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Digital Solutions
Response
Dr Jason Zagami
Griffith University
j.zagami@griffith.edu.au
jason.zagami.info
Why teach computer science in
schools?
legacy of IPT/ITS
legacy of IPT/ITS
• 1991 - 2018 IPT 27 Years
software engineering and
information systems development
• 2000 -2018 ITS 19 Years
Certificate III client based solutions
Digital Solutions
Digital Solutions
50% reduction in QLD
Computer Science Curriculum
Digital Solutions
Rationale - problem not project based
Teacher directed problems
Shift back from the student as creator,
entrepreneurial approach, back to
students as users of ICT (programming
languages, etc. to solve problem sets)
Digital Solutions
Problem Based Learning
Project Based Learning
Digital Solutions
F-10 Digital Technologies
Project Based Learning
• PrBL is a subset of PBL, but generally removes student agency
• Developed out of problem sets used in Medical Schools
• Student directed projects are best practice MIT/Harvard/etc.
• Significant advantages of project work in schools
Scaffolding opportunities over two years
Building on PBL developed in past 11 years
Support HOTS and 21C skill development more than PrBL
11 Years of Digital Technologies
Students will already know programming, including
object oriented programming
Also know SQL and relational information system
development
Constant reiteration is where things went wrong
with ICT courses - repeated programming problem
sets will be potentially boring for students
Lack of real world projects disengage many
students, particularly girls
What should we expect after
13 years of computer education?
What should we expect after
13 years of computer education?
x Thinking Labs
International Best Practice
Creative Coding
Unit 1 Creative Coding
Essentially a repeat of coding content
explored in the F-10 Digital Technologies
curriculum
Applications of Data
Unit 2 Applications of Data
Again, nothing more than included in the
F-10 Digital Technologies curriculum
Digital innovation
Unit 3 Digital innovation = Project Based
Learning!
Directly at odds with the rationale
Digital Impact
Unit 4: Digital Impact
Framed as more coding exercises -
machine learning, cryptography
Potential to explore new technologies
in automation, AI, IOT,
robotics/automation, gaming, etc.
Digital Solutions Response
Digital Solutions Response
Digital Solutions Response

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Digital Solutions Response

  • 1. Digital Solutions Response Dr Jason Zagami Griffith University j.zagami@griffith.edu.au jason.zagami.info
  • 2.
  • 3. Why teach computer science in schools?
  • 5. legacy of IPT/ITS • 1991 - 2018 IPT 27 Years software engineering and information systems development • 2000 -2018 ITS 19 Years Certificate III client based solutions
  • 7. Digital Solutions 50% reduction in QLD Computer Science Curriculum
  • 8. Digital Solutions Rationale - problem not project based Teacher directed problems Shift back from the student as creator, entrepreneurial approach, back to students as users of ICT (programming languages, etc. to solve problem sets)
  • 10.
  • 13. Project Based Learning • PrBL is a subset of PBL, but generally removes student agency • Developed out of problem sets used in Medical Schools • Student directed projects are best practice MIT/Harvard/etc. • Significant advantages of project work in schools Scaffolding opportunities over two years Building on PBL developed in past 11 years Support HOTS and 21C skill development more than PrBL
  • 14.
  • 15. 11 Years of Digital Technologies Students will already know programming, including object oriented programming Also know SQL and relational information system development Constant reiteration is where things went wrong with ICT courses - repeated programming problem sets will be potentially boring for students Lack of real world projects disengage many students, particularly girls
  • 16. What should we expect after 13 years of computer education?
  • 17. What should we expect after 13 years of computer education?
  • 18.
  • 21. Creative Coding Unit 1 Creative Coding Essentially a repeat of coding content explored in the F-10 Digital Technologies curriculum
  • 22. Applications of Data Unit 2 Applications of Data Again, nothing more than included in the F-10 Digital Technologies curriculum
  • 23. Digital innovation Unit 3 Digital innovation = Project Based Learning! Directly at odds with the rationale
  • 24. Digital Impact Unit 4: Digital Impact Framed as more coding exercises - machine learning, cryptography Potential to explore new technologies in automation, AI, IOT, robotics/automation, gaming, etc.