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‘Long gone is the traditional view of a museum as being static and dusty. Contemporary museums promote interactive exhibits, experiential learning experiences and technological “open” accessibility.’ Dr Deb Cohen explains how teachers can use museum education programs to support classroom learning.
Twenty Things to Do with a Computer Forward 50, edited by Dr Gary Stager, celebrates the vision of Cynthia Solomon and Seymour Papert in their seminal 1971 paper. In this exclusive extract, Martin Levins shares ‘Some Modern Things to Do with a Computer’, with examples from Australian schools.
School playgroups benefit children, their families, schools and communities. New Australian research has identified six key features of high-performing school playgroups.
For students who are unable to attend normal classes in school, a telepresence robot represents a very real solution to a very difficult situation and has the potential to transform their lives. Dr Susan O’Donnell and Adrian Rayner explain more, and share comments from teachers and students who’ve been using the technology.
In this episode of Teaching Methods we’ll be looking at how PE teachers adapted to online learning during the pandemic. My guest is Dr Vaughan Cruickshank and we’ll be discussing in this ‘emergency mode’ of teaching and learning, did PE happen at all? If it did, it more Physical Activity than Physical Education? And what lessons can we learn from this experience for the future?
‘Health and Physical Education (HPE) is fundamental for supporting young people to develop the skills and knowledge that will enable them to engage in lifelong health, movement and physical activity behaviours. Ensuring all young people have the opportunity to develop this knowledge is a crucial responsibility for all physical educators.’ Dr Laura Alfrey and Professor Ruth Jeanes share practical strategies for promoting inclusion in HPE.
Around a quarter of a million students in Australia choose to undertake Vocational Education and Training (VET) in school each year as part of their senior secondary studies. New research, released this month, explores some of the reasons why they choose this pathway, and the factors that lead to effective VET in schools programs.
In their series for Teacher on Virtual Reality in education, Dr Susan O’Donnell and Adrian Rayner have explored the potential of VR technology and five elements of a successful school program. In this final instalment, they share feedback from students and staff who have been using the technology in their learning and teaching.
When you think about student agency, do you picture classroom tasks and surroundings? What about ‘free play’ areas, such as the playground or oval? Here, Rachael Jamieson-Newton and Benjamin Newton share details of a review into primary students’ play at St Paul's Grammar in Sydney, New South Wales.
‘[Virtual Reality] cannot be an outcome in itself but needs to be a tool that creates meaningful, authentic and integrated learning opportunities when fully embedded with the curriculum.’ Dr Susan O’Donnell and Adrian Rayner share the five pillars of a successful VR program in education.
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