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In this lesson plan, students are able to take a virtual tour and explore the secret annex where Anne Frank and her family hid between July 1942 and August 1944. This lesson is suitable for years 8 - 10 students and can be incorporated into history and the study of World War II.
Join us for our upcoming webinar on making the most of Virtual Reality across the school. Gleeson College in Adelaide were one of the first schools to borrow a CSER Lending Library Oculus VR Kit and they made the most of the opportunity using the VR equipment in creative and diverse ways across the curriculum and year levels.
Merge cubes are a versatile and cost effective learning tool for exploring both augmented and virtual reality. In this video, CSER Project Officer, Sue Carter, together with Helen Kardiasmenos share the fundamentals and some examples on how to get started with merge cubes in the classroom.
Earlier this month, the Young Aboriginal STEM Thinkers of South Australia (YASTSA) hosted the 2021 STEM Aboriginal Student Congress. The congress provides an opportunity for Aboriginal and Torres Strait Islander children and young people to explore all areas of STEM and to see the connections of their enduring cultural history with the innovations of today.
The Digital Technologies Hub (DT Hub), hosted by Education Services Australia, is full of resources to support schools with implementing the Digital Technologies curriculum. Today we are shining a spotlight on one of the many excellent resources on the Hub, particularly if you would like to know more about Artificial Intelligence. The DT Hub have a comprehensive resource outlining the key elements of AI, its connections with the Australian Curriculum, links to resources and lesson ideas, apps, games and some wonderful case studies. You will also find career examples and specific links to year level content descriptors.
We have three exciting Professional Learning opportunities to share:
Virtual Reality offers great novelty and entertainment opportunities but it also has more serious real world applications and potential for much more in the future.
This lesson plan is suitable for Year 9-10 but can be adapted down to Year 5-6.
If you are thinking about integrating emerging technologies into your classroom but need some background understanding on this exciting area, the Quick Guide is a great place to start.
Ever wondered what mood your pet is in? This new lesson plan: How can you tell when your pet is happy? based on the app 'Happy Pets' explores how artificial intelligence (AI) can be used to assess images of pets and to predict their mood.