Professional Documents
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Family Name/Surname: HOOPER First Names: MEGAN
City/Suburb: QUILPIE
Post Code: 4480
State: QLD
Country: Australia
Faculty of Education
University of Southern Queensland
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Megan Hooper Assignment 1
Assignment 1
Digital solution, reviews, & report
Megan Hooper
University of Southern Queensland
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Megan Hooper Assignment 1
Adaptation
I have chosen to adapt the digital solution Code-a-pillar (2016) to be used within the Design
Technologies process and production skills Learning Area of the Australian Curriculum: Technologies. The
following information will endeavour to explain how this resource would be deemed suitable and how it would
be delivered to Follow, describe and represent a sequence of steps and decisions (algorithms) needed to
solve simple problems (ACTDIP004) (Australian Curriculum, Assessment and Reporting Authority [ACARA],
2017) through experimenting with very simple, step-by-step procedures to explore programmable devices, for
example providing instructions to physical or virtual objects or robotic devices to move in an intended manner,
such as following a path around the classroom (ACARA, 2017).
As a whole class students in the Year 2 classroom have decided that they want to utilise the Code-a-
pillar to extend their problem-solving skills, develop sequence planning, directional language and extend their
ability to critically think. They believe that utilising the digital solution they will be independently helping to
develop their mathematical skills. This is because students have just started to make the link between
coding/programming and maths equations. Students would utilise their basic maths knowledge and will apply it
to the Code-a-pillar to design a mathematical rotation activity where the Code-a-pillar would need to be
programmed by the students and would follow simple step-by-step codes/directions to reach the next group
where students would need to answer a mathematical question before being able to program the Code-a-pillar
again and it being instructed onto the next group.
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Megan Hooper Assignment 1
return to your Home page and I was not able to do this. Well done this digital solution shows your diligence to
detail.
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The report
Over the last semester, myself and a number of other students have created a digital solution that helps cater
for the continuous advancing and changing Australian Curriculum. Students in EDP4130 were required to
create an interactive resource that was adapted for use with the two distinct Australian Curriculum: Technology
subjects. The two technology related subjects are: Design and Technologies and Digital Technologies. The
purpose of the resource is for it to act as an interactive storage site where technology curriculum ideas could
be sourced and act as a pedagogical tool for the students future teaching occupations.
For the purpose of this report, my digital solution was created using Weebly. Weebly (2017) is a free
website generated on the Internet. By utilising this source, I was able to create a digital solution, that was
simplistic, functional, user-friendly, provides flexible access for storing and an educational tool that would help
not only me, but my fellow peers now and into our future teaching degrees to access technology curriculum
resources with just a simple click of a button.
When developing this resource tool for educators substantial time was put aside to make sure that the
best possible technology devices and resources were being chosen and utilised. So, not only would this save
time for the educators ever-increasing workload, but ultimately provide students within the classroom with the
best possible opportunities to use technologies that create innovative solutions, through independent and
collaborative learning that help develop knowledge, understanding and skills to respond creatively to current
and future needs of the ever changing 21st century technologies. The Australian Curriculum, Assessment and
Reporting Authority (ACARA) support this approach by stating all young Australians should develop a capacity
for action and a critical appreciation of the processes through which technologies are developed and how
technologies can contribute to societies (ACARA, 2017). The resources provided on the digital solution give
students opportunities to consider the use and impact of technological solutions on equity, ethics, personal
and social values (ACARA, 2017). Furthermore, they let students create solutions, as well as responding to the
designed world, they consider desirable sustainable patterns of living, and contribute to preferred futures for
themselves and others. Inarguably the digital solution created aligns with the Australian Curriculum:
Technologies, and has provided an interactive, authentic learning tool for teachers and extensive learning
opportunities for students (ACARA, 2017).
By being involved in this project I have been able to deepen my technology curriculum knowledge,
obtain professional experience in a number of ways and ultimately develop a pedagogical tool. Since
technology is one of the newest additions to the Australian curriculum it was pivotal that preservice teachers
began engaging with it now, instead of when in the classroom for the first time. Through the course content, a
number of activities were created to promote involvement and better understanding about the technology
curriculum, in particular, the peer review activity. By incorporating and learning through peer reviews, the
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Megan Hooper Assignment 1
Australian Institute for Teaching and School Leadership (AITSL) acknowledges that pre-service teachers are
beginning to participate with the Australian Professional Standards for Teachers, especially, Standard 6:
Engage in professional learning, and Standard 7: Engage professionally with colleagues, parents/carers and
the community (AITSL, 2017). EDP4130 students were not only acknowledging these standards, they were
also able to use and engage with these standards, by applying them to their peer reviews and digital solutions.
The reviews conducted by fellow peers acknowledged where another student had utilised these standards,
applied relevant information, sourced appropriate resources and provided further assistance; be it a format of
a blog, contact details or so forth, all of which were all conducted in a professional manner via the study desk
forum.
In my reviews, it was obvious that other students also agreed that I had resourced appropriate
resources to help teach Australian Curriculum: Technologies. However, in a professional manner, the same
students provided me with excellent suggestions on how to improve my website. Such example of
improvement was put forward by Tracie Morrison (2017) who recommended that I should consider including
an approval process for content posted by others. Whilst, Samantha Forbes (2017) encouragingly commented
that my digital solution was easily accessible from many platforms and allows for an aesthetically pleasing
browse through the resources chosen. This type of professional engagement with others allowed me to reflect
on my design making adjustments where required, revisit the course content and learnings and ultimately
enhancing my ability to locate beneficial, educational resources to teach a particular content through the help
and guidance of professional, educational peer reviews.
This project also professionally developed my key understandings about the Australian Curriculum:
Technologies and how by promoting learning environments that incorporate technology-rich lessons and
resources our classrooms and students will develop creativity, innovativeness, and capability for self-directed
lifelong learning (Moyle, 2010). All of which, are promoting students who are becoming active agents in the
construction of their own knowledge, rather than passive recipients of that knowledge from teachers (Moyle,
2010).
In conclusion, this project extended my own teaching practices, professional engagement and how to
actively network on a professional level with peers. At the same time developing fundamental links between
my knowledge about innovative technology resources and learning how to provide opportunities for
educational practices to be reconceptualised to cater for the use with Australian curriculum: Technologies in
an ever-changing, technology advancing 21st century (Moyle, 2010). Where classrooms and teachers are
ultimately helping teach students to become creative, productive, resourceful users of technology.
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Reference:
Albion, P. (2017a). EDP4130 Technology Curriculum and Pedagogy: Course notes. Toowoomba,
Australia: University of Southern Queensland.
Albion, P. (2017b). EDP4130 Technology Curriculum and Pedagogy: Week 6. Retrieved October 10,
2017 from https://usqstudydesk.usq.edu.au/m2/mod/book/view.php?id=701401
Australian Curriculum, Assessment and Reporting Authority. (2017). Design and technologies
Foundation and Year 2. Retrieved October 10, 2017, from https://www.australiancurriculum.edu.au/f-
10-curriculum/technologies/design-and-technologies/
Australian Institute for Teaching and School Leadership (AITSL). (2017). Australian Professional
Standards for Teachers. Retrieved October 10, 2017, from https://www.aitsl.edu.au/teach/standards
Areana, N. (2009). Ninas Arena-Teaching & Learning in the Australian primary classroom. Retrieved
October 11, 2017, from https://ninadavis.me/2009/08/06/design-technology-in-a-prep-program-
inquiry-learning-toy-story/
Archer & Hughes. (2011). 16 Elements of Explicit Instruction. Retrieved October 10, 2017 from
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0Framework/Supporting%20Documents/16%20Elements%20of%20Explicit%20Instruction.pdf
Bradford Theatres. (2010). Georges marvellous Medicine. Retrieved October 11, 2017, from
https://www.youtube.com/watch?v=qRa2bZe0Pas
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ClassDoJo. (n.d). ClassDoJo Happier Classrooms. Retrieved October 11, 2017, from
https://www.classdojo.com/en-gb/?redirect=true
CoderDojo. (2017). CoderDojo: The global network of free computer programming clubs for young
people. Retrieved October 11, 2017, from https://coderdojo.com
Digital Trends. (2016). Emerging Tech: Teach how to code with the Code-a-pillar. Retrieved 5
September, 2017, from https://www.digitaltrends.com/cool-tech/code-a-pillar/
Fisher-Price. (2016). Fisher-Price Code-A-Pillar Toy Teaches Toddlers How To Code. Retrieved
October 11, 2017, from https://www.digitaltrends.com/cool-tech/code-a-pillar/
Foody, J. (2017). Positive Behaviour Clip Chart: TeachersPayTeachers. Retrieved October 11, 2017,
from https://www.teacherspayteachers.com/Product/Positive-Behavior-Clip-Chart-3079766?pp=1
Forbes, S. (2017). EDP4130 Technology Curriculum and Pedagogy: Semester 2 2017 Shell Course:
Forum Peer Reviews. Retrieved October 10, 2017 from
https://usqstudydesk.usq.edu.au/m2/mod/forum/discuss.php?d=673946
GoConqr. (2017). Are You Ready To Make The Change? Retrieved October 10, 2017 from
https://www.goconqr.com/en/examtime/guide/technology-in-the-classroom/
Kahoot! (2017). What is Kahoot!? Retrieved October 11, 2017, from https://kahoot.com/what-is-kahoot/
Lego. (2017). Move Bit by bit. Retrieved October 11, 2017, from https://www.lego.com/en-
us/campaigns/bits-and-bricks
Little Bins For Little Hands. (2017). Algorithm coding game and screen free computer coding for kids.
Retrieved October 11, 2017, from https://littlebinsforlittlehands.com/printable-algorithm-coding-game-
stem-kids/
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LulzBot Mini. (2017). Great for Beginners LulzBot Mini. Retrieved October 11, 2017, from
https://www.lulzbot.com/store/printers/lulzbot-mini
Morrison, T. (2017). EDP4130 Technology Curriculum and Pedagogy: Semester 2 2017 Shell Course:
Forum Peer Reviews. Retrieved October 10, 2017 from
https://usqstudydesk.usq.edu.au/m2/mod/forum/discuss.php?d=673946
Moyle, K. (2010). Building innovation: Learning with technologies. Retrieved October 10, 2017 from
https://research.acer.edu.au/cgi/viewcontent.cgi?article=1009&context=aer
Mrs. Beatties Classroom. (2017). How to manage students who are demanding your attention.
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demanding-attention.html
Primary Chalk Board. (2014). Elementary Chalkboard: A place for tips and tricks K-6. Retrieved October
11, 2017, from
http://primarychalkboard.blogspot.com.au/2015/07/how-i-create-and-maintain-positive.html
Queensland Government: Department of Education and Training. (2017). Positive behaviour for
learning. Retrieved October 11, 2017, from http://behaviour.education.qld.gov.au/positive-
behaviour/Pages/default.aspx
Sarah. (2016). Penny Spinners- toy tops that kids can make. Retrieved October 11, 2017, from
https://frugalfun4boys.com/2016/01/04/penny-spinners-tops-kids-can-make/
ScienceKids. (2016). Science Games for Kids: Plants & Animals. Retrieved October 11, 2017, from
http://www.sciencekids.co.nz/gamesactivities/plantsanimals.html
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Scootle. (2016). Primary Connections: Package it better. Retrieved October 11, 2017, from
http://www.scootle.edu.au/ec/pin/WDURMY?userid=39287
Scratch. (2014). About ScratchJr. Retrieved October 11, 2017 from https://www.scratchjr.org/about/info
Sparkfun. (n.d). MaKey MaKey Quickstart Guide. Retrieved October 11, 2017, from
https://learn.sparkfun.com/tutorials/makey-makey-quickstart-guide
Tracy, K. (2016). STEM Design Challenge: Build a Boat. Retrieved October 11, 2017, from
https://www.teacherspayteachers.com/Product/STEM-Design-Challenge-Build-a-Boat-1967053
Wonder Workshop. (2017). CleverBot. Retrieved October 11, 2017, from https://www.makewonder.com
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