Using Digital Technologies to create and enhance Design Technology in a primary classroom
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Using Digital Technologies to create and enhance Design Technology in a primary classroom
Collection of resources and links to assist teachers to develop creativity and address outcomes for facilitating Technology learning; from the draft Technology strand of the Australian Curriculum.
Curated by Shannon Brown
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Information%20Sheet%20-%20Technologies%20-%20February%202013.pdf

Shannon Brown's insight:

This document outlines deliverable content for Foundation year to Year 10 from the Australian Curriculum: Technologies. Included are the subjects of Digital Technologies and Design and Technology; which include the strands

- Knowledge and Understanding &

- Process and Production skills

These strands include sub-strands to act as a guide for teachers to successfully, implement the Technology Curriculum content. This document ensures students understand traditional, contemporary and emerging technologies. Students also gain an understanding of how they affect our world.

 

In the documents' Rationale, it states, "the ubiquity of digital technologies provides new ways of thinking, collaborating, and communicating for people of all ages and abilities" (ACARA, 2013, p.1). This statement links directly with the sub-strand of creating and interacting online under the strand Digital Technologies processes and production skills. There is clear expectation students are proficient in digital communication and collaboration and design technologies.

 

Australian Curriculum Assessment and Reporting Authority. (2013). Draft Australian Curriculum: Technologies. Retrieved April 30, 2013, from http://consultation.australiancurriculum.edu.au/Static/docs/Technologies/Draft%20Australian%20Curriculum%20Technologies%20-%20February%202013.pdf

 

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Technologies | ACARA

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The Australian Curriculum, Assessment and Reporting Authority (ACARA) provides numerous pieces of detailed information on their website which is available to the public in relation to the development technology curricular. This page includes links to documents detailing to inception and creation of new technologies curriculum, as well as the current Draft Australian Curriculum: Technologies (ACARA, 2013) document. All of these resources are essential tools for teachers in ensuring that all technology education aligns with curriculum guidelines and expected outcomes.

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Home

Home | Using Digital Technologies to create and enhance Design Technology in a primary classroom | Scoop.it
ISTE | International Society for Technology in Education
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ISTE is the premier membership association for educators and education leaders engaged in advancing excellence in learning and teaching through the effective use of technology. Lots of effective information and ideas for technology in education.

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Home | City Technology

Home | City Technology | Using Digital Technologies to create and enhance Design Technology in a primary classroom | Scoop.it

Example Technology Projects

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This website has many example design technology project ideas ideal for primary school students. The project ideas have step-by-step instructions for teachers, with pictures to guide the instructions. Focus questions are also provided, as well as information pages for educators. They include information about how the project ideas align with state and national standards and numerous resources to work with. Information pages for students are also available throughout the design process.

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Middle-school students collaborate on global engineering project

Middle-school students collaborate on global engineering project | Using Digital Technologies to create and enhance Design Technology in a primary classroom | Scoop.it
Eighth-grade students at Brookwood School in Manchester, Mass., are participating along with students from Brazil, Africa and India in the Global Efficient Cook Stove Education Project, a project designed to teach them about energy and engineering...
Shannon Brown's insight:

The Australian Curriculum: Technologies (ACARA, 2013) state 'students are encouraged to work collaboratively with others to devise design solutions which are applicable in local, national and global contexts'. With a wealth of digital technology at our disposal these days, connecting with global communities is far more efficient than the process of 'pen-pals'. Using safe blogging systems such as EduBlogs or live Skype and Twitter sessions, students can benefit from both synchronous and asynchronous engagement with people living in communities other than their own.

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What is the Challenge? | FIRST LEGO League

What is the Challenge? | FIRST LEGO League | Using Digital Technologies to create and enhance Design Technology in a primary classroom | Scoop.it
Shannon Brown's insight:

The First Lego League is a robotics and challenge program designed for children aged 9-14. Through this program, team of up to 10 children with the assistance of a coach, complete a series of activities in designing and building a robotics game and complete a set challenge. The focus is typically connected to current issues which are impacting societies on a global level such as climate, sustainability, economy, etc. The robotics aspect of the program aligns with the Australian Curriculum by enabling students to explore and "explain how forces or electrical energy can be used to control movement, sound or light in a product" (ACARA, 2013, p.44).

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Web 2.0 teaching tools to enhance education and learning — Edjudo

A comprehensive list of the best web 2.0 tools and links, sorted via category, for teaching and learning with technology.
Shannon Brown's insight:

This is the online site to visit when searching for practice ideas, tips and strategies about using Web 2.0 tools in the classroom. I often find myself getting caught up in lengthy reviews about tools, and as a result, find myself working with the few favourites I am familiar with. This page is exceptionally user-friendly; organising the Web 2.0 teaching tools into specific categories. This is a fantastic resource when searching for tools which enables students to design and create visual representations of their ideas using ICT.

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Thomas Suarez: A 12-year-old app developer

Most 12-year-olds love playing videogames -- Thomas Suarez taught himself how to create them. After developing iPhone apps like "Bustin Jeiber," a whack-a-mo...
Shannon Brown's insight:

This video would be excellent to show to your students. It is interesting and entertaining, and I believe middle-higher primary students would think the so too. Teachers could use this video in a number of ways, including but not limited to, instilling a belief in young technicians that age is no barrier to achieve when developing technology. Students would engage in this clip as Thomas Suarez is of similar age and has achieved his goals through the use of design and digital technologies.

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Nine Elements

Nine Elements | Using Digital Technologies to create and enhance Design Technology in a primary classroom | Scoop.it
Check out http://digitalcitizenship.net!
Shannon Brown's insight:

It is vital to educate students about the appropriate use of digital technology and the importance of digital citizenship.

The information on this site specifically addresses the Nine Elements of digital citizenship which include;

- Digital Access

- Digital Commerce

- Digital Communication

- Digital Literacy

- Digital Etiquette

- Digital Law

- Digital Rights & Responsibilities

- Digital Health

- Wellbeing and Digital Security.

 

This information aligns directly to the Digital Technologies strand of the Draft Australian Curriculum: Technologies under the sub-strand of processes and production skills - creating and interacting online. As well as, interacting, safely using appropriate technical and social protocols.

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Earlychildhood NEWS - Article Archives

Earlychildhood NEWS - Article Archives | Using Digital Technologies to create and enhance Design Technology in a primary classroom | Scoop.it
Earlychildhood NEWS is the online resource for teachers and parents of young children, infants to age 8.
Shannon Brown's insight:

This website presents us with a foundation of important facts about the role that Technology plays in Early Years/Childhood Programs. It aims to provide teachers and parents with increased academic skills from early ages. Provides educators with ideas for appropriate use of technology in the classroom that expand, enrich, implement, individualize, differentiate and extend the overall curriculum. A great starting resource for teachers to extend upon their personal bank of technology ideas for classroom use.

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Scratch | Home | imagine, program, share

Scratch | Home | imagine, program, share | Using Digital Technologies to create and enhance Design Technology in a primary classroom | Scoop.it
Scratch: a programming language for everyone. Create interactive stories, games, music and art - and share them online.
Shannon Brown's insight:

Scratch is a highly visual, interaction program that allows students to create interactive stories and games through graphics. Developed at the MIT Media Lab, Scratch allows students to design simple algorithms by dragging and dropping coloured and shaped blocks around the mat. Created projects can be easily shared between other students and the teacher. Scratch offers great opportunity for student assessments and can provide ideas for adaptation and extension work. It can be incorporated into the maths curriculum, when reinforcing simple geometry concepts, that have already been taught. Students can play and practice, as well as design and create using their own imaginations, or by following a set of instructions.

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Online Students' Bill of Rights - Online Colleges

Online Students' Bill of Rights - Online Colleges | Using Digital Technologies to create and enhance Design Technology in a primary classroom | Scoop.it
Educational leaders have stepped up to create a philosophical framework for protecting student interests, especially as education technology evolves.
Shannon Brown's insight:

A Bill of Rights and Principles for Learning in the Digital Age.

A detailed list that gives students insight to how technology continues to change how we learn and how educators develop a philosophical framework for protecting students' interests.

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Trillion Dollar Footprint (6-8) | Common Sense Media

Trillion Dollar Footprint (6-8) | Common Sense Media | Using Digital Technologies to create and enhance Design Technology in a primary classroom | Scoop.it
Free digital literacy and citizenship curriculum lesson plan on Trillion Dollar Footprint (6-8)
Shannon Brown's insight:
This lesson would question students in various ways. Do students know digital technology is an important educational tool used to construct and share knowledge and networks with various other users. Do students actually understand the implications of what they view, post and connect to when they use digital technologies? engage students to wide critical thinking on what they understand and deem acceptable when using digital technology.In this lesson, students examine the digital footprint of two fictional characters and reflect upon the "footprint" they would choose to create.An important lesson for all uses of digital media.  
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Digital Technologies Blog

EDP4130 Scratch - Shannon Brown
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Check out my blog site. On here you'll find a link to my curated collection (this scoopit collection), as well as my reflections on the Scratch program.

I welcome any questions, comments and feedback on any of the blog posts.

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Features | Padlet

Features | Padlet | Using Digital Technologies to create and enhance Design Technology in a primary classroom | Scoop.it
The simplest way to create. From any device, with anyone.
Shannon Brown's insight:

Padlet is an online designing tool where you have a blank wall and you put anything you want on it, anywhere. It is very user-friendly, allows for instant collaboration where you can see everyone's (your friends) activity on the wall, allows groups/individuals to post links onto YouTube, and allows users to put the wall on a blog or website. It is simple, yet powerful.

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cc_v2n3.pdf

Shannon Brown's insight:

The information provided in this document discusses design in the classroom and the stages of the design process. It also includes; science and technology, how to develop student abilities and understanding in year F to 4; excerpts from the National Science Education Standards; a design exploration for lower level students based around 'the three little pig'; a design exploration for upper level students based around 'power boat design'; science and technology, how to develop student abilities and understanding in Years 5 to 8 and Years 9 to 12; excerpts from the Nation Science Education Standards; and numerous resources and opportunities for teachers. Lots of relevant information and ideas for teaching and extending design technology in the classroom.

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Design Technology Teaching Ideas

Design Technology Teaching Ideas | Using Digital Technologies to create and enhance Design Technology in a primary classroom | Scoop.it
Find free Design Technology teaching ideas, activities and resources for your primary and secondary classroom.
Shannon Brown's insight:

This website includes numerous Design Technology teaching ideas, activities and resources to assist educators. Some examples of content include, make salt dough, design a classroom and design a package. These resources are free and can be easily downloaded. The resources available are for a range year levels and the teacher can easily make adjustments to meet the learning needs of the students in the class.  

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The George Lucas Educational Foundation | Edutopia

The George Lucas Educational Foundation | Edutopia | Using Digital Technologies to create and enhance Design Technology in a primary classroom | Scoop.it
Empowering and connecting teachers, administrators, and parents with innovative solutions and resources to better education. Join the conversation today!
Shannon Brown's insight:

Edutopia is a fantastic website for educators to seek innovative ideas and solutions to better classroom learning. The website lists many resources for brain-based learning, big thinkers, classroom technology, Digital Citizenship, student engagement, technology integration etc. You can also follow Edutopia on Twitter, and they send tweets when new resources/topics become available.

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Project Avenue

Project Avenue | Using Digital Technologies to create and enhance Design Technology in a primary classroom | Scoop.it
The FIRST® LEGO® League competition features a research project presentation, and this channel contains videos about that portion of the challenge. These vid...
Shannon Brown's insight:

This collection of YouTube videos is from the First Lego League website. They show firsthand accounts of various steps primary students took in order to plan, manage, produce and reflect on their chosen design challenges. These would be a valuable view for students before they are given a design activity task.

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Teachers | CSIRO

Teachers | CSIRO | Using Digital Technologies to create and enhance Design Technology in a primary classroom | Scoop.it
CSIRO's teacher resources provide inspiration for teachers and new ideas for the classroom. Our programs include teacher workshops, classroom activities and resource materials.
Shannon Brown's insight:

The CSIRO's teacher resource is an excellent collection of information, tools and activity ideas which will engage students’ curiosity. It is a user-friendly site that provides an endless amount of opportunities for teachers to authentically integrate science and technology learning by investigating concepts. One example is climate change and sustainability; and their associated technologies. The site provides resources and background information which can be directly used or altered to address a number of the Design and Technology content descriptors. There are some very insightful activities that relate to students and the world around them.

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Kids and Adults Design New Tech Tools 376 www betidessie com

Shannon Brown's insight:

This is a fantastic video highlighting how adults and children can work together to elaborate on the ideas children have in order to develop effective technologies for children. Teachers may also find this video useful in the classroom as a way of modelling how constructive discussions around design ideas can take place, as well as the types of questions you might ask your peers/yourself in order to improve on technological designs.

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Free Technology for Teachers: Conservation Connection - A Game for Learning About Conservation

Free Technology for Teachers: Conservation Connection - A Game for Learning About Conservation | Using Digital Technologies to create and enhance Design Technology in a primary classroom | Scoop.it
Shannon Brown's insight:

Conservation Connection is a simple game where students try identifying connections between common consumer items and the conservation issues related to it. It can be used to stimulate questions regarding the environment, impacts ant the risk assessments needed when considering technological development. Basic information and ideas can be extended to design of objects within the classroom.

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Kudlian Soft - I Can Animate

Kudlian Soft - I Can Animate | Using Digital Technologies to create and enhance Design Technology in a primary classroom | Scoop.it
Designed for all ages, I Can Animate lets you create stunning movies using a variety of animation techniques.
Shannon Brown's insight:

I was introduced to this excellent resource in a lower-primary practicum experience last year. It allows students to work individually or with fellow peers to create ideas in the forms of audio, text and images. This resource closely aligns with the design technology strand of the Australian Curriculum. Students explore and use various digital systems for classroom activities. Teachers can use this resource for small assessment purposes in the area of English, through recounts, storytelling and creating imaginative models.

I can animate is easy to use and ideal for all ages, at school and at home.

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Computational Thinking: A Digital Age Skill for Everyone

Preparing students for their future in a rapidly changing world. A video from ISTE, CSTA, and NSF.
Shannon Brown's insight:

This short YouTube clip is a great introduction to the skills of technology that could be vital in the not too distant future. It is a close match to what we might see in the Digital Technologies strand in the Australian Curriculum: Technologies. It involves ISTE promoting computational thinking as an important skill for the digital age.

YouTube is a great resource for students to research videos around a particular topic. They can extend their knowledge and learning and also gain new understands. With close teacher supervision, these web 2.0 tools and skills are essential and should be practiced in a primary classroom.

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Shannon Brown's comment, June 6, 2013 9:18 PM
Skills students need to prepare for the future; computing, creativity, critical thinking, problem solving, communication, collaboration = Computation Thinking.
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Scootle - Home

Scootle - Home | Using Digital Technologies to create and enhance Design Technology in a primary classroom | Scoop.it
Shannon Brown's insight:

A resource to help educators learn, teach and collaborate using digital curriculum resources from The Learning Federation.

This collection includes: teacher support resources for a range of KLA's,

ideas to improve formative assessment, ideas to organise and share learning paths and details engaging new digitial curriculum resources that are integrated with elements of the Australian Curriculum.

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