modify and test creative digital solutions for particular purposes.
  • 56.
  • 57. Digital technologies content in Years 5–6 will provide opportunities for students to: • make critical judgments about the use of everyday digital technologies including safety and ethical considerations • examine data organisation, uses and control through digital systems. from a personal and social perspective • identify the components of local systems and explain their functions and methods of connection, and control using linear and looping sequences of instructions • identify some factors that influence the design and use of common digital technologies considering the reasons why and for whom the technologies were developed • learn to deconstruct digital problems to identify key dimensions, compare common digital solutions and make decisions about fundamental design features • plan, select and safely use a range of devices, software, functions, commands and techniques in online and local digital environments to create, test, edit, troubleshoot and evaluate digital solutions and, in doing so, capture, access, store and present a range of information.
  • 58.
  • 60. “Learners, teachers and parents have access to resources, digital tools and agreed performance data anywhere, anytime.” - Kevin Rudd
  • 61. $41 million for online curriculum
  • 62. Definition: n. one-to-one computing each student has full-time access to a fully- functioning computer, the Internet, software, and online research materials to work collaboratively anytime and anywhere.
  • 63.
  • 64.
  • 65.
  • 67.
  • 68.
  • 69.
  • 70.
  • 71. 1:38
  • 73. 0:17
  • 74. 1:30
  • 75. 0:22
  • 76. 0:40
  • 79.
  • 80.
  • 82.
  • 83.
  • 84.
  • 85.
  • 89. Play
  • 93. ZPD
  • 98.
  • 99.
  • 100.
  • 102.
  • 103.
  • 104. Wii
  • 105.
  • 107.
  • 108.
  • 109.
  • 110. Welcome to the future
  • 111. Dr Jason Zagami Griffith University jason.zagami.info
  • 112. Brad Paisley 3:08

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