Shaping young careers
 
Western Student Connections Professional Development
PROFESSIONAL DEVELOPMENT WORKSHOPS

The Play Real Game Series
The Make It Real Game Series
The Real Game Series
The Be Real Game Series
The Get Real Game Series

STEAM Ahead - Bee-bots & Blue-bots
STEAM Ahead - Ozobots
STEAM Ahead - Spheros
STEAM Ahead - Scratch

Western Student Connections is endorsed to provide the NSW Education Standards Authority (NESA) Registered Professional Development for Teachers at Proficient Teacher level.

Work Readiness: Preparing Students for Workplace Learning
Completing Work Readiness: Preparing Students for Workplace Learning will contribute 6 hours of NSW Education Standards Authority (NESA) Registered PD addressing 1.3.2, 2.3.2, 3.5.2, 5.1.2, 5.5.2, 6.2.2, 7.2.2, 7.3.2 from the Australian Professional Standards for Teachers towards maintaining Proficient Teacher Accreditation in NSW

VET and TVET teachers, VET and TVET Coordinators, Careers Advisers, Work Placement Coordinators, Job Coaches

Content includes: Workplace Learning Policy, NESA, NSW Department of Education, Catholic Schools NSW, NSW Association of Independent Schools and Work Placement service Provider requirements, Employability Skills, Work Readiness presentation for students, Employer expectations, Pre- and post-placement activities
One-day workshop 8:45am - 3:45pm
$330.00 incl. GST

REAL GAME SERIES TRAINING WORKSHOP

About the Real Game Series

The Real Game Series is a set of popular living, learning and earning resources for use in primary and secondary schools. It delivers careers and personal development in style.
The resource is a series of classroom-based programmes, developed to help students learn more about themselves and both the opportunities and the responsibilities of adult life in a fun and constructive way.
Participants learn:

  • the importance of education and qualifications in getting the jobs they want;
  • how occupational choice impacts upon lifestyle;
  • how to balance monthly income and leisure time; and
  • the roles and responsibilities of the community.
The resources deliver a comprehensive and progressive programme, covering learning outcomes from all KLAs.

A key attribute of the resources is their flexibility. They can be used as an individual subject resource, cross curricula for personal development (particularly where timetable allocation is limited) or as part of an enrichment programme.
The games in the series are individual and can be adapted to meet the needs of students. Each comes complete with:

  • Comprehensive lesson plans
  • Quality, colourful support materials
There are 5 games in the series:
  • The Play Real Game for Years 3, 4, 5 & 6
  • The Make It Real Game for Years 5, 6, 7 & 8
  • The Real Game for Years 7, 8 & 9
  • The Be Real Game for Years 9, 10 & 11
  • The Get Real Game for young people over 16 years of age

Who is this workshop for?
Careers Advisers, Year Advisers, Stage Advisers, Teachers (any KLA), Student Welfare personnel, Curriculum leaders

Note: Please check in your school for Real Game kits – maybe in the Careers Adviser’s office.

ROBOTICS & CODING TRAINING WORKSHOPS

STEAM Ahead - Bee-bots and Blue-bots in the Classroom

Workshop Outline:
1. Introduction to robotics and coding – Bee-bots and Blue-bots
  • An analysis of the background research and papers which inform the integration of robotics and coding (STEAM) in learning and teaching strategies, for early childhood and early STEAM learners.
  • Using Bee-bots and Blue-bots – care, safe and responsible use, commands, coding protocols, algorithms, specific vocabulary, data sets, compatible devices, user input.
  • Coding Bee-bots and Blue-bots.
  • Sequences, decisions, repetition and problem solving with Bee-bots and Blue-bots.
  • Bee-bots and Blue-bots across the full range of abilities
2. Bee-bots and Blue-bots in the classroom
  • Online design resources, learning and teaching strategies, assessment and reporting.
  • Differentiated strategies to make accommodations and adjustments for inclusiveness.
3. Integrating Bee-bots and Blue-bots in curriculum
  • Blue-bot App
  • Online lessons
  • Developing curriculum resources
  • Scope and sequence
4. Bee-bots and Blue-bots Online
  • Assessment
  • Workshop Evaluation
  • Follow-up Activity

STEAM Ahead - Ozobots in the Classroom

Workshop Outline
1. Setting the Scene & Introduction
  • Ozobot robots in education – Primary and Secondary curriculum examples
  • Ozobot robots as a valuable education tool – alignment to curriculum, project-based and personalised learning
  • Thinking skills – computational, strategic and critical thinking, problem solving, 21st Century skills
  • Getting to know the Ozobot robot
2. Using Ozobots with Paper, Pens, Stickers & the OzoDraw App
  • Ozobot Basics
  • Ozobot online activities and resources (creative activities, storyboarding)
  • Using the OzoDraw feature, limitations, extensions, paper & tablet
  • Classroom management, safe, responsible and ethical use, security and privacy.
3. Programming the Ozobot Using OzoGroove and OzoBlockly
  • Using the OzoGroove feature to make Ozobots dance
  • Extensioins with OzoGroove – choreography, designing dance moves
  • The OzoBlockly online editor
  • Applications across key learning areas, different learning styles and education needs.
4. Curriculum Planning
  • Integrating Ozobot robots
  • Online resources for Ozobots
  • An Ozobot Curriculum Plan
  • Evaluation
  • Follow-up activity

STEAM Ahead - Spheros in the Classroom

Workshop Outline
1. Setting the Scene & Introduction
  • Sphero robots in education – Primary and Secondary curriculum
  • Sphero robots as a valuable education tool – alignment to curriculum, project-based and personalised learning
  • Thinking skills – computational, strategic and critical thinking, problem solving, 21st Century skills
  • Getting to know the Sphero robot
2. Driving the Sphero
  • Apps for the Sphero robot & Bluetooth connection
  • Aim and drive the Sphero robot using Drive Mode and the joystick
  • Sphero EDU – App features and Modes
  • Introductory activities, classroom management, safe, responsible and ethical use, security and privacy
3. Programming the Sphero
  • Simple programming using block coding in the Sphero EDU App
  • What might go wrong!
  • Use programming of the Sphero robot to develop 21st Century skills
  • Applications across key learning areas, different learning styles and education needs.
4. Curriculum Planning
  • A whole of school STEAM program using the Sphero robot
  • Online resources for Sphero robotics
  • Javascript coding for Sphero
  • Javascript wiki, online Guides, Competitions, Support, Blog, Forum
  • Follow-up Activity
  • Evaluation

STEAM Ahead - Scratch in the Classroom

Workshop Outline
1. Setting the Scene & Introduction
  • Creative Computing, Design-based Learning and Block Coding, examples, sample projects, terminology and protocols
  • Block coding for beginners using the Scratch Jr App to create simple animations that include elements of music, design, drawing, dance, and story-telling
  • Integrate the Scratch Jr App in curriculum – online resources, curriculum plans, 21st Century skills
2. Animations
  • Scratch MIT web portal – creating accounts, sprites, sequences, loops, parallelism, events, conditionals, operators, data
  • Investigating computational practices - being iterative and incremental, testing and debugging, reusing and remixing, abstracting and modularizing
  • Defining the processes of computational design – design notebook, resource libraries, and computational creation within the genre of the arts – music, design, drawing, and dance
  • Developing an interactive collage, dance party, self-generating drawing, pass-it-on story, multi-scene story
3. Games
  • Engaging with computational creation to design simple games. Explore the use of variables in scoring, timers, enemies, levels and rewards
  • Develop fluency with computational concepts and practices.
  • Explore examples of open-ended design projects and strategies to support, guide and manage a class of coders. Challenges during project development
  • Develop a set of rules for self-reflection, providing constructive project feedback and accepting feedback
4. Curriculum Planning
  • Essential elements of the Scratch Ed website
  • Discussions, Resources and Stories in Scratch Ed
  • Using Scratch coding across every subject – Literacy, Maths, Visual & Media Arts, Music, HSIE
  • Creative Curriculum Guides, Plans, Resources
  • Follow-up Activity
  • Evaluation
 
 
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