Each year, the Prime Minister’s Prizes for Excellence in Science Teaching recognise the critical role primary and secondary school educators play in inspiring and encouraging students to take up an interest and consider careers in STEM. Last night, Judith Stutchbury and Donna Buckley were named winners of the 2023 prizes.
The 2023 winners of the annual Australian STEM Video Game Challenge have just been announced. This year, students in years 4-12 created their own video games inspired by the theme ‘construction and destruction’. In this article, we share the winning entries.
The latest winners of the annual Prime Minister’s Prizes for Excellence in Science teaching are George Pantazis from Marble Bar Primary School in Western Australia, and Veena Nair from Viewbank College in Victoria. They both join us in this episode to discuss the work they’ve been recognised for.
Video games are a favourite pastime of both children and adults alike, and schools are therefore using them to engage students in their lessons. This month on Teacher, we published a reader submission that explored how digital gaming motivates Indigenous learners in primary school. In today’s episode, we share highlights from this piece and more.
Year 5 and 6 students from MidCoast Christian College in regional New South Wales were tasked with designing their own video games. We speak with educator Melissa Tindall about the process of designing the games from scratch, and how it allowed students to explore the 21st Century skills of critical thinking, creativity, collaboration and communication.
Since 2014, ACER’s STEM Video Game Challenge has invited students to design and build their own video game. In this article, we share the winning games of the 2022 challenge, and former challenge winners share the impact their experience has had on their post-school journey.
Helping students to develop their skills in the general capabilities is essential for preparing them to succeed in a modern society. At St Hilda’s Anglican School for Girls in Perth, Western Australia, primary school students are given these opportunities through the school’s STEAM program.
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.
Algorithms are a key component of computational thinking, and the foundations for developing these skills starts in the early years. What are some of the day-to-day ‘unplugged activities’ that offer teachers easy opportunities for emphasising and building these skills?
A blob trying to break into the Underworld, a scientist jumping through size-altering portals, and a man who wakes up dazed and confused in a scrapyard – these are some of the protagonists from winning games in this year’s Australian STEM Video Game Challenge.