If there was a time when the idea of games in education was left field it isn’t any more as Victoria rolls out Minecraft Education Edition to all students in the public system. It’s the second biggest program of its kind in the world.
The kind of engagement that kids show when they’re playing video games has long been coveted by educators, and the idea is that giving teachers Minecraft means they can now access that kind of immersion in their practice.
There is some convincing evidence that Minecraft performs as billed, the students certainly do like to use it and there is something about the freedom within the game, the ability to collaborate or go it alone and the necessity of solving problems that develops the kinds of skills that future employment will require. Read More
The Brainary, distributors of those appealing little red and blue NAO robots that often engage teachers at education events, now conduct professional development training on how to use robots to deliver engaging lessons that meet key requirements of the digital technologies curriculum. Read More
Results of the Commonwealth Bank Teaching Awards Survey show that Australian adults think that Maths (80%) and English (82%) are the most important subjects that children should be learning with two-thirds (69%) believing that technology is the most important subject, ahead of science (56%). Read More
Questacon and Raytheon Australia and have marked 10 years of partnership by announcing the development of a pilot of the Engineering is Elementary program for schools. The new program draws from a highly successful science, technology, engineering and math initiative. Read More
Student innovators and graduates from The University of Western Australia are developing a headset that can monitor human brain waves and stimulate the brain to improve concentration and boost the brain’s performance. The headset uses Electroencephalography (EEG) technology Read More
Matific, the popular online maths resource for primary school students, has won two awards at the International SIIA CODiE Awards in San Francisco, for Best Mathematics Instructional Solution and Best Game-Based Curriculum Solution. Read More
STEM has been a buzz word for a few years now. Everything is STEM. Throw money at STEM. STEM will save us. Science. Technology. Engineering. Maths... it’s catchy. Education stems from STEM, etc. etc. Read More
Some might say that putting together a list of resolutions at the middle of the year might be counter-productive. I prepared this article at the start of the year but it made more sense to hold it for the first issue of The STEAM Report; Read More
Everything. Everything’s new. STEAM is innovation. Think what the steam engine did for society! We’re going the same way. But specifically, the year has already gotten off to a huge start with events and news that is positively STEAMy. Read More
Forget finals footy, look out for The Matific Games in mid-August for your fix of competitive action. Students will battle it out to show their maths proficiency and hard work on Matific’s suite of online maths games for K–6 Read More
The Brainary, distributors of NAO robots, is offering to help schools to apply for a Digital Literacy Schools Grant. NAO is an ideal platform for engaging students in STEM concepts and the Arts and social sciences in differentiated lessons. Read More
Matific was designed to teach mathematics in a fun, engaging way. Fun, but not so fun that there’s no learning being achieved. Research conducted by the UWS indicates that Results improved by 34% when using Matific. Read More
The University's ACA will deliver the Australian Digital Technologies Challenges for Years 5 and 7 on behalf of the Commonwealth Department of Education and Training until December 2020, with support from Grok Learning and Monash Uni. Read More