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The students from 10PSd used the following resources to help develop the Project Specifications for the Multi-Level Game that they will be producing to address a Project Action relating to Experiencing Marine Reserves:
Year 10 DigiTech Project - Experiencing Marine Reserves
The Poor Knights Competition Criteria 19 - supplied by Lorna Duggan of EMR




The following is an example of a students' list of Project Specifications that were developed from both the Year 10 DigiTech Project, and the The Poor Knights Competition Criteria 19.  The project specifications works as a guide for the student, as an ongoing evaluation for design elements and other considerations that need to be included in the development of the outcome.
Project Specifications
Using the information from the Outcome Features and Attributes, make a list of the Key Specifications of the Outcome to be produced.  
Key Specifications are the attributes or features that occur in many outcome examples, and which you think are important to the Outcome design (function and look).


  • A minimum of three game levels
  • Challenges at each game level that players would find cool, fun and educational
  • At least one sprite
  • At least three backdrops
  • At least three levels
  • (Year 10 project)
  • Difference between your local area and marine reserve(Competition)
  • Creativity, presentation, leadership and kaitiakitanga
  • Demonstration of understanding of marine conservation, marine reserves, marine protected areas and or/marine issues in New Zealand
  • NZ marine biodiversity and conversation context
  • You need to make sure you are addressing a social action
  • At the beginning of the game you need to state the social action that the game is addressing
  • Each game level and backdrop needs to state in a text box the issue that relates to the social action
  • A challenge on each game level needs to include pop up texts that says how the issue has been solved  

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Today we had a meeting run by Graham, with the Tamaki College staff involved in the EMR Land and Pool Session this coming Friday.

As well as discussions over the EOTC logistics for the day, there were also collaborative discussions in the meeting around the following relating to the Action Projects:

  • Game Creation
  • Who will help the student make videos
  • Social Actions in Social Studies

With regards to the Game Creation, I fed back to the meeting participants the outcomes (multi-level games) that 10PSd would be creating relating to Experiencing Marine Reserves that aligned with the Action Project objectives.

Whilst the game ideas are still very much at conception stage, the vast majority of the students in 10PSd are showing great enthusiasm towards the context being taught across multiple learning areas.  This gives me confidence that there will be a range of games that could be submitted for the Action Project.



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Today, Lorna Doogan from EMR, emailed through a range of links and attachments of resources relating to the EMR Project.  

The significance of the resources is that they directly related to different parts of the design process that I am teaching to 10PSd at the moment.  I was able to embed the resources into the 10PSd Workspace for specific learning activities, available for viewing in the Workspace, and also shown in the screenshots that follow.

Need or Opportunity

The Need or Opportunity, is where students identify problems or issues relating to a context (in this particular instance, Experiencing Marine Reserves), and identify possible solutions to the problems.

The EMR Program Action Ideas resource enables the students to connect their ideas about problems relating to Marine Reserves, with some of the action plan ideas outlined in the resource.


Conceptual Statement

The Conceptual Statement is the statement within the DigiTech Project Design Brief, whereby students identify the outcome that will be developed (which is a multi-level game), the context that the game will relate to (Experiencing Marine Reserves), the target audience for the outcome, and either the problem that will be resolved or the purpose for developing the outcome.

The EMR Presentation Notes is a rewindable resource that enabled the students to reflect back to the theory session, and incorporate aspects of the presentation, into their thinking for writing their conceptual statement.



Research and Design Ideas

The Research and Design Ideas are where students develop a range of design ideas for their game; a range being a minimum of three design ideas.

The design ideas just need to give an idea of how the outcome might look and function.  The following is a simplified Design Idea Explanation that I created on the whiteboard for students.  However, the students were to develop their design ideas on the Slidedecks in the Evidence column in the Workspace.  I took a photograph of the Design Idea Explanation and included this in the Workspace for students.



The EMR Resources included in the Research and Design Ideas section of the Workspace, includes:
  • YOE - Love Our Ocean, which is a link to a website and collection of resources relating to Marine Concepts
  • Protection Our Marine World, which is a link to a website about how to protect our unique marine environment 


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I created a CoLab and EMR Model as I am now trying to see if it is possible to integrate both projects together and I want to see the lap-overs between both projects.  

The model shows a broad overview of each of the projects, as well as initial planning tools being used for both projects.

The purpose of the model for my own teacher practice, is to identify the planning tools associated with the collaborative units of work, including the planning tools that are accessible by multiple educators, as well as planning tools that is accessible to myself.



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One of our Tech staff, Carol Heka, ran the first of a series of Blogging sessions during lunchtime last Thursday to address one of our department goals for 2019 as shown below.

Technology Department Goals 2019

Goal 1 Blogging
To develop resources for teachers to enable learners to produce meaningful blog posts.


The homework task from the Blogging session was as follows:

Homework
  • Come back to the next Blogging PD with feedback on what happened during the blog post session with students
    • What happened when you blogged with your students?
    • What changes need to happen to improve the blogging process?

 .     

   


Today, I used the writing frame from the Blogging session with my NCEA Level 1 students, who are currently in the middle of their project focussed around developing a website.  I informed the students at the beginning of the double session that they would be blogging in the last 30 minutes of today's lesson.  They would have 60 minutes to work on their website, and at 12.20pm, they would have to stop working on their website, and reflect on the progress of the website development.  This is what happened ...

  1. I shared the following blogging instructions with the students Blog Post Title: Website Development Progress
  2. Students blogged, and linked their blog post into the Assessment Workspace
    • Araiti  
    • Paige  
    • Sam  
  3. One of the students didn't have a blog, so he emailed Lenva asking that one be created for him.  He completed the blogging task in a Google doc


At the next Tech Dept Blogging session, we will discussing the changes that need to happen to improve the blogging process!
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Theory Session

On the 21st February, Lorna Doogan from EMR delivered the Theory Session Presentation to the Year 10 Classes.  I attended the session with 10PSd, and took some basic notes throughout the session, including concepts relating to:

  • Kaitiakitanga
  • Learning by doing
  • Marine Biodiversity
  • Much of the marine life is endemic
  • Excited about the Marine Environment!
  • Educate the wider community about the issues around the Marine Environment

Planning for DigiTech

From the presentation, I decided to make the following changes to my planning for the DigiTech project:
  • Backtracking across content to align the DigiTech project with the new context
  • Review the Brainstorm - Needs and Possibilities, to connect with problems and issues associated with Marine Biology in New Zealand
  • Adapt the DigiTech Workspace to include EMR content, and to share the Workspace with 10PSd's Science Teacher


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An Overview

Lorna Doogan, of EMR https://emr.org.nz/, presented an overview of the purpose of the EMR Project to the CORE Middle Leaders.  The program involving the three Tamaki College Year 10 classes included the following:

  • 21 February - Theory Session : EMR Presentation to Students
  • 1 March - Pool Session and Local Session at Pt England Reserve
  • 22 March - Goat Island Snorkel Day
The Theory Session will include:
  • An interactive presentation about marine biodiversity, including videos and images
  • Sharing of the taonga (treasure) box
The Local Marine Investigation/Pool Session will include:
  • Point England Reserve Cleanup and Marine Investigation
  • Pool Session
The Goat Island Trip will include:
  • Introduction to Goat Island Marine Reserve
  • Marine Biodiversity and Safety Briefing
  • Guided Snorkel Experience
  • Marine Conservation Debrief

DigiTech Project

From Lorna's presentation, I could definitely see how the DigiTech Project that the class 10PSd was undertaking, could integrate concepts from the EMR project.  

I emailed Lorna to give her an overview of what I’m teaching 10PSd at the moment and to request access to further resources:







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"To maximise pedagogical practices (relating to integrated education), to effectively shift student achievement, supported by digital platforms connected to visible teaching and learning" 

I am particularly interested in the "process of planning" for integrated education, and how this can be made to be as effective as positive for teachers involved in integrated education, as well as enabling learning outcomes to be at the most optimal levels for student learning and achievement.

The different areas of the inquiry that I will be investigating includes:
  • understanding integrated education
  • teaching and learning outputs
  • interrelationships
  • access to teaching and learning information
  • shared knowledge and understanding of possible digital platforms that could be used to execute teaching and learning

The projects that I will be involved in throughout 2019 that will enable me to investigate various aspects of my inquiry include:

  • Experiencing Marine Reserves - in collaboration with other departments at Tāmaki College
  • CoLab High School - in collaboration with Social Sciences at Tāmaki College and James Wood High School in Winchester, Virginia
  • Tāmaki College Collaborative Inquiry Project 2019 - in collaboration with other departments at Tāmaki College and the Liggins Institute at Auckland University
I will also be delivering a session at the EdTech Summit Auckland 2019 conference this year.  I will be using my experiences within various projects that I am involved in, to guide the session that I deliver.  The session details are as follows:

Title: VTaL - Visible Teaching and Learning : Planning for Integrated Projects in a Secondary School

Session Description: Collaboratively sequencing learning, is key to planning for integrated projects in a secondary school setting.

This session will focus on the use of Workspaces by multiple Learning Areas, to undertake an integrated project with Year 9 or Year 10 students.  However, planning for integrated education is not limited to the use of Workspaces; integrated education can also be applied using a range of different digital tools such as Google docs too.  It's all in the collaborative approach to planning, and the sequencing of learning activities.

Image result for integrated education nz curriculum








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On the 13th February, the Head of Science, Jay Malhotra, presented an opportunity for other Learning Areas to collaborate with Science and an external provider, Experiencing Marine Reserves (EMR), on a project; A national programme of experiential learning about marine conservation, with three of our Year 10 classes.

Even though I'd started a project with my Year 10 students with the context of 'Entertainment' I was happy to switch from that context, and jump on board with the integrated unit of work.  However, I'd already started teaching the students, as this was the class that I'd been teaching during JumpStart, so was really flying by the seat of my pants.

I spoke to the students in today's lesson about the idea of changing the context from 'Entertainment' to 'Experiencing Marine Reserves'.  I explained that it is likely that the students may be learning about this topic in some of their other subjects.  They were open to the idea of the context change.  At this stage, the students had only participating in one learning activity relating to 'Entertainment', so it wasn't a lot of work to change.  During JumpStart, the focus had been on the skills required to develop the outcome; that being a Multi-level Game.

Student buy-in has been instrumental in moving forward with the EMR context.







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About Me

Kia ora! I am the Head of Technology at Tāmaki College and also teach Digital Technologies.


My target group of learners for my Inquiry 2021 will be my Year 12 NCEA Level 2 class. This group of learners were my target group from my 2020 Inquiry. I would like to inquire into whether Academic Writing exemplars specific to Digital Technologies, in conjunction with the 'Explanation Writing' classroom display resources for Digital Technologies, based on SOLO taxonomy, could accelerate achievement in literacy in my subject.


My target group of learners for my Inquiry 2020 were my Year 11 NCEA Level 1 class. I inquired into the process of using the LearnCoach online programs (content) and VTaL Visible Teaching and Learning (workflow) to accelerate student achievement for Tamaki College students undertaking courses in Digital Technologies NCEA Levels 1, 2 and 3.


In 2019, my inquiry is to maximise pedagogical practices (relating to integrated education, and collaborative teaching and learning), to effectively shift student achievement, supported by digital platforms connected to visible teaching and learning.


My Inquiry in 2018, was to develop a VTaL Purpose-Built Innovative Tool, to enable all elements of the VTaL Framework to be accessible to teachers, in order to accelerate student achievement.


In 2017, my inquiry was based on raising student achievement and shifting teacher practice around effective pedagogical practices including Learn, Create and Share. This will be achieved through the development, implementation and monitoring of the Visible Teaching and Learning Framework.

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