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9 – 10 May 2018 | Crowne Plaza | Auckland A vision for new pathways for educating students across New Zealand NICK PATTISON Learning Designer, Ormiston Junior College CLAIRE AMOS Deputy Principal, Hobsonville Point Secondary School PROFESSOR TIM BELL Department of Computer Science & Software Engineering University of Canterbury GRAEME AITKEN Director of Educational Initiatives, University of Auckland Featured speakers Themes Integrating STEAM into the New Zealand curriculum Applying the STEAM paradigm Resourcing for STEAM: Professional development for teachers Future focus: Shaping New Zealand schools for the students of tomorrow SUPPORTING ORGANISATIONS CONFERENZ.CO.NZ/STEAMEDU

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Page 1: Themes - Conferenz...programming (sometimes loosely referred to as "coding") from an early age. In NZ, a new "Digital Technologies" curriculum was gazetted in December 2017 and it

9 – 10 May 2018 | Crowne Plaza | Auckland

A vision for new pathways for educating students across New Zealand

NICK PATTISON

Learning Designer, Ormiston Junior College

CLAIRE AMOS

Deputy Principal, Hobsonville Point Secondary School

PROFESSOR TIM BELL

Department of Computer Science & Software Engineering

University of Canterbury

GRAEME AITKEN

Director of Educational Initiatives,

University of Auckland

Featured speakers

Themes • Integrating STEAM into the New Zealand curriculum • Applying the STEAM paradigm • Resourcing for STEAM: Professional development for teachers • Future focus: Shaping New Zealand schools for the students of tomorrow

SUPPORTING ORGANISATIONS

CONFERENZ.CO.NZ/STEAMEDU

Page 2: Themes - Conferenz...programming (sometimes loosely referred to as "coding") from an early age. In NZ, a new "Digital Technologies" curriculum was gazetted in December 2017 and it

DAY 1 MAY 9 8.30 Registration and coffee

9.00 Opening remarks from the Chair Faye Langdon, Co-Director, 21C Skills Lab Justine Munro, Co-Director, 21C Skills Lab

INTEGRATING STEAM INTO THE NEW ZEALAND CURRICULUM

9.10 Opening keynote: Encouraging a STEAM-focused curriculum in the New Zealand education sector There is a push in schools to move away from the traditional methods of teaching to incorporating a STEAM-based learning initiative that encourages students to learn these subjects cohesively, rather than individually. It is a driving force in allowing students to future-proof their learning. • Discussing the importance of a cohesive learning initiative and its effect on students’ learning • Contextualising and applying STEAM to the New Zealand curriculum • Explaining the STEAM method and its opportunities and limitations in the New Zealand curriculum Dr. Sarah Morgan, Manager STEM, COMET Auckland

9.50 Ministry of Education Address: Introduction of new Digital Technologies and Hangarau Matihiko in The New Zealand curriculum and Te Marautanga o Aotearoa Hon Chris Hipkins recently announced that one of his goals as Education Minister is to ensure that the New Zealand education sector is being future- proofed. In this address, light will be shed on the vision for what the integration of new digital technologies will achieve for both students as well as teachers and how it will shape The New Zealand curriculum and Te Marautanga o Aotearoa. Mark Grams, Lead Adviser | Pathways and Progress, Ministry of Education

10.30 Table discussion: How are schools implementing the Digital Curriculum?

10.45 Morning break

11.15 The growing importance of teaching computer programming Globally, school curricula are starting to address the importance of teaching students’ computer programming (sometimes loosely referred to as "coding") from an early age. In NZ, a new "Digital Technologies" curriculum was gazetted in December 2017 and it includes topics in Computational Thinking, including programming, from primary school. Programming has been regarded as future-focused literacy, and has direct connections to STEAM education. • How computer programming (coding) relates to students’ learning • How computer programming fits with STEAM topics • How the broader area of computational thinking (which includes programming) can be integrated into other areas of the curriculum Professor Tim Bell, Computer Science and Software Engineering, University of Canterbury

11.55 Panel: Addressing participation in STEAM in primary, intermediate and secondary schools Schools around New Zealand are at different levels when it comes to implementing STEAM in their classrooms. This panel will get experts to discuss the STEAM pipeline for the flow of STEAM skills and abilities from ECE to university. Nick Pattison, Learning Designer, Ormiston Junior College Professor Tim Bell, Computer Science and Software Engineering, University of Canterbury Claire Amos, Deputy Principal, Hobsonville Point Secondary School Representative from Ara Institute of Canterbury

12.30 Lunch break

APPLYING THE STEAM PARADIGM

1.30 Case study: Innovation Stream at Howick College Howick College has introduced the Innovation Stream for year 9 and 10 students who wish to be involved in a STEAM focused curriculum. The Innovation Stream is focused on the following 6 areas of deep learning – character, citizenship, communication, collaboration, creativity and critical thinking. Louise and Angela will discuss how Howick College is engaging students in this stream and how the curriculum is developed for these students for the latter half of their secondary education. Louise Addison, Associate Principal, Howick College Angela McCamish, Head of Social Sciences / Director of Innovation Stream, Howick College 2.00 Case study: Māori and Pasifika students in tertiary education | Otahuhu College The participation rate for Māori students in Bachelors or higher education was at 13% in 2015 and 2016 (roughly 2% increase from 2014), while for Pasifika students aged 18-24 it increased from 17% to 18% in 2016. In recent years, Otahuhu College has had more Pacific Island students go on to do tertiary level study, which is higher than any other coeducational school in Auckland. • A look at practical, hands-on teaching methods for science topics • Keeping students engaged in science and maths • Improving student performance around the curriculum Eva Cornforth, Head of Department – Science, Otahuhu College

2.40 Case study: Student learning at Hobsonville Point Schools Hobsonville Point Schools focus their teaching by extracting New Zealand curriculum that enables life-long learning. Both, primary and secondary schools, implement project based learning. Learning which exposes students to a range of opportunity to spark their interests or pursue their passions. • Understanding a ‘concept teaching’ pedagogy and the integration of STEAM in achieving this • Highlighting the benefits of student learning that Hobsonville Point Schools have received around student learning • Teaching students to apply STEAM to real world concepts Claire Amos, Deputy Principal, Hobsonville Point Secondary School Amy Croxford, Team Leader, Hobsonville Point Primary School

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3.20 Table discussion: Key takeaways on how schools can engage their students with STEAM

3.35 Afternoon break

4.05 STEAM in play: Ara Institute’s Mission to Mars Ara Institute of Canterbury has designed a Mission to Mars programme aimed at Year 9 and Year 10 students with the backing from NASA. It is a holiday course designed to develop students’ knowledge in STEAM. Ara intends to design the programme to attract students towards these subjects and is also focused on presenting the program to Māori and Pasifika students. Miranda Satterthwaite, STEM Coordinator, Ara Institute of Canterbury

4.45 Inspiring keynote: STEAMpreneurs Nick Pattison has been integral to STEAM integration in primary schools in Auckland by Introducing it firstly at Rongomai School with a STEAM immersion class, and then designing a STEAM Centre and programme at Kauri Flats and at Ormiston Junior College. In this session, Nick will discuss the STEAMpreneur accelerator project that he’s developed in collaboration with Creative HQ, where students learn about cutting ed ge technology and then apply the tools towards local community issues, all while creating a sustainable social business model around their solution. Nick Pattison, Learning Designer, Ormiston Junior College

5.25 Summary remarks from the Chair & networking drinks 9.00 Welcome back from the Chair Faye Langdon, Co-Director, 21C Skills Lab Justine Munro, Co-Director, 21C Skills Lab

9.10 Opening keynote: Beyond the digital wall: The importance of Arts in STEAM The lesser discussed idea of STEAM considers how the arts might fit within STEM. New Zealand is a highly creative country and our purpose as educators is to care for and expand both knowledge and cultural health. These two things are not binaries. This keynote will discuss the importance of fostering arts in STEM and encouraging students to take a creative approach to technical subjects. Dr. Welby Ings, Professor Graphic Design, AUT

9.50 Preparing students for STEAM-focused tertiary education Graeme heads the STEM Online NZ development - an interactive online teaching and learning resource that is available free of charge to all New Zealand secondary schools. The aim is to increase the number of secondary school students successfully completing NCEA external standards in STEAM (Physics, Mathematics, Statistics, Chemistry and Computer Science) subjects. • Utilising technology to help teachers to help engage students with content that is specific to the NCEA curriculum

• Exploring the interactive resources available on STEM Online NZ • Understanding the thinking behind the development of the resource and its key features Graeme Aitken, Director of Educational Initiatives, University of Auckland

10.30 Morning break

RESOURCING FOR STEAM: PROFESSIONAL DEVELOPMENT FOR TEACHERS

10.50 Upskilling teachers to enhance science education in schools around NZ The Science Teaching Leadership Programme provides opportunities for primary and intermediate schools and secondary science departments to enhance the teaching of science within their school communities. The programme is funded by the Government and managed by Royal Society Te Apārangi. It is a whole school/science department learning opportunity with a focus on developing science leaders. Over two years, schools embark on a science development journey that locates science learning in meaningful contexts. Integral to the programme are the partnerships established between schools and local science communities. Jenn Corbitt, Science Teaching Leadership Coordinator, Royal Society Janine Bidmead, Science Teaching Leadership Coordinator, Royal Society

11.30 The importance of robotics in teaching STEAM Overall, robotics, incorporates all of the elements of STEAM. However, more importantly, it addresses all five New Zealand Curriculum key competencies: thinking; using language, symbols, and text; managing self; relating to others; and participating and contributing. • Building STEAM into normal classroom learning with robotics • Equipping teachers with the knowledge and skillset to be able to teach robotics • Learning how to assess skills around robotics Tim Carr, Chief Ninja, MindKits

12.10 Lunch break

FUTURE FOCUS: SHAPING NEW ZEALAND SCHOOLS FOR THE STUDENTS OF TOMORROW

1.10 Integration of STEAM and the workplace New Zealand’s education system has been ranked first by the London-based Economist in 2017. One of the biggest factors for this result is the focus on ‘future-skills’ and project-based learning in schools. • Understanding the content-based knowledge that is being taught to students and why this needs to continue to prepare them for the future workplace • Integrating project-based pedagogy in the New Zealand curriculum Jack Boyle, President, Post Primary Teachers Association

DAY 2 MAY 10

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1.40 Helping teachers teach STEAM to 21st century learners A major challenge in teaching STEAM is enabling teachers to upskill in creative use of technology. The Mind Lab by Unitec is an organisation that provides assistance to teachers who would like to develop their STEAM skills, particularly around creative design and digital technologies, and apply them directly in the classroom. • Strengthening teachers’ STEAM knowledge and skills • Practical approaches to understanding and teaching digital technology • Highlighting the shift from 20th century learning to 21st century learning and what this looks like David Parsons, National Postgraduate Director, The Mind Lab by Unitec

2.30 Afternoon break

2.50 Effective pedagogy: Teaching as inquiry Inquiry-based learning assists teachers in identifying the needs of the groups of target students and responding to them through planned programmes. Subsequently, the students are assessed on the impact of their programmes. • Understanding the impact on student learning using inquiry teaching

• Highlighting the benefits of the phases of inquiry learning and how a teacher can support students’ learning • Understanding the evaluation framework around inquiry teaching Richard Rowley, Education Director, The Mind Lab by Unitec

3.30 STEAM in early childhood education: the benefits of introducing STEAM early on The Early Childhood Curriculum addresses outcomes that are a result of teaching STEAM, such as reasoning, practical thinking, becoming inquisitive about the physical and social world, and more. This session will explore the benefits of encouraging such outcomes from an early age, and how they can ease transitioning from ECE to primary and thereafter be easier on the students Peter Reynolds, Chief Executive Officer, Early Childhood Council

4.00 Table discussion: Top 3 takeaways on engaging students and teachers with STEAM

4.15 Closing remarks from the Chair and end of conference

SEPARATELY BOOKABLE FULL DAY WORKSHOP

NATIONWIDE STRATEGIES FOR IMPLEMENTING STEAM IN SCHOOLSThe future of the New Zealand education sector is to teach STEAM cohesively rather than individually. With some schools already implementing this approach and others not, this workshop is aimed at HODs, principals, curriculum leaders and anyone responsible to drive curriculum changes at their schools. Richard Rowley from The MindLab by Unitec, puts forward a hands-on workshop to help teachers develop 21st century teaching skills.

• Understanding what a STEAM focused curriculum looks like • Gaining insight on effective pedagogy with hands-on activities • Helping teachers to transition to a new curriculum • Equipping teachers with the knowledge and tools to be able to teach to 21st century students • Developing cross-curricular activities around STEAM Richard Rowley, Education Director, The Mind Lab by Unitec

RICHARD ROWLEY, Education Director,

The Mind Lab by Unitec

An expert in innovation, technology tools and creative problem solving, Rich leads professional development at The Mind Lab by Unitec and works to enable people and businesses to be more flexible, adaptable and attuned to a world that is increasingly digital, global and specialised. With a background in law and education, Rich brings deep understanding and experience of how to maximise productivity, utilise the tools available to us and hone and develop transferable skills for our digitally enabled world. His passion for developing inquiring and creative minds is paired with a strong belief that a child’s mental well-being is much more important than their grades.

11 MAY | 9.00AM – 5.00PM

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STEAM is an educational approach that encourages teachers to teach Science, Technology, Engineering, Arts and Maths in a

cohesive and integrated approach. There has been great importance placed on this approach as it equips students with the knowledge and skills they need for a life beyond school. The benefits of a STEAM teaching approach are many, such as equipping students with critical thinking and problem-solving abilities, but more importantly addressing the skills shortages in the job market today and preparing students in order to be able to bridge this gap in the future.

Our aim at the inaugural STEAM Education Summit is to address the shift in teaching from traditional teaching methods to a modern approach. It will address what this means to the New Zealand Curriculum, especially with the launch of the new Digital Curriculum.

MEET YOUR CHAIRSFAYE LANGDON

Co-Director, 21C Skills Lab

JUSTINE MUNRO Co-Director, 21C Skills Lab

STEAM+education, involving a collaborative mix of Science, Technology, Engineering, Art, Mathematics and Robotics is vital to our future, preparing the next generation of the global workforce. STEAM+education is shaping the everyday experiences for today’s students, preparing them to be excellent problem-solvers, creative collaborators, and thoughtful risk-takers. The vital transferable skills and learning across subjects with STEAM enables inputs to solving real-world problems in a complex and messy world. Build your capability, and your students for future success. There will be plenty of practical ‘real world’ learning and applications to take away from speakers that will inspire implementing STEAM into your learning organisations.”

WHY YOU SHOULD ATTEND1. Learn how the STEAM approach integrates with the New Zealand Curriculum and what the new Digital Curriculum has in store for schools across New Zealand. 2. Understand practical applications of STEAM from some of the experts across New Zealand. 3. Delve deeper into how STEAM equips students to bridge the gap between the current skills shortages and the future workforce.

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SPONSORSHIP AND EXHIBITION OPPORTUNITIES

Gain a competitive edge by taking advantage of sponsorship opportunities to effectively market and

position your brand. To talk about opportunities email [email protected] or call (09) 912 3616

BOOKING OPTIONSSUPER SAVER

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26 MARCH 2018

EARLY BIRDRegister & Pay before 5pm

13 APRIL 2018

LAST MINUTERegister & Pay after 5pm

13 APRIL 2018

CONFERENCE $799 + GST save $300

$899 + GST save $200 $1,099 + GST

WORKSHOP (FULL DAY)

$499 + GST save $200

$599 + GST save $100 $699 + GST

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W: CONFERENZ.CO.NZ/ STEAMEDUP: (09) 912 3616

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WHAT HAPPENS IF I HAVE TO CANCEL?YOU HAVE SEVERAL OPTIONS:• Send a substitute delegate in your place• Confirm your cancellation in writing (letter or email) at least

ten working days prior to the event and receive a refund less a $300+GST service charge per registrant. Regrettably, no refunds can be made for cancellations received after this date.

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WOULD YOU LIKE TO BRING YOUR TEAM?Competitive group booking options available. Contact the team

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TOO OFTEN WE GIVE CHILDREN THE ANSWERS TO REMEMBER RATHER THAN

PROBLEMS TO SOLVE” – ROGER LEWIN

CONFERENZ.CO.NZ/STEAMEDU