Coding animated narratives as contemporary multimodal authorship in schools. This project aims to investigate a re-conceptualisation of multimodal text creation to include inter-related processes of computer programming (coding) and computational thinking, which have previously been confined to technical fields in education research. The project seeks to generate knowledge of cross-curricular teaching pedagogies and student learning of multimodal composition, coding, and computational thinking i ....Coding animated narratives as contemporary multimodal authorship in schools. This project aims to investigate a re-conceptualisation of multimodal text creation to include inter-related processes of computer programming (coding) and computational thinking, which have previously been confined to technical fields in education research. The project seeks to generate knowledge of cross-curricular teaching pedagogies and student learning of multimodal composition, coding, and computational thinking in schools. The project expects to fortify students' capabilities to participate in new forms of digital authorship, developing their capacity for innovative application of computational thinking and coding. Intended benefits include an established evidence base for strengthening English and technology curricula in Australia and internationally.Read moreRead less
Moments in time: investigating a national history curriculum in early childhood settings and primary classrooms. The focus of this project will be the teaching and the learning of History in early childhood settings and primary classrooms located in Queensland, New South Wales and Victoria. Findings from the project will provide evidence-based curricular and pedagogical theorising of effective and productive teaching and learning of History in those contexts.
Serious play: using digital games in school to promote literacy and learning in the twenty first century. Young Australian’s social and cultural experiences are increasingly digital. This project will offer leadership to schools seeking to use and create games to improve student outcomes across subject areas, and will generate new knowledge about how students and teachers approach digital games and the kinds of literacy, learning and pedagogy they entail.
Emotional learning in socioscientific issues for enhancement of scientific literacy. This project will aim to address international concerns about waning student interest and participation in science by engaging middle school students imaginatively in socioscientific issues. Expected outcomes will enhance students' scientific literacy, and the production of positive emotional energy and the classroom emotional climate.