Playtimes HK Magazine May 2018 | Page 44

features to peer into the crater of a volcano, visit other planets, or navigate the human digestive and circulatory system is just one aspect of the push forward: exciting new technologies are enabling progress in every part of the curriculum. Year 8 pupils at Nord Anglia are involved in a ‘Drones for Good’ project, in which they design, 3D print and then programme drones which could be used to solve real world problems, while Year 3 pupils use Minecraft to recreate Ancient Greek Landmarks in History lessons, exploring each other’s creations in a shared virtual space. At GSIS (German Swiss International School), coding is being introduced as an extra-curricular option for students as young as five years old. At Kellett, one of the students has used a robotics kit to design and build a prototype of a shopping trolley that can move up steps. Kellett’s Assistant Head of School with responsibility for Technology Clive Dawes, says many STEM or STEAM projects are investigational in nature, requiring students to identify and solve problems with the aid of computer programming, robotics, or ‘making’. “The publicity surrounding STEM has meant a huge number of companies are providing resources to schools, from programmable robots to small- scale robotics and construction kits,” he says. “Many schools have also created bespoke ‘Makerspacers’ [a place where students can gather to create, invent, tinker, explore and discover using a variety of tools and materials] to expose students to these kind of activities, and encourage them to tackle tasks in an entrepreneurial spirit”. Technology is helping teachers operate more efficiently, too. Dawes says probably the single most important development in education technology in the past few years has been the whole-scale adoption of G-Suite (previously known as Google Apps for Education). This platform gives schools free access to Google tools such as Docs, Slides, and 42 www.playtimes.com.hk Sheets, as well as other products such as Google Maps and Forms. Using school-provided accounts and passwords, students can work within these tools anytime and anywhere, sharing and collaborating with their peers and teachers. Management systems like Google Classroom enable teachers to distribute, collect and mark work in online environments, providing comments and even verbal feedback. A rapid increase in Learning Analytics means teachers can now collect data from personalised, adaptive tests to make predictions about future grades for learners. These predictive models, compared with thousands of datasets across the world combine, to help educators make adjustments to learners’ needs, and potentially personalise their learning experiences. New Apps allow teachers to receive instant assessment feedback on a whole class in a second, providing vital information about who understands, who needs help, and what everyone’s next steps should be. In subjects like maths, for example, VR-enabled immersive experiences, robotics, 3-D printing and iPads in the primary classroom – welcome to the new age of learning the rise of VI software learns with the participants, allowing work to become progressively more challenging as the student improves. “These kinds of developments have allowed one of the most valuable commodities to be multiplied - time,” says Naima Charler, Head of Curriculum at Nord Anglia. “Now, with software to help, one teacher can serve so many more pupils in providing instant and individual feedback”.