TENZ 2019 Conference

1-3 October 2019 → Albany Senior High School
Catherine Johnson
CORE Education: Kia Takatū ā-Matihiko

DT & HM National Readiness: Kia Takatū ā-Matihiko Programme

Places: 35   Of interest to:  Early Childhood, Primary, Secondary, Tertiary

Catherine has in-depth understanding and experience of teaching as inquiry pedagogies, curriculum integration and design, and pedagogical leadership. Catherine was involved in the development of the digital technologies curriculum content and its integration with the technology learning area. Prior to joining CORE Education, Catherine was Director of Education at the Mind Lab in Christchurch, Leader of a large Technology Faculty in North Canterbury, facilitated middle leadership programmes, and was seconded to be a specialist subject advisor.

This interactive workshop will support attendees to: + learn more about the digital supports available for DT & HM implementation + what support the Kia Takatū ā-Matihiko programme offers teachers and leaders + the intent behind the revisions to the Technology Learning Area + how Digital Technologies content connects to the wider Technology Learning Area + reflecting on current digital teaching and learning practice in your school + understanding where and how to start integrating DT + some practical ideas for implementing DT into your local curriculum

Troy at Interface
Troy Smith
Learning Developments

Learn How the Micro:bit is Transforming STEAM

Places: 30   Of interest to:  Primary, Secondary

Troy is the owner of Learning Developments, a MOE PLD Provider. Troy has 10 years of classroom experience in Digital Technology. He has also worked on curriculum design, in online education and now runs an online retail store specialising in educational electronics.

This workshop is for teachers and others interested in the Primary, Intermediate and Secondary sector. They will have the opportunity to see what other schools have been doing with the micro:bit both nationally and globally. Attendees will be expected to interact with each other to solve a problem using the micro:bit. They will learn how to program the device to communicate with others in the session. Finally, there will be a showcase of future developments, international competitions and opportunities to become part of the micro:bit community.

Pippa Lawlor 4×6 inch (4)
Pippa Lawlor
Mint Education

Pippa Lawlor is a Master Practitioner of Neurolinguistic Programming (NLP) and a member of the Society of NLP. She is an accredited PLD facilitator and a teacher with over 30 years of classroom experience. Pippa is CEO of Mint Education, Kaiārahi Technology for subject association HETTANZ and a member of DTTA . She is an expert speaker and conference presenter specialising in womens' leadership and effective communication skills.

Thinking on Purpose - the Secrets of How Learning Works

Places: 18   Of interest to:  Primary, Secondary

Put simply, Neuro-linguistic programming (NLP) is a user’s manual for the brain. NLP is a multidimensional process that involves strategic thinking and an understanding of how the brain and body interact through language. NLP explore the connections between how a person thinks (neuro) and communicates (linguistic) and how that translates into emotional states and patterns of behaviour (programming). Using the educational model of NLP we will answer some fundamental questions such as what makes a highly effective teacher and why do some students learn more easily than others. Discover the fundamentals of NLP which underpin learning strategies and the secrets of how learning works. Learn how to listen to language patterns that students use to elicit motivation and learning strategies that are most effective for improving behaviour. Discover how to challenge unhelpful beliefs and attitudes and create powerful learning states in your classroom.

E-Textiles Easy-as

Places: 15   Of interest to:  Primary, Secondary

The aims of the workshop are:

  1. To help teachers to understand basic electronics and be able to communicate ideas to and with students using digital technologies and appropriate teaching strategies
  2. To enable understanding of how to construct both virtual and textile circuits using smart materials and both conventional and innovative construction techniques.

This event prioritises the area of "soft materials", which is sometimes viewed as a "soft" technology option (as compared to "hard" materials). Gender divide in schools often sees boys choose "hard" and girls take "soft" subjects, with the net result that girls miss out on diverse STEM experiences. The workshop aims to redress gender bias and encourage more girls (and their teachers!) to be interested in fabric science and electronics technology. Textile science within E-textiles involves innovation which showcases the use of smart materials and electronic interfaces. The real-world applications of this are as diverse as performance arts to wearable tech.

Participants will take away a complete textile product which incorporates electronic components.

Joe Chang
Kids Game Dev

Video Game Development Workshop

Places: 8   Of interest to:  Primary, Secondary, Tertiary

My name is Joe Chang, and I run a digital consulting business that specializes in game development, augmented reality and virtual reality. I also run a program that teaches children how to make video games called Kids Game Dev. Before that, I was an independent game developer and self-published games on steam, and mobile app stores. I’ve been an active member of the games community and was the 2016 year secretary for the New Zealand Game Developer Game Association. I originally spent the first 15 years of my career as a software tester/test lead in the IT industry, working for many of the top companies around Auckland such as Microsoft, Air New Zealand, Vodafone, Bank of New Zealand and Fonterra. My qualification is in Electrical Engineering with a Master in Engineering Management from the University of Canterbury.

This is a workshop to demonstrate how kids can be encouraged to learn coding skills through game development. This workshop covers the elements of our program called Kids Game Dev (KGD). These days, kids grow up with electronic devices and are very familiar with playing video games. In fact with many of the latest popular games such as Fortnite, kids are getting badly addicted. With KGD, we are showing the kids, instead of playing Fortnite all day, they can come into our class and learn to make their own versions of Fortnite. While they are having fun, they are learning valuable technical skills for making games. The skills kids learn while making video games will translate directly to programming, 3D modelling and other digital technology disciplines later in their lives. The workshop itself will be a sample of the classes we run, and will cover the major parts of game development, including: game programming, 2D/3D art, and animation.

Jo Dixey head shot (2)
Jo Dixey

Funky Stitch

Places: 15   Of interest to:  Secondary, Tertiary

I am a professional embroiderer trained at the Royal School of Needlework. I teach embroidery workshops around the country as well as working on commissions for a range of people including the fashion and movie industries. I had my first book published a couple of years ago, Stitch People, later renamed Creative Thread.

Spend a couple of hours playing with hand stitching. Embroidery can be used to embellish fabric, make labels for fashion items or create a design. You will learn some basic embroidery stitches and maybe change your view of what embroidery is. This workshop would suit any textile teacher wanting to add some hand work to the classroom. Embroidery is used on many high-end brands at the moment so students will be interested to have a try. This workshop is suitable for all levels and you will go home with a small sampler of stitches. If you wish to see the work I do please have a look at my Instagram @dixeysoul

Doug Bryan
Onehunga High School

Robotics Inside and Outside the Classroom Using the VEX IQ Platform

Places: 21   Of interest to:  Primary, Secondary

Note: This is a 4 hour workshop

I am a technology teacher at Onehunga High School and I am also in charge of our robotics program. We have been involved in the VEX Robotics Competition for the past 10 years. I use both the VEX EDR and VEX IQ systems. Both systems allow students to build robots to complete functions within a game scenario and they have a programmable microprocessor which allows students to write code to control their robots. Both systems have a curriculum with it that allows me to tailor the learning of my students to their abilities. My students have competed both nationally and internationally using the VEX system.

This workshop will introduce participants to the VEX Robotic platforms and demonstrate their versatility both in the classroom and co-curricular. The workshop will focus mainly on the use of the VEX IQ platform. By using the IQ platform I will demonstrate to participants that introducing robotics within a school does not require a vast knowledge beforehand. It can also lead to fun way to involve students in the development of their robotics knowledge. Participants will start with a basic introduction to the system, its components and how it is used to build robots from simple to more advanced machines. Next the teams will be given the first game outline and within a specified time they will need to build a robot to complete a series of functions to play this game. The first game can be completed without any modification to existing code on the microprocessor. This allows participants to gain confidence in understanding the physics behind the build process. The next game can also be played with existing code but would be more efficient with participants writing modified code. With time allowing a third game requires both advanced building and programming knowledge but helps to demonstrate the level that this program can be developed to. This program format has been used previously in Samoa with both teachers and students to introduce them to robotics. Even with the language barrier it was a very positive result with all participants leaving with an increased knowledge and confidence regarding robotics.

Clare Giesbers
Northland College

Te Ao Maori - Some Perspectives

Places: 30   Of interest to:  Early Childhood, Primary, Secondary

I was born in the North, and have spent most of my life in rural Northland. My hapu whangai is Te Uri O Hau, and I tatai to te Aupouri I taught in small rural, schools with predominantly Maori rolls for about 20 years, and have now been working as a school librarian for ten years.

The NCEA review speaks of genuine inclusiveness of Te Ao Maori and Matauranga Maori. This workshop will introduce you to some aspects of Te Ao Maori and Matauranga Maori, give you some resources you can refer to for further understanding, and some activities you can take back to your classrooms. We will be looking at pronunciation and vocab using the rakau method; trying some activities with flax; and developing a list of resources.

Jaime Brown & Victoria Lessing
Merge NZ

New Zealand Sign Language in the Classroom

Places: 25   Of interest to:  Early Childhood, Primary, Secondary, Tertiary

Jaime Brown

Jaime (hearing), a qualified New Zealand Sign Language (NZSL) tutor who has taught NZSL for almost 10 years, has been involved with the Deaf community for 14 years.Co-Director of social enterprise, Merge NZ, Jaime has a passion for NZSL and the Deaf community . Currently studying a BA in NZSL-English interpreting, Jaime has been involved in the NZSL community education curriculum development, a communicator for the NZ men's Deaf cricket team and co-founder of New Zealand's first live online learning programme with qualified NZSL tutors.

Victoria Lessing

Victoria, born Deaf, is a social advocate for the Deaf community, qualified NZSL tutor and Co-Director of social enterprise, Merge NZ. Victoria has been teaching New Zealand Sign Language for almost 20 years and has been involved in the development of NZSL teaching curriculum and the online NZSL dictionary. Currently studying a BA double major in education and business, Victoria is also fluent in five languages, Victoria has a huge passion in inspiring people through teaching language and culture programmes.

An official language of New Zealand since 2006, New Zealand Sign Language (NZSL) is the native language of the Deaf community. This interactive workshop gives a background of NZSL in our country, giving an overview of the history, make up of the language and an introduction to Deaf culture, as without culture, there cannot be language. Basic NZSL will be taught in the second half so that participants can take this language directly back to the classroom.

David Dewhurst
Garin College

Programmable Electronics Using the Arduino Based STEAMS Kit

Places: 20   Of interest to:  Primary, Secondary

Note from presenter: Bring your laptop with Mblock V3 for Win 7+ , there is also an install for Mac OS and Chromebook.

I have been a Teacher of Technology for 30 years and now specialize in Digital Technology at Garin College. I have chosen to diversify all my courses (Yrs 7-13) by introducing the STEAMS programmable electronics kits and have developed a range of extension activities including a line following robot for Level 1 NCEA. Although I consider myself still to be at the learning stage with the programming I am experiencing a consistent positive feedback from all who use the kits.

STEAMS Kit is a portable box of hands-on, one-hour technology lessons with an engaging series of STEAMS (science, technology, engineering, art, maths, societal matters) projects involving light, sound, and movement that encourage students to develop electronic and programming understanding. STEAMS Kit was one of nine successful applicants from the Ministry of Education’s funding round for Strengthening Digital Technologies 2017. Participants will follow the early lessons included in the kit in order to gain a familiarity with basic components and the prototyping board. The Arduino Uno and mBlock will then be introduced and used to explore the simple programmable electronics activities included in the kit. mBlock is based upon Scratch so relies upon the same style of drag and drop environment no programming knowledge is required.

Debbie Anderson
Albany Senior High

Embracing the Digital Technology Standards with an Open Mindset

Places: 15   Of interest to: Secondary

I have 20 years experience teaching technology. I started teaching TIM and moved to ICT and then digital technology. Have completed a postgraduate diploma in education endorsed with digital technology and e-learning in 2019. Introduced the digital technology new standards for Year 11 in 2017, Year 12 in 2018 with Year 13 in 2019. I fully embrace the new curriculum and encourage teachers to "jump on board" they are more progressive and open to students being creative.

Let's jump in with both feet. This course will look at the Year 11 standards and how to develop a course that is flexible and creative and will provide resources to help get you started. Year 12 and 13 standards will be discussed and courseware that can be used to help deliver a creative course will be developed and shared. The externals will also be a topic with easy access to examples of work and resources to help minimise workload issues. Ways of using technology and resources that already exist will also be a topic (if time permits).

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Liam Beale
Phoenix Technology
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Julian Daly
Phoenix Technology

Liam Beale

An electrician by trade, Liam has been involved in many projects, spanning from home renovations through to factories, supermarkets and shopping malls. He brings his experiences into the classroom, helping teachers with authentic contexts, planning systems and skills building.

With the changes for Digital Technologies, in the Technology strand of the NZC, Liam helps decipher the Ministry Lingo and explains it in plain English, while he can demonstrate skills and deliverables in an enthusiastic, simple and in an easy to follow fashion.

Julian Daly

As Liam’s former secondary teacher, Julian has been teaching technology in New Zealand for 20 years. Prior to his New Zealand life, Julian is a British ex-pat teacher with a background in Design Engineering. A keen aviation nut, he compliments Liam’s skills with being a New Zealand Licensed and Practicing Teacher. As a team, this enables us to define the links between projects and skills, and teaching requirements with the New Zealand Curriculum.

Changes in legislation and curriculum mean that Digital Technology teachers must continually be on their toes and looking for areas of improvement. As part of Julian’s skillset, he demonstrates and delivers skills that help with classroom management, making life for you, as the teacher, easier.

Integrating PICBot Robots into the Classroom (DDDO PO 1-3 and CT PO 1-3)

Places: 20   Of interest to:  Primary, Secondary

Note: Participants will need to bring their own computers and charging cords.

This workshop will focus on overviewing a short sequence of lessons that could enable you to introduce your students to computer science concepts while having lots of fun programming an individual PICBot Robot. The Progress Outcomes will be introduced and broken down, considering how what each progress outcome covers and how they could be integrated seamlessly by programming the PICBot Robot.

Using the Picaxe System in the Classroom

Places: 20   Of interest to:  Primary, Secondary

Note: Participants will need to bring their own computers and charging cords.

Learning how to collect real world data in classroom science and digital technology using picaxe micro controllers DDDO PO 1-3.

Belinda Matthews
Alfriston College

Belinda Matthews

I am the New Zealand Curriculum Leader for Technology at Alfriston College in Manurewa, Auckland. One of my teaching passions is learner choice, so developing teaching and learning around Project Based Learning is important to me and works for our learners. Learning is not just for school, but for life!

Praneeta Sharma

I am a Learning Leader in Food Technology at Alfriston College in Manurewa Auckland. I enjoy exploring different ways of teaching and learning, and developing life-long learners.

#BelikeMāui and I Wonder Projects

Places: 35   Of interest to:  Primary, Secondary

I Wonder Projects are projects chosen by learners based on interests and passions. Using the Global Social Issue cards and the #belikeMaui framework along with some design process questions and thinking strategies, learners are able to engage in deep robust discussion from a variety of perspectives. By exploring more deeply about issues at the start, more in-depth thinking is transferred to the chosen issue in the I Wonder projects. Learners choose their project based on ideas and curiosity and create an outcome or solution for a given audience.

I Need Relief!

Places: 35   Of interest to:  Secondary

What makes good relief lessons? Leaving quality relief work in Technology is a challenge when you cannot be at school, yet many of us have resources that can be shared. Come along with your laptop and share some gems, or work together to develop some. By the end, we will have a shared drive full of ideas that will make a day from school much easier and hopefully leave your classroom still intact! This may also appeal to those who want some quick, one off lessons.

Michelle Glogau
Michelle Glogau

Keeping Cows Cool and Pollinating Without Bees – GrowingNZ’s Innovation Challenge

Places: 35   Of interest to:  Secondary

Michelle Glogau

Dr Michelle Glogau is the Chief Executive of the Primary Industry Capability Alliance (GrowingNZ). Under the GrowingNZ brand, PICA works collaboratively with key industry and interest groups, education providers and government agencies to attract and grow a diverse range of talented people into the food & fibre sectors. Michelle joined PICA in 2017 and with a background that includes the safeguarding of consumers, agriculture and sustainability, Michelle’s career highlights the many interesting, fulfilling and diverse roles New Zealand’s food & fibre sectors have to offer. She has held roles in management, research, education, advocacy, quality and project management. Michelle has a PhD in Plant Physiology.

When students experience applying their innovation and technology skills to real-world challenges, they connect their own potential with real-world possibilities. Working in teams of four - with industry experts on hand to give advice - students plan and create a prototype which is judged by a panel of experts; all in a single day! The Innovation Challenge provides an authentic experience for students to explore their natural talents in an industry context. In this workshop, you will experience the same fast-paced, innovative process to solve real-life challenges faced within the primary sectors. A teacher-led resource (a step-by-step lesson guide) is available to take your students through the same process in class. GrowingNZ’s Innovation Challenge Day is designed to introduce Year 9-11 science, technology and commerce students to the food and fibre sectors. Student get to apply their skills and talents to solve real-life challenges. This cross curricular programme has strong links to Level 4 and 5 science, technology, social sciences and English learning areas. Are you up for the challenge?

Ceri de Boo
University of Canterbury

Design Challenges to Encourage Problem Solving in High School Students

Places: 35   Of interest to:  Secondary

Ceri is a certified secondary teacher, currently a part time lecturer at the University of Canterbury, within teacher education. Previous to this she was Assistant HOF of Technology at Cashmere High School, Christchurch. She has always been passionate about improving the classroom experience for students within Technology, particularly in relation to authentic learning contexts and problem solving practices. Co-opted on to the TENZ Council at the beginning of 2018, in July 2019 she was the course director for Demystifying Digital Technologies within the Technology curriculum, held in Wellington in conjunction with TRCC Networks for expertise funding.

When students experience applying their innovation and technology skills to real-world challenges, they connect their own potential with real-world possibilities. Working in teams of four - with industry experts on hand to give advice - students plan and create a prototype which is judged by a panel of experts; all in a single day! The Innovation Challenge provides an authentic experience for students to explore their natural talents in an industry context. In this workshop, you will experience the same fast-paced, innovative process to solve real-life challenges faced within the primary sectors. A teacher-led resource (a step-by-step lesson guide) is available to take your students through the same process in class. GrowingNZ’s Innovation Challenge Day is designed to introduce Year 9-11 science, technology and commerce students to the food and fibre sectors. Student get to apply their skills and talents to solve real-life challenges. This cross curricular programme has strong links to Level 4 and 5 science, technology, social sciences and English learning areas. Are you up for the challenge?

Sarah Washbrooke
Remarkables Primary School

Sarah has been teaching Technology for over twenty years in the UK and NZ after completing her BA (Hons) Industrial Design and Technology degree. She has lead teams and ran professional learning for teachers in different areas of STEM & Technology. Sarah has taught a wide range of ages, needs and cultures in different school environments as a Technology specialist. She is always ready to develop her understanding and knowledge in Technology and has taken part in many PL projects, including the MoE Resource development and facilitation project, regional hub leader for Kia Takatū ā-Matihiko and more recently TENZ's Matanga project and council & DTTA executive. In the past two years her focus has been to incorporate Digital Technology into her learning programs and help to develop classroom teachers understanding and knowledge in the new progress outcomes.

Augmented Reality: from consuming to creating

Places: 25   Of interest to:  Primary

A look at the world of Augmented Reality and how is can be useful in the classroom environment - both in Technology and the primary classroom. A chance to explore and play with different types of augmented reality apps and software, linking to many areas of the curriculum. We start by looking at engaging apps we can 'use' and then turn our hands to making technological outcomes that integrate AR. You will have time to explore and make products using this type of software. It will be beneficial to bring along a tablet/ipad/smart phone as part of this session.

Connecting Technological Areas in Engaging Programs of Learning

Places: 25   Of interest to:  Primary

How can we combine different technological areas? How can we integrate Digital Technology into our normal Technology programs? How can we develop deep learning through curriculum integrated projects? A look at how we can integrate different Technological areas in engaging programmes of learning for our students by exploring examples of projects undertaken by STEM/Technology students at Remarkables Primary School, Queenstown (Year 4 to 8). Ideas for planning meaningful, authentic technological practise linking to local and global issues. Time to brainstorm and explore ideas for integrating Technology with other like minded colleagues. If time, we can discuss ideas for how to teach all Technological strands, in a variety of Technological areas across a progressive two year program.

Georgina Mitchell
Rangitoto College

Flavouring Potato Chips

Places: 24   Of interest to:  Secondary

I am an experienced food technology teacher, passionate about engaging students with the curriculum through invitational, creative and applied learning. I also enjoy developing my own technical skills and awareness, and encourage my students to challenge why and how technology works to develop their own sense of what is possible.

Studying Food Technology at tertiary level requires a sound understanding of science, this mini unit was used at the start of the year to introduce students to using food additives. Some students went on to use the MUFTi kits. The workshop has two elements: Guess the flavour of the chip and consider how was it created, Use maltodextrin to convert fat to a powder and use it to flavour freshly made chips.

Malcolm Clarke
Kowhai Intermediate School

Ideas Around Integrating Digital Tech Into Your Teaching Programme

Places: 24   Of interest to:  Primary,Secondary

Malcolm has had 18 years of experience teaching Computing and Digital Technologies, 10 of which has been within NZ. His journey started off at Secondary level teaching up to NCEA Level 3. This then led to working as the Edtech Educator at The Mind Lab in Wellington. This is where he further developed his passion for tinkering and trying new ideas out. He is currently working in an intermediate school in Auckland as a Specialist DigiTech teacher.

This workshop is mainly aimed at Primary and Intermediate teachers who are starting out on their journey into exploring how to use electronic peripherals to integrate Digital Technologies into your teaching. There is also scope to incorporate and expand upon these ideas for a Junior Secondary Programme. The workshop will be a hands-on practical session that will give you a chance to tinker with individual activities using Scratch coding and Makey Makey peripherals and micro:bit electronic peripherals. You can explore some possible ideas for taking back to your school and integrating into your learning programmes: - Measure the porosity of soil using a Makey Makey electronic peripheral and Scratch coding - Measure the level of moisture in the soil using micro:bit electronic peripheral as part of a Science experiment - Measuring the speed of user reaction using a ‘Lap Timer’ made with a Makey Makey - Measuring the speed of user reaction using a ‘Reaction Timer’ using a micro:bit - Using a combination of a compass, step counter and timer and record the data obtained in a spreadsheet to test a possible hypothesis. - Using simple games such as Paper Rock Scissors, Dice Roll, Snap The Dot or Coin Flipper to work out the probability of the results of each game as part of a Data Analysis activity - Discussions around how to scale any of these initial ideas into a bigger student investigation or inquiry.