In this year’s Teacher survey, lots of you wanted more information on how best to support students targeted by cyberbullying. Dr Roberta Thompson is a Research Fellow at the Griffith Institute for Educational Research. Here, she discusses strategies to help teachers feel more confident in dealing with cyberbullying, related research findings, and helpful resources.
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.
The Deadly Gaming action research pilot project is investigating how the use of digital gaming might engage and motivate Indigenous learners in the primary school years. In this reader submission, project leader Dr Troy Meston shares details of the initiative and some of the early findings.
We know that, overall, female participation in STEM is lower than that of males, and that schools can play an important part in encouraging girls to pursue education and careers in this area. In this podcast, we’re joined by Jessica Huynh, Managing Director of Go Girl, Go for IT, a free one-day technology conference for girls, and teachers from a school that participated this year.
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.
‘Changing video consumption patterns in education have inspired a growing body of research focused on measuring video’s effectiveness as a learning aid’. In our latest reader submission, Tara Walsh shares some findings from her recent literature review into the use of instructional video in K-12 education.
In this episode in our School Improvement series, we hear from Dr Jason Zagami from Griffith University, who shares some of the current challenges and opportunities of computer education in Australian schools, and how teachers can better prepare for future technological advances.
New research has shown that while the use of immersive virtual reality (IVR) increases student enjoyment and presence in a task, when used on its own it does not improve procedural or declarative knowledge when compared to the more traditional learning activity of watching a video.
With the rapid growth in digital technologies, digital writing skills are becoming more and more relevant for students. A new research project from Deakin University will look at the potential to complement traditional writing tasks in schools with contemporary forms of digital writing.
Early-career teacher at Tasmanian eSchool, Ruby Lyons-Reid, has recently been recognised for her use of digital resources to engage students in learning about First Nations histories and cultures, and in this article, she shares the learning activities she’s found to have the most impact.