This course will assist our teachers to understand, plan for and facilitate the Digital Technologies content area of the Stage 4 Technology Mandatory syllabus. Teachers will have the opportunity to partake in a variety of engaging activities to support their understanding of the terms, concepts and protocols involved with the content. The content and materials provided will assist our teachers to teach all 50 hours of the Digital Technologies syllabus.
The Amazing Game will take place throughout the day and our teachers will have the opportunity to earn ‘money’ for their team. This will be a small-scale emulation to introduce our teachers to data authenticity, data reliability and timeliness of data that they may replicate with their students.
Please note: Whilst our teachers will be introduced to software they may use to meet coding outcomes, this is NOT a ‘learn how to code course’ and computers do not have to accompany them on the day.
This course is fantastic for teachers who are teaching Technology Mandatory from the 2017 syllabus, who wish to enhance their strategies, content knowledge and resources. It is particularly useful to our teachers who are teaching Digital Technologies for the first time.
Walk away with
- Unit of work for 50 hours (one semester)
- Student work booklet covering The Amazing Game theory
- Get Appy Design folio
- Starters and plenary suggestions
- Assessment Task One: Comic Strip
- Assessment marking criteria
- 4 x Digital Project examples
- A scaffold for a Digital Technology Assessment task
- Digital portfolio exemplar sample
- Teaching strategies
- Plus much more
Face to Face – Individual
9:00 am – 3:00 pm
This course contributes to 5.0 professional development hours.
$369 + GST (Includes morning tea, lunch, tea and coffee.)
Completing Technology Mandatory – Digital Technologies – The Amazing Game will contribute 5 hours of NESA Registered PD addressing 2.1.2 and 6.2.2, from the Australian Professional Standards for Teachers towards maintaining Proficient Teacher Accreditation in NSW.
2.1.2 Proficient Level – Apply knowledge of the content and teaching strategies of the teaching area to develop engaging teaching activities.
6.2.2 Proficient Level – Participate in learning to update knowledge and practice, targeted to professional needs and school and/or system priorities.
Session 1: Introduction to the Amazing Game
Busting the myths: Busting the myths will assist our teachers to break down some of the incorrect information that is circulating with the introduction of the Digital Technologies syllabus.
Familiarity with digital technologies terms: A fun and engaging activity where our teachers will work together in teams to match terminology to meanings. Literacy recommendations and activities will also be supplied.
Scope and sequence: In this section, teachers will be exposed to where all outcomes, dot points and general capabilities will be met. This is all outlined in detail in the 20-week unit of work that teachers will receive.
Session 2: Discovering Digital Technology
Define and decompose real world problems: Teachers will be exposed to a range of classroom possibilities to help meet the define and decompose real world problems dot point; such as: the ‘Tube Map challenge’, ‘Who is a Data Detective’ and the ‘Queensland- beautiful one day, perfect the next’ activity.
Evaluating the suitability of hardware: ‘Hardware Globetrotter’ and ‘Mind Blowing Emerging Technologies’ are tasks that teachers will have the opportunity to view and ask questions about, to meet the evaluating the suitability of hardware dot point.
How do digital systems represent text, image and audio with whole numbers? The ‘Comic Strip Assessment Task’ will be presented to our teachers as an option to share with students. Teachers will experience pixels up close and will participate in a ‘Get Pixeled’ guessing game.
Exploring data transmission: A lively activity where our teachers will participate in the ‘Data Dash’. This section aims to familiarise teachers with the many factors involved with a successful data transmission.
Session 3: Exploring Projects
Plan and manage digital projects: Suggestions for how to manage digital projects, including the use of a Design and Production Process portfolio will be covered in this section.
Teaching students to modify programs in a general programming language: A discussion regarding the general programming languages and how students may learn to code in these languages will take place. Best practice methods for assisting students and software solutions will be shared.
Algorithms, data types, branching and iteration: Our teachers will be given guidance on where and how these specific syllabus requirements are being met within a project and folio. A scaffold and marking criteria to assist assessment of these concepts will be shared. Marking criteria may be differentiated to meet individual classes and schools.
Evaluating technological solutions and professions: An evaluation activity regarding Leading Professionals in Digital Technology will be introduced. Evaluation of current apps will also be introduced as an activity to share with students.
At the end of the day all teams will calculate their ‘travel account’ to reveal who the winning team is. The winning team will be rewarded accordingly for working together resourcefully.