Presentations
In this workshop, 21CC Department members will share a spiral developmental approach that enables students to deepen 21st-century competencies (21CC) through the school's Applied Learning Programme, IXORA, anchored on sustainable living. Educators will learn strategies to foster key E21CC competencies, such as adaptive thinking, inventive thinking, and effective communication, using a school-based programme.
This session delves into eight essential life skills the students need to thrive in the uncertain future.
In this session, Press Start Academy, a Hong Kong-based startup specializing in game-based learning design, will be sharing the power of games and interactive media in learning important and strategic topics such as systems thinking, design thinking, and social impact, with design principles and concepts from the world of games, as well as examples of games you can use in your classroom to engage your students, leveraging the expertise and industry exposure of sister brand, edutainment studio Press Start Studios.
Attendees will have the opportunity to develop their understanding of these skills, and take away methods for assessing students across grades and subject areas.
This presentation will describe the underlying IT infrastructure that exists in Western Canada, based on an exhaustive study of all 75 large K-12 districts in Canada's three westernmost provinces.
This session will show you how Book Creator works and introduce you to the resources that Book Creator has aggregated to help teachers with ideas for learning.
The muscle memory of school tells us as educators to be successful, complete the standards, don’t fail! The reality is FUN can bring a transformational design into a learning experience that can raise engagement and have the potential for better understanding and results.
Research has proven that games, and more importantly, Video-Games, are a great medium to inspire empathy in the players. In this presentation, the participants will get a playlist of empathic video-games they can safely promote to students, and they will learn ways to create an empathic game themselves.
Procreate is not only an app that "real world artists and designers" are using, but it can also be used for note taking, mood boards, research, painting, drawing, collage, typography, AR, and animation.
In this keynote presentation, he will explore the concept of "masking", as it applies to various student characteristics, identities and experiences. He will make the point that our students wear these masks thickly and well, and that we must find creative ways to look and see beneath, if we are to enjoy genuine connection.