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Agenda
Overview of the SCASA Technologies Learning Area
What is Design and Technologies?
Familiarisation with the Digital Technologies Curriculum
Implementation Timeline
Time Allocations
Unpacking the language
Year Level Descriptors
Morning Tea
Small group exploration of Digital Technologies Resources
Before we start 

Combined Humanities and Social Sciences Learning Area, with reduced
content, is being implemented next year. Reporting Semester 1, 2017.
What is STEAM?
Iona Primary Makerspace - where does it fit?
Strategic Directions - where are we heading?
SCASA Technologies
Split into TWO subjects, which are mandatory from P-8.
Design and Technologies (old Technology and Enterprise)
Digital Technologies (introducing computer science concepts)
Two main areas - Knowledge & Understanding and Process & Production Skills.
Content organised by year level, not band.
Overarching Aims
Investigate, design, plan, create, and evaluate solutions using technologies
Build capacity to make informed and ethical decisions
Engage confidently with the use of materials, data, systems, components, tools and equipment − to
design and create technologies solutions
Quick Overview of Design and Technologies
Engineering Principles and Systems
Food
Materials and technologies
Food and fibre production
Students are expected to create a designed solution in at least one of these
specialisations in each year level.
There are strong links with Maths, Science, Humanities and Social Sciences.
Familiarisation - late 2016 / early 2017?
Digital Technologies is not the same as ICT
ICT as a general capability focusses on enabling students to learn with, and
become effective users of digital technologies, limiting the risks to themselves
and others in the digital environment.
Digital Technologies
The curriculum is designed to enable students to become confident and effective
creators, developers, and producers of digital solutions to problems through the
use of computational and design thinking.
ICT and digital technologies are related, but distinct. Just like literacy skills are
distinct from the English subject area.
Computational Thinking & Problem Solving
Implementation Timeline
Western Australian schools have two years to implement the Technologies
Learning Area, with reporting starting by Semester 1, 2018.
Judging Standards & Annotated Work Samples - early 2016.
Both subjects are designed to be integrated at the primary level, and the
curriculum documents were written for classroom teachers with little to no
prior experience in this subject.
Part of my 2016 role will be to support teachers in planning, teaching, and
assessing the Digital Technologies curriculum - integrated across learning
areas. This familiarisation process has already started in some year levels.
Time Allocation
We recommend integrating Design & Digital Technologies across the
curriculum primarily through project based / STEAM units of work.
Combined Hours for both subjects, per year.
K-2: 18-20 hours
Yrs 3-4: 37-40 hours
Yrs 5-6: 55-60 hours
It is not necessary to provide equal time allocation for each subject, as there is
significantly more content in Digital Technologies.
Remember: Digital Technologies is not a replacement for ICT!
Knowledge & Understanding
Digital Systems
A digital system consists of hardware and software used to create digital solutions. They
have inputs and outputs, and sometimes require peripheral devices (e.g. keyboards, Apple TV)
.
Public Domain images
Activity - Take out your smartphone!
In your groups, can you identify?
❖ Hardware components
➱ What’s physically inside?
❖ Software components
➱ What makes it ‘smart’?
❖ Input
➱ What do you use to control your phone?
❖ Output
Representation of Data
Public Domain Images
In Digital Technologies, data refers to the representation of information using number codes,
which can be manipulated, stored, and communicated by digital systems.
Process and Production Skills
Collecting, Managing, and Analysing Data
We can collect, sort, manage, and analyse different kinds of data using digital
systems, e.g. iPads, MacBooks, GAFE, iWork tools.
Direct links to English, Science, Mathematics, HASS
*Includes introduction of tables, spreadsheets, and databases from late Year 3.
Early Childhood Middle Childhood
Upper Primary
Image: Wes Fryer
Digital Implementation
Key Ideas
❖ Computational Thinking (Problem Solving)
❖ Algorithms
❖ Coding / Programming (informally P-2, formally from Year 3)
❖ Social and Ethical Protocols for using ICT
➱ Online Safety
➱ Netiquette
➱ GAFE Collaboration
➱ Global Projects
Introduced in Years 7-8
Computational Thinking - Unplugged
An algorithm is a
sequence of steps /
instructions required
to solve a problem -
e.g. a recipe.
A program is an
algorithm which can
be read by a machine.
https://code.org/curriculu
m/course2/1/Teacher
Graph Paper Programming
Working in pairs / groups of 3, have a go at writing algorithms to recreate the
following pictures. Assume your starting point is the TOP-LEFT corner.
Coding/Programming
A program is an algorithm / code which can be read by a computer.
We can use programming languages / code to control real-world digital
systems, such as the MakeyMakey and robots.
Integrating Coding (PP-2)
Computational Thinking (pattern recognition, problem solving, writing
algorithms) and informal coding (directional language) fit neatly into Maths.
BeeBots, Dash robots - can be used as a stimulus for storytelling & creative
writing, e.g. The 2015 BeeBot Melbourne Cup held in Year 2.
Integrating Coding - Years 3-6
Blockly, Tickle, ScratchJnr iPad apps - Year 3
Scratch storytelling
Explorer Information Reports
Game Design - Scratch & MakeyMakey
Robotics - Dash, Sphero (on loan)
CS Unplugged - very important.
Creating Digital Solutions
Investigating and Defining
Designing
Producing and Implementing
Evaluating
Managing and Collaborating
Creative digital projects can be integrated with Design and Technologies, and
include the practical application of the ICT Scope and Sequence
Digital Technologies Familiarisation 2016-17
Teachers don’t have to be expert coders.
Our students do.
We do need to develop our understanding of:
1) digital systems (e.g. input, output)
2) computational thinking - algorithms,
branching (decisions), iteration
(repetition).
3) What these concepts look like at our
year level(s), and what resources we
can use to teach them.
This is a brand new curriculum, and it will take us the two years to bring students up to the
standards outlined in the SCASA documents.
Exploring the Curriculum
● What are we already teaching?
● What concepts have we been exploring this year in ICT Support sessions?
(if applicable)
● What are our professional learning needs for 2016?
The draft documents we will be working on will be available to guide your
planning in early 2016.

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Digital and Design Technologies Curriculum - #ionapsict

  • 1.
  • 2. Agenda Overview of the SCASA Technologies Learning Area What is Design and Technologies? Familiarisation with the Digital Technologies Curriculum Implementation Timeline Time Allocations Unpacking the language Year Level Descriptors Morning Tea Small group exploration of Digital Technologies Resources
  • 3. Before we start 
 Combined Humanities and Social Sciences Learning Area, with reduced content, is being implemented next year. Reporting Semester 1, 2017. What is STEAM? Iona Primary Makerspace - where does it fit? Strategic Directions - where are we heading?
  • 4. SCASA Technologies Split into TWO subjects, which are mandatory from P-8. Design and Technologies (old Technology and Enterprise) Digital Technologies (introducing computer science concepts) Two main areas - Knowledge & Understanding and Process & Production Skills. Content organised by year level, not band. Overarching Aims Investigate, design, plan, create, and evaluate solutions using technologies Build capacity to make informed and ethical decisions Engage confidently with the use of materials, data, systems, components, tools and equipment − to design and create technologies solutions
  • 5. Quick Overview of Design and Technologies Engineering Principles and Systems Food Materials and technologies Food and fibre production Students are expected to create a designed solution in at least one of these specialisations in each year level. There are strong links with Maths, Science, Humanities and Social Sciences. Familiarisation - late 2016 / early 2017?
  • 6. Digital Technologies is not the same as ICT ICT as a general capability focusses on enabling students to learn with, and become effective users of digital technologies, limiting the risks to themselves and others in the digital environment.
  • 7. Digital Technologies The curriculum is designed to enable students to become confident and effective creators, developers, and producers of digital solutions to problems through the use of computational and design thinking. ICT and digital technologies are related, but distinct. Just like literacy skills are distinct from the English subject area.
  • 8. Computational Thinking & Problem Solving
  • 9. Implementation Timeline Western Australian schools have two years to implement the Technologies Learning Area, with reporting starting by Semester 1, 2018. Judging Standards & Annotated Work Samples - early 2016. Both subjects are designed to be integrated at the primary level, and the curriculum documents were written for classroom teachers with little to no prior experience in this subject. Part of my 2016 role will be to support teachers in planning, teaching, and assessing the Digital Technologies curriculum - integrated across learning areas. This familiarisation process has already started in some year levels.
  • 10. Time Allocation We recommend integrating Design & Digital Technologies across the curriculum primarily through project based / STEAM units of work. Combined Hours for both subjects, per year. K-2: 18-20 hours Yrs 3-4: 37-40 hours Yrs 5-6: 55-60 hours It is not necessary to provide equal time allocation for each subject, as there is significantly more content in Digital Technologies. Remember: Digital Technologies is not a replacement for ICT!
  • 12. Digital Systems A digital system consists of hardware and software used to create digital solutions. They have inputs and outputs, and sometimes require peripheral devices (e.g. keyboards, Apple TV) . Public Domain images
  • 13. Activity - Take out your smartphone! In your groups, can you identify? ❖ Hardware components ➱ What’s physically inside? ❖ Software components ➱ What makes it ‘smart’? ❖ Input ➱ What do you use to control your phone? ❖ Output
  • 14. Representation of Data Public Domain Images In Digital Technologies, data refers to the representation of information using number codes, which can be manipulated, stored, and communicated by digital systems.
  • 16. Collecting, Managing, and Analysing Data We can collect, sort, manage, and analyse different kinds of data using digital systems, e.g. iPads, MacBooks, GAFE, iWork tools. Direct links to English, Science, Mathematics, HASS *Includes introduction of tables, spreadsheets, and databases from late Year 3. Early Childhood Middle Childhood Upper Primary Image: Wes Fryer
  • 17. Digital Implementation Key Ideas ❖ Computational Thinking (Problem Solving) ❖ Algorithms ❖ Coding / Programming (informally P-2, formally from Year 3) ❖ Social and Ethical Protocols for using ICT ➱ Online Safety ➱ Netiquette ➱ GAFE Collaboration ➱ Global Projects
  • 19. Computational Thinking - Unplugged An algorithm is a sequence of steps / instructions required to solve a problem - e.g. a recipe. A program is an algorithm which can be read by a machine. https://code.org/curriculu m/course2/1/Teacher
  • 20. Graph Paper Programming Working in pairs / groups of 3, have a go at writing algorithms to recreate the following pictures. Assume your starting point is the TOP-LEFT corner.
  • 21. Coding/Programming A program is an algorithm / code which can be read by a computer. We can use programming languages / code to control real-world digital systems, such as the MakeyMakey and robots.
  • 22. Integrating Coding (PP-2) Computational Thinking (pattern recognition, problem solving, writing algorithms) and informal coding (directional language) fit neatly into Maths. BeeBots, Dash robots - can be used as a stimulus for storytelling & creative writing, e.g. The 2015 BeeBot Melbourne Cup held in Year 2.
  • 23. Integrating Coding - Years 3-6 Blockly, Tickle, ScratchJnr iPad apps - Year 3 Scratch storytelling Explorer Information Reports Game Design - Scratch & MakeyMakey Robotics - Dash, Sphero (on loan) CS Unplugged - very important.
  • 24. Creating Digital Solutions Investigating and Defining Designing Producing and Implementing Evaluating Managing and Collaborating Creative digital projects can be integrated with Design and Technologies, and include the practical application of the ICT Scope and Sequence
  • 25. Digital Technologies Familiarisation 2016-17 Teachers don’t have to be expert coders. Our students do. We do need to develop our understanding of: 1) digital systems (e.g. input, output) 2) computational thinking - algorithms, branching (decisions), iteration (repetition). 3) What these concepts look like at our year level(s), and what resources we can use to teach them. This is a brand new curriculum, and it will take us the two years to bring students up to the standards outlined in the SCASA documents.
  • 26. Exploring the Curriculum ● What are we already teaching? ● What concepts have we been exploring this year in ICT Support sessions? (if applicable) ● What are our professional learning needs for 2016? The draft documents we will be working on will be available to guide your planning in early 2016.

Hinweis der Redaktion

  1. simplified, plain English
  2. There are fantastic links to be made with English, HASS, Maths, and Science. We will unpack some of these today.
  3. Data can be stored, manipulated, and communicated through digital systems, eg. your phone, laptop, computer, Internet. Data can be visualised and represented as information. The focus depends on the year level - we are already teaching most of this area.. For example, exploring patterns and classifying data will be familiar to early childhood teachers, but teaching binary numbers and ASCII code are a foreign language for me. We introduce those in upper primary
  4. Informal coding using iPad apps in PP - 2. Formal coding activities start in Year 3. It will take us several years to bring students’ skills up to the year level descriptors in the curriculum
  5. We need to step back and let our students work it out themselves, using each other, and online resources to support their problem solving process. We have used