Ballarat Tech School 2023 Learning Programs Overview

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2023 LEARNING PROGRAM OVERVIEW ISSUE 4 - 2022 Scan the QR code inside with
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Level 1,
136 Albert St, Ballarat Central VIC 3350 03 5327 8080 ballarattechschool@federation.edu.au www.ballarattechschool.vic.edu.au
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About Us

Ballarat Tech School is designed to engage, inspire and prepare students for lifelong learning in a changing, highly STEM focused world. Through partnerships and collaboration our programs equip students with transferable skills for STEM pathways, and build capability and confidence in teachers, linking both to emerging and future industry partners.

Our programs are free to attend onsite (including transportation) for partner schools and many of them can be accessed by other schools through hybrid models, virtual delivery or completed online through our learning portal.

Our state of the art facilities are also available for hire to community groups and industry.

To make an inquiry or to book a program, contact us via phone, email or use the book now button on our website. We look forward to providing more amazing experiences for our community in 2023.

USING THIS PROGRAM GUIDE

Our 2023 program guide has been structured to reflect the types of programs we offer and their increasing complexity by year level, and also to showcase other specialist STEM learning opportunities that are available to both students and teachers outside normal program delivery.

Our goal is to help schools embed experiences at the Tech School into their everyday learning so students can associate program experiences with future learning and work opportunities. We can do this by tailoring our programs to individual school or class needs, modifying programs to be delivered in hybrid onsite/at school models, breaking them down into smaller repeat visits or providing pre and post classroom materials to get the most out of each program.

Please contact us to discuss any variations in program structure that might help you deliver the best experience possible to your students. We encourage teachers to consider their choice of program(s) and learning opportunities, not only in the context of their own classroom curriculum, but also what may be possible for their students in the future with well developed STEM related skills.

Each program lists relevant Curriculum, Capabilities and Industry Iinks along with key Tech Knowledge and “21st Century Skills” (which are taken from the World Economic Forum Future of Jobs Report 2020 and its accompanying O*NET Skills analysis) and “Jobs of the Future” (taken from 100jobsofthfuture.com a project by Ford Australia, Deakin University & Griffith University).

We have included these to provoke some thought and discussion about how Tech School programs might help to prepare students for work that is emerging and not necessarily addressed by current day curriculum.

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CORE PROGRAMS PROGRAM DESCRIPTIONS

Our programs are colour coded to make navigation easier.

Beside some programs listed on the next page you will see symbols that denote where the delivery model is more flexible.

We encourage you to discuss with us any program where you feel an alternative delivery option or time frame will suit best to assist embedding the learning into your classroom.

These are integrated, cross curricular programs that relate to multiple subject areas of the Victorian Curriculum, address one or more of the key Capabilities and/or provide specific upskilling that can be applied in other programs.

Students are challenged to apply STEM design thinking and technology skills to develop solutions to real life scenarios, and teachers are supported to facilitate pre and post learning activities.

VCE MASTERCLASSES

Carefully designed to give VCE students subject specific hands-on skills using industry standard or above equipment and technology.

VCE Masterclasses can be customised to partner schools and School Assessed Curriculum (SAC) as required.

They are limited to 2-3 hours in duration to minimise impact on student timetables and can be arranged for a double period.

ONLINE PROGRAMS

These are integrated multi modular programs that students can access individually from home, teachers can deliver to their students in class or they can be facilitated by Tech School STEM Educators through a series of online interactions.

The learning content of online programs is a mixture of informative text, short videos, website links, coding instruction and hands-on activities. There is capability within the online learning platform for teachers to monitor individual student access to the materials and to see achievement levels

SPECIALIST STEM OPPORTUNITIES

The Tech School facilitates an array of STEM focused and industry supported competitions, challenges and events, specifically designed for a wide range of student interests and abilities.

Some of these combine students from multiple schools to form interschool collaborative groups, encouraging networking and broadening the experience of all involved. Students have access to local, cutting-edge industry experts and mentors to inspire them.

PROFESSIONAL LEARNING OPPORTUNITIES

Available for teachers across a variety of content, pedagogy and technology areas, professional learning sessions will be regularly available each term and promoted through our eNews. Sessions can also be undertaken within onsite core program delivery and teachers are encouraged to reach out to codesign programs to address their specific skill or knowledge needs.

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PAGE PROGRAM DURATION YEAR LEVEL 6 - 7 STEM in Action Full Day 8 - 9 The Art of Science - Applied Scientific Method Half Day 10 - 11 Prototyping Skills with Cardboard Half Day 12 - 13 Automation - Robotic Solutions Full Day 14 - 15 NAO - Humanoid Robots 2 Days^ 16 - 17 Disaster Relief Housing Full Day 18 - 19 Virtual Reality in Twin Motion Half or Full Day 20 - 21 Vex IQ & Drones Full Day 22 - 23 Designing for Laser Cutting Full Day 24 - 25 Game Maker in Unreal Engine Full Day* 26 - 27 Soil Science Full Day* 28 - 29 Digital Design - 3D Modelling in Blender Full Day* 30 - 31 Bushfood Chocolate Full Day* 32 - 33 Game of Drones - Build, Code, Fly Full Day* 34 - 35 The Bypass Builder - Road Construction, VR & Big Data Full Day 36 - 37 VCE Psychology - Unit 1 Virtual Brain Half Day 38 - 39 VCE Psychology - Unit 4 Augmented Consciousness Half Day 40 - 41 VCE Biology Unit 2/3/4 - Molecular Genetics Of Disease Half Day 42 - 43 VCE Biology Unit 3/4 - Photosynthesis, Respiration Half Day 44 - 45 VCE Biology Unit 3/4 - Transformation & Gene Expression Half or Full Day 46 - 47 Online Programs 1 - 16 Hours 48 - 49 Peter Doherty Science Award Competition 10+ Hours 50 - 51 Girls in STEM 2 Days per Term 52 Mars Wrigley STEM Industry Design Challenge 2 Day 53 Specialist STEM Opportunities - Challenges & Events Variable 54 - 55 Teacher Professional Learning Variable 56-57 EarthEd - Specialist Science Centre Variable PROGRAM OFFERINGS 2023 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 8 8 8 8 8 8 8 8 8 7 7 7 7 7 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 VCE VCE VCE VCE VCE VCE VCE VCE VCE VCE VCE VCE VCE VCE TEACHERS PRIMARY NOTE: Most Tech School programs can be tailored to Applied Learning requirements including VCE Vocational Major – please call to discuss. ^ Can be modified to 1 day and/or adapted for Languages Other Than English (LOTE) classes. * Suitable for modified delivery in shorter multi-session visits or through a hybrid delivery model. 5

STEM in Action

CORE PROGRAM
7 Year 7, 8 25 – 75 Students (1 – 3 Classes) 1 Day Onsite 9:30am – 2:30pm Online N/A CURRICULUM FOCUS • Science • Design & Technologies • Humanities • Mathematics CAPABILITIES • Critical & Creative Thinking • Personal & Social • Ethical TECH KNOWLEDGE • Augmented & Virtual Reality • Programming & Coding • Sustainable Farming • Artificial Intelligence INDUSTRY FOCUS • Food & Fibre • Advanced Manufacturing • Information Technology • Digital Innovation & Connectivity 21ST CENTURY SKILLS • Operation & Control • Programming • Critical Thinking • Active Learning JOBS OF THE FUTURE • Digital or Gamification Designer • Innovation Manager • Cricket Farmer • Assistance Robot Programmer
CRITERIA • Students understand how STEM knowledge and skills can connect technology and industry. • Use of communication, collaboration, creativity and critical thinking skills to achieve team outcomes. • Recongnise the increasing importance of the ability to utilise, program and/or apply technology. VCDSTC046, VCSSU090, VCMNA254, VCSSU093 @BTS • Bushfood Chocolate • Virtual Reality in Twin Motion • Automation – Robotic Solutions • NAO – Humanoid Robots @FEDERATION TAFE & UNI • Horticulture • Engineering • Information Technology • Science Ideal for year 7s or classes visiting BTS for the first time, students rotate through three integrated hands-on STEM based workshops. They are introduced to different technologies and STEM skills, while encouraged to think about how these are contributing to the world they live in and the future we are all moving toward. There are a number of workshops that can make up the three rotations depending on other program bookings, staff and equipment availability. All are designed to inspire students to develop STEM skills and a desire to return to other Tech School programs. 9:30am Arrival & Introduction to STEM 10:00am Session 1: First activity rotation 11:00am Break 11:30am Session 2: Second activity rotation 12:30pm Lunch 1:00pm Session 3: Third activity rotation 2:00pm STEM collective learnings 2:30pm Depart Example rotations include Future Foods, Virtual Reality, Robotics, Escape Boxes. PATHWAY POSSIBILITIES STEM in Action
SUCCESS

CORE PROGRAM

The Art of Science

Students are introduced to the scientific method by applying it in a hands-on trial and error experiment and then identifying and implementing changes to their method to improve the outcomes. The program supports students to participate in the Peter Doherty Science Award, equipping them with the tools and inspiration to pursue their own scientific investigations. The workshop deliberately uses everyday materials that can be found in supermarkets, demonstrating to students that the application of science is accessible to everyone.

Part 1: Given a model biological problem, students formulate a testable hypothesis and apply the scientific method to rapidly test the effectiveness of a range of solutions to control the growth of baker’s yeast.

Part 2: The focus is on identifying the independent, dependent and controlled variables in relation to the execution of a fair test, and repeatable trials to support the validity of results.

Past 3: Students repeat their experiment, implementing the improvements identified in part 2. Results and a scientific method poster template are taken back to school for discussion and completion. Perfect Pathway: Peter Doherty Science Award (page 46 - 47)

SUCCESS

9
CURRICULUM FOCUS • Science CAPABILITIES • Critical
TECH KNOWLEDGE • Scientific
• Scientific
• Scientific
INDUSTRY FOCUS • Academic
• Research
• Education
21ST CENTURY SKILLS • Active
• Critical
• Quality
JOBS
• Forensic
• Water
Years 7, 8, 9 25 Students 2 Hours Onsite 9:30 – 11:45am or 12:15 – 2:30pm Online N/A
& Creative Thinking
Laboratory Skills
Methodology
Communication
Research
and Development
& Training
Learning
Thinking
Control Analysis
Science Skills
OF THE FUTURE
Data-based Medical Diagnostician
Data Analyst
Terraforming Microbiologist
Management Specialist
@BTS • Peter Doherty Science
• Soil Science • VCE Biology – Molecular
of Disease @FEDERATION
• Education
Art of Science
CRITERIA • Apply the scientific method to carry out a scientific investigation. • Identify independent, dependent and controlled variables in a fair test. • Implement changes to improve the experiment as a fair test. • Formulate questions about everyday occurrences into scientific investigations. VCSSU089, VCSSU090, VCSIS134, VCSIS136, VCSIS137, VCSIS138, VCSIS140
Award
Genetics
TAFE & UNI
Science
Agriculture & Horticulture
PATHWAY POSSIBILITIES The

Prototyping Skills

CORE PROGRAM
11 Year 8, 9, 10 25 - 50 Students 2 Hours Onsite or at School 9:30 - 11:30am or 12:30 - 2:30pm Online or Virtual Delivery CURRICULUM FOCUS • Design & Technologies • The Humanities CAPABILITIES • Critical & Creative Thinking • Personal & Social TECH KNOWLEDGE • Prototyping Styles • Structural & Joining Techniques • Design Thinking INDUSTRY FOCUS • Advanced Manufacturing • Building & Construction • Education & Training • Research & Development 21ST CENTURY SKILLS • Active Learning & Listening • Equipment Selection • Quality Control Analysis • Complex Problem Solving JOBS OF THE FUTURE • Autonomous Vehicle Profile Designer • Aesthetician • Massive 3D Printed Building Designer • Haptic Technology Designer SUCCESS CRITERIA • Successful construction of the prototype model. • Application of cardboard joining techniques. • Develop an understanding of the value of the prototyping process. VCDSCD061, VCDSCD051, VCEBN027, VCDSCD049 @BTS • Digital Design - 3D Modelling in Blender • Disaster Relief Housing • Designing for Laser Cutting • Design Challenges @FEDERATION TAFE & UNI • Engineering & Manufacturing • Building & Construction • Automotive Working in pairs or groups, students assemble a prototype model, learning multiple different cardboard joining techniques in the process. BTS staff step through what prototyping is, where it is useful and some different kinds of prototyping. Students are then given agency to create their own prototype design based on a Commonwealth Games challenge. The program can be facilitated onsite at the Tech School or you can request prototyping packs and instructional material, including in program video content to be sent out to your school. Prototyping is an essential step in the product development process which allows the quick testing of ideas that can be rapidly improved upon
multiple iterations. It
integral skill embedded in Design
and this program can be scaled up to involve students in Design Thinking challenges. Rapid prototyping is utilised in a number of other Tech School programs and this short session is the perfect introduction to get the most out of future program participation. PATHWAY POSSIBILITIES Prototyping Skills with Cardboard Perfect Pathway: Disaster Relief Housing (page 16 - 17)
through
is an
Thinking

Automation – Robotic Solutions

CORE PROGRAM
13 Year 8, 9, 10 25 Students 1 Day Onsite 9:30am – 2:30pm or Multi-Session Online N/A CURRICULUM FOCUS • Science • Digital Technologies • Mathematics CAPABILITIES • Critical & Creative Thinking • Personal & Social • Ethical TECH KNOWLEDGE • Advanced Manufacturing Automation • Programming & Coding • Sustainability practices INDUSTRY FOCUS • Advanced Manufacturing • Engineering & Design • Information Technology • Food & Fibre 21ST CENTURY SKILLS • Operations & Control • Machine Analysis – Trouble Shooting • Advanced Technology –Programming & Design • Systems Evaluation JOBS OF THE FUTURE • Additive Manufacturing Engineer • Automation Anomaly Analyst • Mechatronics Engineer SUCCESS CRITERIA • Gain experience in different robotic applications and software. • Develop an understanding of different end effectors and applications. • Apply basic maths, electronic and programming skills to automate processes. VCSSU104, VCDST045, VCDTCD043, VCMNA276 @BTS • NAO – Humanoid Assistant Robots • Design Challenges • Game of Drones - Build, Code, Fly @FEDERATION TAFE & UNI • Information Technology • Engineering • Automotive Automation is the creation and application of technology to monitor and control the production and delivery of products and services. It has changed how we do business, the type of manufacturing skills required and the jobs available in industry. Economists have identified that automation increases our need to problem solve, communicate and collaborate so students are challenged to develop a robotic solution in response to an industry problem or scenario. Session 1: Students develop basic block coding skills and then work in groups to assemble and program machines that use sensors and moving parts to sort objects. Session 2: Increasingly complex programming is introduced to students as they try to achieve greater process efficiencies. Session 3 : Students progress to programming to perform precision operations such as picking up and placing objects in a targeted pattern that replicates production processes in industry. Students combine ideas discussed in earlier sessions to model real industry automation practices, either in a factory building simulation or in a precision programming task. PATHWAY POSSIBILITIES Automation – Robotic Solutions

NAO – Humanoid Assistant Robots

CORE PROGRAM

pressure on front line health care workers and support an ageing population to stay in their own homes longer.

This program is a highly engaging way of introducing or enhancing students programming knowledge using visual node-based programming skills while considering personal, social, ethical questions about the future as they design robotic responses to real service industry and care assistance scenarios.

Day 1 – Students meet NAO (now) Robots and are introduced to Choregraph software, completing a number of introductory and increasingly complex workshops to program NAO for conversation and human interactions.

Day 2 – Students apply their knowledge and skills from day 1 participating in a Design Thinking sprint to create a robotic program for the benefit of a sick, elderly, injured person or person with a disability.

Each day is divided into 3 sessions with a morning tea break (20 mins) and a lunch break (30 mins) included both days.

Program Modification: Can be adapted to LOTE classes in French, German or Japanese.

15 Year 8, 9, 10 24 Students 2 Days Onsite 9:30am – 2:30pm Online N/A CURRICULUM FOCUS • Digital Technologies • Economics & Business • Health & Physical Education CAPABILITIES • Critical & Creative Thinking • Personal & Social • Ethical TECH KNOWLEDGE • Humanoid Robotics • Text, Image & Voice Processing • Artificial Intelligence • Choregraph & Python Software INDUSTRY FOCUS • Information Technology • Health Sciences & Social Assistance • Education & Training 21ST CENTURY SKILLS • Programming • Service Orientation • Communication • Complex Problem Solving JOBS OF THE FUTURE • Health Shaper • Virtual Assistant Personality Designer • AI Educator SUCCESS CRITERIA • Demonstration of basic NAO robot programming. • Application of advanced programming in a care assistance scenario. • Develop an understanding of how individuals can provide care and personal support services for the mental and physical well-being of others and the role of technologies. VCDTCD050, VCDTCD051, VCEBW025, VCHPEM154 @BTS • Automation - Robotic Solutions • VCE Psychology • Game of Drones - Build, Code, Fly @FEDERATION TAFE & UNI • Information Technology • Nursing, Midwifery, Paramedicine & Health • Community Services The healthcare industry is one of the top five sectors where robot intervention is predicted to change how we work with and care for people in our communities. Robots have the potential to relieve the
PATHWAY POSSIBILITIES NAO – Humanoid Assistant Robots

Disaster Relief Housing

CORE PROGRAM
17 Year 9, 10, VCE 25 - 50 Students 1 Day Onsite or Multi-Session 9:30am – 2:30pm Online N/A Disaster Relief Housing CURRICULUM FOCUS • Digital & Design Technologies • Humanities • Mathematics • The Arts CAPABILITIES • Critical & Creative Thinking • Personal & Social • Ethical TECH KNOWLEDGE • Collaboration Tools • Prototyping • Design Thinking INDUSTRY FOCUS • Research & Development • Engineering & Design • Health Sciences & Social Assistance • Advanced Manufacturing 21ST CENTURY SKILLS • Analytical Thinking & Innovation • Emotional Intelligence • Leadership & Social Influence • Reasoning, Problem Solving & Ideation JOBS OF THE FUTURE • Community Support Worker • Cross Cultural Facilitator • Displaced Persons Re-Integrator • New Materials Designer SUCCESS CRITERIA • Collaboration to find a suitable design solution. • Application of the design thinking process to inform the design solution. • Participation in team pitching of the design solution. VCDST055, VCDSCD061, VCGGK154, VCMMG31-4, VCAVAV042 @BTS • Prototyping Skills with Cardboard • Girls in STEM • Design Challenges • Bushfood Chocolate @FEDERATION TAFE & UNI • Community Services • Nursing • Engineering This is a real-world STEM program applying the Human Centred Design Thinking Process of Engage – Define – Skills – Ideate –Prototype – Present to guide students through the day. Using local materials from Bartlett Industrial Textile Product Manufacturing, students work in teams to redesign and prototype model canvas shelters to respond to a local humanitarian disaster caused by bushfire. Session 1: Students engage through topic introduction to humanitarian disasters, empathise by completing a practical tent construction challenge in teams and then define the best way to approach their design brief. Session 2: Students join organised workshops and ideate using interactive collaboration tools to research environments, assess new materials and their properties and then prototype actual scale model disaster shelter solutions. Session 3: Students finalise their prototypes and then present their scenarios and model designs to the class for evaluation and feedback. PATHWAY POSSIBILITIES Recommended Prior Learning: Prototyping Skills with Cardboard (page 10 -11)

Virtual Reality in Twin Motion

CORE PROGRAM

Virtual Reality in Twin Motion

2 Hours or 1 Day Onsite

9:30 - 11:30am or 9:30 - 2:30pm Online N/A

With the potential of Virtual reality combined with powerful yet simple software called Twin Motion, students will be able to create high quality visualisations which they can then explore using our Virtual Reality headsets.

Twin Motion is used by many architectural and design professionals to create detailed high-quality environments that allow them to visualise their creations in high resolution 3D renders. These environments can then be explored further by utilising virtual reality headsets to provide a life-like experience.

When students come to the Tech School, they will create an environment that links with their studies at school. Twin Motion has a huge library of assets which allows students to create a large range of environments from cityscapes to rural properties. Examples of creations are bee friendly environments, school courtyard makeovers, functional townships and garden landscapes.

Once students have created their environments, they will utilise our virtual reality headsets to explore their creations from a life-like perspective. This allows students to understand size and scale and to experience what it might feel like to be in their environment.

SUCCESS CRITERIA

• Identify key components required to create a functional space which meets the design brief.

• Create a 3D environment in Twin Motion.

• Create a flyover video which showcases their custom designed environment.

• Understand the environmental impacts of their design.

VCGGK111, VCSSU100 @BTS • Game Maker in Unreal Engine

PATHWAY POSSIBILITIES

• The Bypass Builder - Roads, VR & Big Data • Digital Design - 3D Modelling in Blender

@FEDERATION TAFE & UNI

19
Year 9, 10 24 Students
CURRICULUM FOCUS • Science • The
• The Arts • Technologies CAPABILITIES • Critical
Creative Thinking TECH KNOWLEDGE • Virtual Reality • Twin
Software • CAD INDUSTRY FOCUS • Information Technology • Tourism
Economy • Architecture 21ST CENTURY SKILLS •
• Technology Operation
• Creativity,
• Agroecological Farmer • Digital
• Off-world
• Biomimicry
Humanities
&
Motion
& Visitor
Active Learning
& Control
Originality & Initiative JOBS OF THE FUTURE
Apiarist
Habitat Designer
Innovator
• Engineering • Science • Information Technology • Visual Arts
Robot Missions: Build, Test, Perform CORE PROGRAM

During this one-day program, students will learn to pilot a Tello drone to trigger a VEX IQ robot to perform a rescue operation. Search and retrieval operations are one of the many industry applications of ground and aerial robotics. In this one day program, students will learn to build, configure and code a VEX IQ robot which will incorporate the use of lights, proximity sensors and bump triggers. Students will work in pairs throughout the day to develop a search and retrieval solution which they will showcase in a whole class challenge at the end of the day.

Session 1: Students work in pairs to assemble their VEX IQ robot and explore how to use bump sensors and proximity sensors to replicate current real world examples such as a robot vacuum or lawn mower.

Break

Session 2: Increasingly complex programming is introduced to students, and they start to investigate how to design a solution for a search and retrieval challenge. Students will also design a custom-built ad on to their VEX IQ which will enable a drone to trigger an event on their robot.

Lunch

Session 3: Students will learn how to fly a Tello drone and hone their piloting skills. They will then combine their flying skills, combining these with their VEX IQ builds to simulate a search and retrieval scenario.

21
Extension)
Students
CURRICULUM FOCUS • Design & Technologies • Digital Technologies • Mathematics CAPABILITIES • Critical & Creative Thinking • Ethical TECH KNOWLEDGE • Automation • Programming & Coding • Machine Learning INDUSTRY FOCUS • Engineering & Design • Search and Rescue 21ST CENTURY SKILLS • Operation & Control • Advanced Technology –Programming & Design • Systems Evaluation JOBS OF THE FUTURE • Autonomous vehicle
• Drones Operator • Robot Mechanic • Machine analysis – Trouble Shooting
Year 9 - 10 (Year 8
25
1 Day Onsite 9:30am – 2:30pm Online N/A
engineer
@BTS • Automation • NAO – Humanoid Robots • Game of Drones @FEDERATION TAFE
• Information Technology • Engineering • Automotive
SUCCESS CRITERIA
Follow instructions to construct a basic VEX IQ robot using a how to build guide.
Construct and code attachments including LED lights, bumper and proximity sensors.
Gain experience in different robotic applications and software.
Develop a successful retrieval scenario which links the Tello Drones with the VEX IQ. VCDST045, VCDTCD043
& UNI
PATHWAY POSSIBILITIES Robot Missions: Build, Test, Perform

Designing for Laser Cutting

CORE PROGRAM

SUCCESS CRITERIA

23 Year 9, 10, VCE 25 Students 1 Day Onsite 9:30am – 2:30pm or Multi-Session Online N/A Designing for Laser Cutting CURRICULUM FOCUS • Digital Technologies • Design & Technologies • The Arts CAPABILITIES • Critical & Creative Thinking • Personal & Social TECH KNOWLEDGE • Adobe Illustrator Software • Laser Cutting Processes • Graphic Design Production INDUSTRY FOCUS • Advanced Manufacturing • Information Technology • Tourism & Visitor Economy 21ST CENTURY SKILLS • Technology Design • Operation & Control • Creativity, Originality & Initiative JOBS OF THE FUTURE • Digital Implant Designer • Robot Mechanic • New Materials Engineer @BTS • Bushfood Chocolate • Automation – Robotic Solutions • Prototyping Skills with Cardboard • Disaster Relief Housing @FEDERATION TAFE & UNI • Engineering • Automotive • Visual Arts • Information Technology PATHWAY POSSIBILITIES Designing for Laser Cutting promotes rapid upskilling in product design and use of CAD (Computer Aided Design) software to design, prototype and create products from different materials. The program allows for individual and partner work, developing student capabilities along with their technical skills. As well as product creation, students need to consider how it will be marketed using visual design tools. Key Learnings: • Introduction to the CAD program Adobe Illustrator • Use of laser cutters in the prototyping process • How technology can be integrated with craft and trade skills Session 1: Students are given a design brief and work in pairs as designers and end users to plan and design a simple acrylic product, learning CAD skills through Adobe Illustrator. Session 2: Then they revisit the process, this time designing and prototyping a product. Session 3: Leather product designs are laser cut and student use hand craft and stitching skills to complete their products, mixing traditional leather work skills with new technologies.
• Application of design thinking to produce prototypes. • Capacity to produce a usable design in Adobe Illustrator. • Develop an understanding of how laser cutters can improve efficiency in industry. VCDSCD049, VCDSCD051 VCDSCD060, VCDSCD062

Game Maker in Unreal Engine

CORE PROGRAM

Game Maker in Unreal Engine

the full suite of core concepts and/or the visual scripting language of Blueprints.

Session 1: Students work individually to complete a number of challenges laid out in a gamified manner, guiding them through basics of the software including the manipulation of the game objects, default settings like physics and materials, and interfacing with scripted objects such as enemies and Non-Playable Character (NPCs).

Session 2: Once basics have been established, students can choose one or more specialised areas to learn more about and work in pairs to complete a storyboard of an idea that they will bring to life in the Unreal Engine.

Session 3: Students can learn more advanced techniques, such as modifying elements like gravity, player’s jumping ability and even modifying scripted objects in the visual scripting language of ‘Blueprints’. Students present their storyboard progress to their classmates.

Perfect Pathway: Digital Design - 3D Modelling in Blender (page 26 - 27)

25
Students
or
CURRICULUM FOCUS • Design & Technologies • The Arts • Mathematics CAPABILITIES • Critical & Creative Thinking • Personal & Social TECH KNOWLEDGE • Virtual Reality Hardware • Unreal Engine Software • Gamification INDUSTRY FOCUS • Gaming • Information Technology 21ST CENTURY SKILLS • Technology Design & Programming • Systems Operation & Control • Troubleshooting & User Experience • Creativity, Originality & Initiative JOBS OF THE FUTURE • Gamification Designer • Ethical Hacker • Shadowtech Manager • Multisensory Experience Designer
• Complete basic movement and manipulation tasks. •
VCDSCD061,
VCPSCO050,
@BTS • Digital Design - 3D Modelling in Blender • Virtual Reality in Twin Motion • The Bypass Builder - Roads, VR & Big Data • Game Design Online @FEDERATION TAFE & UNI • Information Technology • Visual Arts • Education • Business
Year 9, 10, VCE 24
1 Day Onsite
Multi-Session 9:30am – 2:30pm Online Accessible
SUCCESS CRITERIA
Attempt more complex and interactive challenges.
Produce a prototype of a gamified storyboard.
VCMNA305,
VCAVCDP009
Unreal Engine is a game development platform developed by Epic Games which is freely available and is an excellent tool to learn the basics of 3D game development. This course lends itself to all ages and abilities, with students in younger year levels taking a slower and simpler approach to the content, while more advanced students can learn
PATHWAY POSSIBILITIES

Soil Science

CORE PROGRAM

Session

Session

Session

SUCCESS

27 Year 9, 10, VCE 25 Students 1 Day Onsite or Multi-Session (+2 hours Prework) 9:30am – 2:30pm Online Accessible CURRICULUM FOCUS • Science • Mathematics • The Humanities CAPABILITIES • Critical & Creative Thinking • Personal & Social TECH KNOWLEDGE • Scientific Laboratory Skills • Microscope Skills • Data Analysis INDUSTRY FOCUS • Food & Fibre • Health Sciences • Tourism & Visitor Economy 21ST CENTURY SKILLS • Complex problem Solving • Managing Material Resources • Systems Evaluation • Science & Maths JOBS OF THE FUTURE • Agroecological Farmer • Nutri-gutome Consultant • Integrated Ecology Restoration Worker • Terraforming Microbiologist
CRITERIA • Follow BTS soil sample collections procedure to collect quality soil samples. • Application of laboratory soil testing procedure and collection of results. • Connection of soil test results with corrective action soil management recommendations. VCGGK135, VCSIS111, VCMMG321, VCGGK137 @BTS • Bushfood Chocolate • The Art of Science • VCE Biology @FEDERATION TAFE & UNI • Agriculture & Horticulture • Science • Food Science & Technology
Science integrates multiple scientific disciplines and mathematics to evaluate the capabilities and limitations of different soil types. By examining biological activity and assessing the availability of water and nutrients within soil we can establish a healthy balanced and agriculturally productive soil.
develop an understanding of soil health by collecting and analysing their own soil samples (or BTS can provide samples from hypothetical industry customers) utilising different laboratory tests and technology. They interpret their results to develop soil and land management recommendations that can optimise growing conditions and crop yields.
Soil
Students
1:
soil samples for analysis, evaluate soil sedimentation tests and
Students prepare
assess for biological activity.
2:
and
Carry out laboratory water retention tests, perform pH and nutrient chemical tests
analyse collected results.
3:
to
additives. PATHWAY POSSIBILITIES Soil Science
Present recommendations
improve soils health and experiment with corrective soil
Blender CORE
Digital Design – 3D Modelling in
PROGRAM

(collection of vertices) you can then manipulate the “mesh” to form a realistic object, displaying characteristics you would expect to see in real life.

3D Modelling is becoming an integral part of many careers, from Engineering and Architecture to Game Design and Special Effects and will have increasing application in jobs of the future. In this program students will learn the basics using freely available software, including important shortcuts to help them become more efficient designers.

Session 1: Students are introduced to Blender software and the concept of “Hotkeys” and begin the process of creating a simple 3D model of an object within a virtual environment.

Session 2: As students develop more confidence and skill, additional 3D modelling techniques are included, as are material / light sciences to create a photorealistic scene.

Session 3: Students share ideas & progress, collaborating to ensure that they can produce a finished product. Extension steps are added for those who master the skills quickly & students present their object to the class. PATHWAY POSSIBILITIES

Perfect Pathway: Game Maker in Unreal Engine (page 22 - 23)

29
9, 10, VCE 24 Students 1 Day Onsite or Multi-Session 9:30am – 2:30pm Online Available CURRICULUM FOCUS • Design & Technologies • The Arts CAPABILITIES • Critical & Creative Thinking TECH KNOWLEDGE • Blender (3D ModellingSoftware) • Hotkey Skills • 3D Mesh Editing • Gamification INDUSTRY FOCUS • Information Technology • Infrastructure Design & Development • Advanced Manufacturing 21ST CENTURY SKILLS • Technology Design & Programming • Analytical Thinking & Innovation • Troubleshooting & User Experience • Reasoning, Problem Solving & Ideation JOBS OF THE FUTURE • Bioprinting Engineer • 3D Printed Building Designer • Net Positive Architect • Off-World Habitat Designer
CRITERIA • Develop an understanding of object manipulation. • Use Hotkeys to demonstrate increased efficiency when using software. • Create and present a realistic looking object model that incorporates techniques shown during the day. VCDSTC059, VCAVCDV008, VCAVAV042 @BTS • Game Maker in Unreal Engine • Designing for Laser Cutting • Prototyping Skills with Cardboard • Get Into Games @FEDERATION TAFE & UNI • Information Technology • Engineering • Building & Construction • Visual Arts 3D Modelling involves the use of computer-generated graphics to produce a 3-dimensional representation of an object or surface. By manipulating “vertices” (points in virtual space) to form a “mesh”
Year
SUCCESS
Design – 3D Modelling
Blender
Digital
in
Bushfood Chocolate CORE PROGRAM

Session

31
Students 1 Day Onsite or Multi-Session 9:30am –
N/A CURRICULUM FOCUS • Science • Digital Technologies • Health & Physical Education CAPABILITIES • Critical & Creative Thinking • Personal & Social TECH KNOWLEDGE • CAD Software • Thermomix Operation • Workplace Secialisation INDUSTRY FOCUS • Food & Fibre • Tourism – Visitor Economy 21ST CENTURY SKILLS • Creativity, Originality & Initiative • Analytical Thinking & Innovation • Persuasion • Quality Control Analysis JOBS OF THE FUTURE • Food Knowledge Communicator • Cross Cultural Facilitator • Nutri-gutome Consultant
CRITERIA • Connection of sensory awareness to design of new products. • Recognition of the importance of food in different cultures and innovations in the use of indigenous Australian foods and flavours. • Use of creative techniques to market new products. VCDSTC057-9, VCDSCD062, VCEBE028, VCAVCDV008 @BTS • Designing for Laser Cutting • Soil Science • Twin Motion Virtual Reality • Disaster Relief Housing @FEDERATION TAFE & UNI • Information Technology • Engineering & Manufacturing • Science • Agriculture & Horticulture This program takes students on a food design journey based on chocolate while introducing them to indigenous Australian bushfood flavours. The program focuses on innovation in food, food products and our food culture. Students develop collaboration and teamwork skills in a guided design experience that allows them to choose specialist roles within the team. Each team member plays a critical role developing specific elements to create and pitch their concept to their peers.
1:
food is
with culture
sensory discovery experience to smell and
products and flavours.
2:
3:
new product taste testing
products.
PATHWAY POSSIBILITIES
Chocolate
Year 9, 10, VCE 24
2:30pm Online
SUCCESS
Session
Students explore the way
associated
and identity. They are taken on a
taste different Australian bushfood
Students take on the challenge to create a new Australian bushfood chocolate bar using a Thermomix to make chocolate from raw ingredients. They prepare a promotional pitch for their new product. Session
Students participate in a
survey to evaluate the newly made
They then participate in a pitch relay to present their new product to the class for feedback.
Bushfood
CORE
Game of Drones - Build, Code, Fly
PROGRAM

Game of Drones - Build, Code, Fly

Year

10, VCE

Systems Engineering/Electronics

1 Day Onsite or Multi-Session

9:30am – 2:30pm Online N/A

When you play the Game of Drones, you win when you fly! Drones are currently used in a large variety of industries as well as for recreational purposes. From inspecting wind turbines or agricultural crops to Defence Force racing teams, there are many careers on offer for drone pilots.

Game of Drones gives students hands on experience learning to code, test and fly drones whilst discussing what the future of drones may look like. It lends itself to students currently studying subjects such as systems engineering or electronics. A basic understanding of electrical circuits will ensure students get the most out of the program.

Session 1 - Introduction to drone components and function. Students build a model drone before wiring up an Arduino to our custom-made drone test rig, coding to control all 4 motors using a joystick to determine the power supplied to each motor.

Session 2 – Students trial their setup on our BTS drone test rig to see if they can balance the quad to sit level and are challenged to consider how they might change their code to reflect more accurately what a flight control does to keep a drone flying level.

Session 3 – After lunch, students will have the opportunity to earn their “wings” in our “Top Gun” pilots challenge. Flying our Tello drones, they receive a mission brief which they will need to practice flying manually, before moving onto coding the drones to complete the mission using the interactive mission control pads.

SUCCESS CRITERIA

• Understand the components of a drone.

• Develop an understanding of a basic electronic circuit and how it functions to control electric motors.

• Create a successful drone prototype test rig.

• Successfully fly a drone using manual controls.

• Automate a drone flight to complete a set mission.

VCSSU132, VCSSU133, VCE Systems Engineering 1, 2, 3 & 4

Wind Turbine Technician

33
CURRICULUM FOCUS • Systems Engineering • Electronics • Digi
CAPABILITIES • Critical & Creative Thinking • Ethical TECH KNOWLEDGE • Programming &
• Automation • Machine
INDUSTRY
• Mapping • Automation • Search & Rescue • Turbine maintenance 21ST
• Operation
• Advanced
• Wind
Tech
Coding
Learning
FOCUS
CENTURY SKILLS
& Control
TechnologyProgramming & Design
Systems Evaluation
Machine Analysis - Trouble Shooting JOBS OF THE FUTURE
Autonomous Vehicle Engineer
Drones Operator
Turbine Technician
Drone Experience Designer
@BTS • Automation -
NAO –
Robotic Solutions • The Bypass Builder - Roads, VR & Big Data • Bespoke Systems Engineering Sessions •
Humanoid Assistant Robots @FEDERATION TAFE & UNI
Engineering
Automotive
POSSIBILITIES
PATHWAY
The Bypass Builder - Road Construction, VR & Big Data CORE PROGRAM
35 Year 9, 10, VCE 25 Students 1 Day Onsite 9:30am – 2:30pm Online CURRICULUM FOCUS • Technologies • Mathematics • The Humanities • The Arts CAPABILITIES • Critical & Creative Thinking • Personal & Social • Ethical TECH KNOWLEDGE • CivilCAD Software • Microsoft Excel • Big Data Analytics • Unreal Engine Software INDUSTRY FOCUS • Civil Engineering • Information Technology • Building & Construction • Project Management 21ST CENTURY SKILLS • Complex Problem Solving • Judgement & Decision Making • Technology Design • Management of Material Resources JOBS OF THE FUTURE • Regional Community Growth Coordinator • Behaviour Prediction Analyst • Automated Transit System Trouble-shooter • Flood Control Engineer SUCCESS CRITERIA • Learn to analyse and visualise data in different ways. • Develop software manipulation skills in CivilCad. • Work successfully in teams when assigned differing roles. VCDTDI048, VCPSCSO041, VCAVCDE007, VCGGK135 @BTS • Game Maker in Unreal Engine • Digital Design - 3D Modelling in Blender • Disaster Relief Housing @FEDERATION TAFE & UNI • Engineering • Information Technology • Building & Construction • Business PATHWAY POSSIBILITIES The Bypass Builder - Road Construction, VR & Big Data This program provides access to real-life road user data, providing the opportunity for students to analyse and interpret big data and then use it to help them determine community outcomes. Specifically, the data will show traffic flow through a regional Victorian town and then be used by students to determine if a bypass road is warranted, the best route for that bypass, and the potential positive and negative impacts the redirection of traffic might have on the town. They will collect and analyse data using a range of tools
1: Students begin the day with a hands-on practical activity that introduces the concepts of traffic flow and planning, before using a range of tools to examine the data that will inform their future decision making.
2: CivilCAD program will enable students to calculate the construction costs and potential travel time savings for the proposed bypass. They will also research the impacts of bypasses on regional communities.
3: Working in teams students complete their bypass proposal and
it to the class, considering not just the economic impacts for road users, but also social impacts on local residents.
Session
Session
Session
then present

VCE Psychology - Virtual Brain

VCE STEM
MASTERCLASSES

CURRICULUM FOCUS

• Science – Psychology • Year 10 Introduction to Psychology • VCE Unit 1: Area of Study 1: Outcome 1: Role of the brain in mental processes & behaviour

TECH KNOWLEDGE

Program Variation

FOCUS

SKILLS

SUCCESS CRITERIA

JOBS OF THE FUTURE

37
Innovation •
& Development 21ST
&
Strategies •
Investigation • Technology Design • Written Communication
Virtual Reality
Software Manipulation
Data Collection & Analysis INDUSTRY
Health Sciences
Digital
Research
CENTURY
Active Learning
Learning
Scientific
• Data-based
Experience Creator @BTS • VCE Psychology – Augmented Reality • VCE Psychology Unit 3 & 4 Revision @FEDERATION TAFE & UNI • Psychology • Science • Information Technology PATHWAY POSSIBILITIES VCE Psychology Unit 1 26 Students 3 Hours or Double Period Onsite Timing Negotiable Online Pre/Post Only VCE Psychology - Virtual Brain
Medical Diagnostician
Memory Optimiser
Aged Health Carer of the Future
Virtual & Augmented Reality
Develop an understanding of brain function.
exploration of the brain and nervous system.
diagrams explaining brain structures and functions.
data. The Virtual
program is broken into two parts and delivery can be organised to fit into a double period if required or extended to 3 hours for a more in depth experience.
1: Exploration
the
using an annotated
the
Students undertake a fight, flight, freeze
using heart rate monitors and virtual reality software allowing them to conduct the experiments safely and control more of the variables.
2:
scans
the
can
zoom
and slice
the different areas of the
to
the function,
and interrelationship
each
and
• Successful virtual
• Completion of
• Analysis of experimental
Brain
Part
of
human brain
3D model on
Inside Explorer tables.
experiment
Part
Using the real brain
in
virtual model, students
rotate,
in
through
brain
review
location
of
part. The content is tailored specifically to the VCE curriculum
is presented in a completely unique way through cutting edge technology.
10: Focus can be on the Nervous System for virtual reality and Insider
with greater levels of guidance and instruction.
Year
Explorer tables
VCE Psychology - Unit 4 Augmented Consciousness VCE STEM MASTERCLASSES

FOCUS

Part 1: Students use “beer goggles” to simulate different levels of blood alcohol concentration and complete tasks to measure self-control and perceptual distortion.

Part 2: Students use “fatal vision” glasses to simulate sleep deprivation and explore how it can affect speed and accuracy.

Part 3: Students use the 0.25 BAC “beer goggles” and “fatal vision” glasses to complete an interactive activity measuring their speed and accuracy.

Students collect data throughout to use post visit, applying key science skills to a practical task.

Prior to attending, teachers will be provided with activity ideas designed to spark discussion around awareness, how features of consciousness change in different states and comparing sleep deprived states to alcohol induced states.

SUCCESS CRITERIA

• Consciousness as a continuum.

• The changes to a person’s psychological state as an indicator of their level of consciousness.

• The effects of partial sleep deprivation.

• The effects on consciousness of one full nights sleep deprivation as a comparison with the effects of legal blood alcohol concentration.

39
TECH
21ST
@BTS • VCE Psychology Unit 3 & 4 Revision @FEDERATION TAFE & UNI • Psychology • Science • Information Technology
POSSIBILITIES
CURRICULUM
• VCE Psychology Units 3 & 4
VCE Unit 4 Psychology Area of Study 1: Outcome 1: Augmented Consciousness
KNOWLEDGE
Computer Skills
Data Analysis
Virtual Reality INDUSTRY FOCUS
Health Sciences
Psychology
CENTURY SKILLS
Communication
Data Collection
Investigation JOBS OF THE FUTURE
Memory Optimiser
Nanomedical Engineer
Behaviour Prediction Analyst
PATHWAY
VCE Psychology Unit 4 26
VCE Psychology - Unit 4 Augmented Consciousness
is broken into three
and
as an
as of their
Students 3 Hours or Double Period Onsite Timing Negotiable Online Pre/Post Only
The Augmented Consciousness program
parts, exploring consciousness as a continuum
changes to a person’s psychological state
indicator
level of consciousness.

VCE STEM MASTERCLASSES

VCE Biology – Molecular Genetics Of Disease

40

CURRICULUM FOCUS

• Science – Biological Sciences

• VCE Unit 2 (AOS1):

How is inheritance explained?

• VCE Unit 3 (AOS1): What is the role of nucleic acids and proteins in maintaining life?

• VCE Unit 4 (AOS3): Student Designed Scientific Investigation and Scientific Poster

41
TECH
• Scientific Methodology • Biotechnology Techniques • Data processing & Analysis INDUSTRY FOCUS • Health Sciences & Social Assistance • Research & Development • Education & Training 21ST CENTURY SKILLS • Active Learning & Listening • Scientific Methodologies • Judgement & Critical Thinking • Written Communication JOBS OF THE FUTURE • De-extinction & Conservation Geneticist • Biometric Security Solutions Engineer • Bio-jacker • Genetics Coach @BTS • VCE Biology – Photosynthesis & Respiration • VCE Biology – Transformation & Gene Regulation @FEDERATION TAFE & UNI • Science • Nursing, Midwifery, Paramedicine & Health PATHWAY POSSIBILITIES SUCCESS CRITERIA • Applying an understanding of genetics to a real-life scenario. • Analysis of the outcome of genetic testing. • Utilisation of lab technology. • Review of the scientific literature. • Use of bioinformatic tools to identify and compare protein sequences. Year 10, VCE Biology Units 2, 3 & 4 25 Students 2 Hours Timing is Negotiable Online Pre / Post Only VCE Biology – Molecular Genetics Of Disease Students will apply genetic techniques used in medical research and testing environments. They will gain experience in the use of gel electrophoresis and blood specimen microscopic examination, both of which are typically carried out in wet laboratories. Part 1: Students will separate patient DNA by gel electrophoresis. Part 2: Students will examine blood specimens from patients with and without sickle cell anaemia. Part 3: Students will visualise the patients DNA sample profile and use a molecular weight standard curve to diagnose each patient. Program Variation Year 10: 3 hr program during which students complete only the onsite activities VCE Biology: Students complete the onsite activities as well as the pre and post program activities on the Ballarat Tech School website portal. Students will use numerous computer-based tools to process and analyse electrophoresis data as well as online tools to access the scientific literature and perform bioinformatics procedures.
KNOWLEDGE

VCE STEM MASTERCLASSES

VCE Biology – Photosynthesis & Respiration

CURRICULUM FOCUS

43
TECH
• Scientific
INDUSTRY
• Food & Fibre • New
Development 21ST CENTURY
• Learning Strategies • Scientific Methodologies • Judgement & Critical Thinking • Time Management
• Entomicrobiotech Cleaners • Biomimicry Innovator • Terraforming Microbiologist • Climate Solutions Consultant @BTS • VCE Biology – Transformation & Gene Expression • VCE Biology – Molecular Genetics of Disease @FEDERATION TAFE & UNI • Science • Agriculture & Horticulture • Education
POSSIBILITIES
to measure cellular processes.
biochemical processes of photosynthesis and
• Unit 3 (AOS2): How are biochemical pathways regulated? • Unit 4 (AOS3): Student Designed Scientific Investigation and Scientific Poster
KNOWLEDGE
Apparatus
Microsoft Excel
Data Analysis
Molecular Genetic Techniques
FOCUS
Energies
Health Science
Research &
SKILLS
JOBS OF THE FUTURE
PATHWAY
SUCCESS CRITERIA • Undertake laboratory work in a small team
• Apply an understanding of the
respiration.
VCE Biology Units 3 & 4 25 Students 2 - 5 Hours
is Negotiable Online Accessible
Biology – Photosynthesis & Respiration Students get hands-on experience as they investigate the processes of photosynthesis and respiration in response to a range of environmental conditions.
this, students will
experimental apparatus consisting of algal cells immobilised in an algal gel that enables CO2 consumption to be measured to process and analyse their data. The data is plotted on electronic
back to
to use
• Meaningful analysis of experiment results. • Safe use of lab technology.
Timing
VCE
To do
employ an
whiteboard and the students take the collated data
school
in their SAC. Program variations:
2 Hour Program: Students work in teams to perform a respiration measurement experiment and discuss how this could be used as a model for a SAC.
3 Hour Program: Students work in teams to perform a respiration measurement experiment and then independently attempt a photosynthesis experiment.
5 Hour Program: Students prepare their own alginate balls for use in two experiments. They work in teams to perform a respiration measurement experiment and then independently attempt a photosynthesis experiment.

VCE STEM MASTERCLASSES

VCE Biology – Transformation & Gene Regulation

Students will get hands-on experience in modern molecular biology techniques.

They will work with a plasmid containing the heterologous gene encoding green fluorescent protein (GFP) under the control of the arabinose operon.

The students will investigate the process of bacterial transformation as they introduce the GFP containing plasmid into E.coli and select for its presence using an antibiotic.

They will also investigate gene regulation in bacteria as they induce expression of GFP by way of the inclusion of arabinose in the growth medium and fluorescence by excitation under UV light.

Students will set up and run a controlled scientific experiment that clearly demonstrates the relationship between independent and dependent variables.

Students will also learn how to process and analyse their data. The students take their samples back to school and analyse them after an incubation period.

CURRICULUM FOCUS

• Unit 3 (AOS1): What is the role of nucleic acids and proteins in maintaining life?

• Unit 4 (AOS3): How is scientific inquiry used to investigate cellular processes and/or biological change?

SUCCESS CRITERIA

• Undertaking laboratory work in a small team to perform a bacterial transformation.

• Applying an understanding of the gene regulation to control expression of a fluorescent protein.

• Analysis and interpretation of experimental results.

• Safe use of lab technology.

CENTURY SKILLS

JOBS OF THE FUTURE

45
INDUSTRY
• Food
21ST
• Learning Strategies • Scientific
• Service
TECH KNOWLEDGE
Scientific apparatus
Microsoft Excel
Data analysis
Molecular genetic techniques
FOCUS
& Fibre
New Energies
Health Science
Research & Development
Methodologies
Judgement & Critical Thinking
Orientation
• De-extinction
Conservation Geneticist •
Engineer •
• Genetics
@BTS • VCE Biology – Photosynthesis & Respiration • VCE Biology – Molecular Genetics
Disease @FEDERATION
&
Biometric Security Solutions
Bio-jacker
Coach
of
TAFE & UNI
Science
Agriculture & Horticulture
Nursing, Midwifery, Paramedicine & Health PATHWAY POSSIBILITIES
VCE Biology – Transformation & Gene
VCE Biology Unit 3 25 Students 3 Hours Timing is Negotiable Online Pre / Post Only
Regulation

VCE Unit 3 topics covered in this online revision are:

of Study 1: How does the nervous system enable psychological functioning?

of Study 2: How do people learn and remember? The program includes videos to engage students with each concept and complimentary explanations, followed by practice questions and application tasks. VCE Unit 4 topics covered in this online revision are:

of Study 1: How do levels of consciousness affect mental processes and behaviour? Area of Study 2: What influences mental wellbeing? The program includes videos to engage students with each concept and complimentary explanations, followed by practice questions and application tasks.

46 Year 9, 10, VCE 8 – 16 Hours VCE 1 - 4 Hours VCE 1 - 4 Hours Game Design Online VCE Psychology - Unit 3 Online Revision VCE Psychology - Unit 4 Online Revision
Students work through a series of guided tasks to create a playable 2D game in Unreal Engine learning about simple animations, health & damage, jumping, collisions, platforming, and more.
Online Programs MOODLE PORTAL CURRICULUM FOCUS • Digital Technologies • Design
Technologies • The
CURRICULUM FOCUS • VCE
FOCUS •
TECH KNOWLEDGE • Online
TECH
Area
Area
Area
&
Humanities
Psychology Unit 4 CURRICULUM
VCE Psychology Unit 3 TECH KNOWLEDGE • Advanced Computer Skills
Game Engine Software
AR / VR Hardware
Learning
VCE Psychology Curriculum
KNOWLEDGE
Online Learning
VCE Psychology Curriculum
47 Year 7, 8, 9, 10 3 – 5 Hours Year 7, 8, 9, VCE 5 – 6 Hours Year 8, 9, 10 4 – 8 Hours Bushfood Bites Online Soil Science Online Chocolate by Design Online Bushfood Bites are bite-size sessions introducing students to Australian native Bushfoods as a growing revolution in the Australian food industry. It explores the science and innovation behind popular foodie products. The program integrates the scientific disciplines of physics, biology, chemistry and mathematics. Evaluating the capabilities and limitations of different soil types, examining soil biological activity and assessing the availability of water and nutrients within soil is essential to establishing
balanced and agriculturally productive soil. Chocolate By Design explores the design process of a new promotional chocolate product with a significant focus on the sustainability of packaging and the ethical supply of raw materials. Online Programs MOODLE PORTAL CURRICULUM FOCUS • The Humanities CURRICULUM FOCUS • Science • Engineering • Mathematics CURRICULUM FOCUS • Science • Mathematics • The Humanities TECH KNOWLEDGE • Self-paced Online Learning • Instructional Cooking TECH KNOWLEDGE • CAD Software • Workplace Specialisation TECH KNOWLEDGE • Application of Science at Home • Computer Skills
a healthy

Peter Doherty Science Award

SPECIALIST STEM OPPORTUNITIES
49 Year 7, 8, 9, 10 Unlimited Students Timing Negotiable At School, Online, Onsite CURRICULUM FOCUS • Science • Humanities CAPABILITIES • Critical & Creative Thinking TECH KNOWLEDGE • Scientific Method • Scientific Communication • Graphic Design Skills INDUSTRY FOCUS • Science • Research & Development • New Energies 21ST CENTURY SKILLS • Judgement & Critical Thinking • Written Communication • Science & Maths Problem Solving JOBS OF THE FUTURE • Forensic Data Analyst • Nanomedical Engineer • Terraforming Microbiologist The Award is a competition in which students can participate as part of their school curriculum or independently. It is awarded to the team of students judged to have produced the best evidence based investigative science project. AWARD PRIZES Overall Award – $1000 ($600 Students, $400 School). Communication Award – TBC (STEM Prize pack or Cash). Highly Commended Award – TBC (Prize, Voucher or Cash). @BTS • The Art of Science • VCE Biology • VCE Psychology @FEDERATION TAFE & UNI • Science • Education PATHWAY POSSIBILITIES Peter Doherty Science Award The Peter Doherty Science Award was established in 2009 as a joint initiative of the Committee for Ballarat and Australian Nobel Prize laureate Professor Peter Doherty. Open to students in Year 7 to Year 10 in the Ballarat Region, the annual award encourages: • Scientific thought and activity, inspiring students to investigate everyday issues by undertaking experimental research using the scientific method. • Scientific communication requiring students to present their findings in scientific poster format and for finalists, in verbal presentation. Online Portal Enrolments Open – Term 2 Submission Close – Friday 10th November 2023 Finalist Judging and Presentation Event – Thursday 23rd November 2023 The
Science program
We
program if you wish
your class or
Recommended Prior Learning: The Art of Science (page 8 - 9)
Art of
is designed as an introductory workshop to the award, demonstrating the Applied Scientific Method.
recommend booking this
to enter
year level.

Girls in STEM

SPECIALIST STEM OPPORTUNITIES

SKILLS

51 Years 8, 9 50 Students 8 Days (2 Days x 4 Terms) 2 Consecutive Days each Term Onsite, Excursions & Online
• Science • Technology • Arts • Mathematics CAPABILITIES • Critical & Creative Thinking • Entrepreneurial • Personal & Social
• Each term will have a different tech & skill focus while developing personal capabilites
• Varies from year to year but can include: Advanced Manufacturing, Food & Fibre, Research & Development, Information Technology, Digital Innovation & Connectivity, Health Sciences & Social Assistance, New Energies
• Learning • Interpersonal • Judgement & Critical Thinking • Problem Solving • Advanced Technology • Communication JOBS OF THE
• Quantum Computer Programmer • Drone Experience Designer • Innovation Manager • Regional Community Growth Coordinator • Algorithm Interpreter • Multisensory Experience Designer
• Increased awareness of women working in STEM related fields. • Increased capabilities in STEM technical skills. • Willingness to try new opportunities and develop positive networks. @BTS • Peter Doherty Science Award • Design Challenges • Online Programs @FEDERATION TAFE & UNI • Science & Mathematics • Information Technology • Education • Engineering
in STEM The Girls in STEM program is centred around “you can’t be what you can’t see” and aims to provide young women with access to mentors, experiences and skill development in a focused and supported environment. Students are encouraged to explore STEM and are presented with possibilities for STEM career choices. Utililising the design thinking model, the program is linked to local industry and presents students with opportunities to engage with: • STEM Industry (site visits): knowledge, skills and processes. • Skill Development (Industry led): lab work, technology and process.
Problem Solving - real world: application, problem and issue.
Pathways: female role models, industry options, Federation University and TAFE pathways.
learning that occurs, career pathways mapped and the networks made across schools over the 8 days is supported by industry mentors. Schools can nominate girls in Year 8 & 9 with an interest in STEM based subjects who would benefit from further exploration of future pathways and STEM subject options.
Selected students from different schools take part.
CURRICULUM FOCUS
TECH KNOWLEDGE
INDUSTRY FOCUS
21ST CENTURY
FUTURE
SUCCESS CRITERIA
PATHWAY POSSIBILITIES Girls
The
*
Wrigley STEM Industry Design Challenge SPECIALIST STEM OPPORTUNITIES
Mars
53 Year 9, 10 25 - 50 Students Onsite 2 Days Online N/A * Selected students from different schools take part. CURRICULUM FOCUS • Mathematics • Technology • Humanities TECH KNOWLEDGE • Critical & Creative Thinking • Ethical • Personal & Social INDUSTRY FOCUS • Advanced Manufacturing • Food & Fibre • Information Technology 21ST CENTURY SKILLS • Active Listening • Persuasion • Quality Control Analysis • Complex Problem Solving JOBS OF THE FUTURE • Additive Manufacturing Engineering • Innovation Manager • Bioprinting Engineer
CRITERIA • Understand end-to-end product development. • Apply real world STEM applications replicate factory site processes. • Learn about balancing competing production demands in industryquality, innovation, creativity, cost & efficiency. @BTS • Automation - Robotic Solutions • Bushfood Chocolate • Chocolate Online @FEDERATION TAFE & UNI • Engineering & Manufacturing • Science & Mathematics • Food PATHWAY POSSIBILITIES Mars Wrigley STEM Industry Design Challenge In partnership with Mars Wrigley this program provides students from different schools the opportunity to work together to engage in real world applied STEM with industry experts. Staff from Mars Wrigley Confectionery’s
site will discuss their journeys, from STEM studies through to their current careers, and then facilitate two days of learning and fun with chocolate. Students work in small design teams to manufacture and pitch a new seasonal product package for Mars. Within the design team students take on specialist roles and participate in workshops to provide explicit knowledge and develop the skills crucial to fulfill the design brief in innovative and futuristic ways.
1 • Trends, quality, products. • Marketing and production.
Product design and manufacture.
Production and waste costings.
2
Package design.
Marketing justification and plans.
Product design showcase.
Reflection on design and
learned.
SUCCESS
Ballarat
Day
Day
lessoned

Challenges & Events

Throughout the year, Ballarat Tech School will run a number of different design challenges or events, some with other Tech Schools and Specialist Science Centres.

To get involved in these, subscribe to our eNews, follow us on Social Media and keep an eye on our website for registration and sign up information.

This page shows events run previously and planned to run again in 2023, along with other new and exciting initiatives.

Regional Rail Revival Challenge:

Open to years 4-10 to students from all regional Tech Schools, the challenge is to design an element of future rail travel for 2050. Great prizes to be won for teams that make it to the state final.

Get Into Games:

An onsite Gaming Expo and workshops, supported by the City of Ballarat, showcasing careers and skills in this multi-billion dollar industry.

Science Week:

Specially developed programs based on the annual National Science Week theme and made available to diverse and specialty cohorts.

eSports:

Onsite gaming competitions held during school holiday periods or after school hours and structured for a variety of age groups.

Contact us to find out how to join our eSports gaming community!

The LAB:

A technology club for young people on the autism spectrum who enjoy working with computers. Hosted onsite every Wednesday during school terms. Contact ballarat@thelab. org.au for information on how to join.

54
SPECIALIST STEM OPPORTUNITIES

STEM Teachers Network

Teaching with

55
collaborative
local teachers
STEM
and learning
Get
touch to find
- Design 2 Innovate
A
network of
and
Educators that come together to co-design programs
opportunities, upskill each other and hear from STEM and Industry experts.
in
out more or to become part of a subject or technology specific working group. D2I
using design
in
Developed by Tech Schools in partnership with Bastow, Victorian teachers and international design thinking experts, Design2Innovate: introduction to design thinking will support middle leaders and classroom teachers to become more confident in
thinking
classroom, school curriculum and leadership practice.
Contact us
discuss options for you
your
Professional
TEACHER PD OPPORTUNITIES Skill Builders 90+ minute workshops offered throughout the year and on request.* • Introduction to Coding • Introduction to Laser Cutting - Illustrator • Introduction to 3D Printing -TinkerCAD • Introduction to Digital 3D Modelling – Blender * Skill sessions on other technology and software available on request.
Tech In program mentoring! Teachers can arrange to either watch, participate or co-facilitate a program delivered at the Tech School to improve their own teaching skills and tech knowledge.
to
or for
colleagues. Teacher
Learning

The

a

discuss how we can help.

Earth Ed programs aim to encourage a sense of curiosity and active participation by working together with the goal of teaching and learning science, technology, engineering, and mathematics (STEM). Our programs are delivered onsite, as outreach and online (rural only) for Victorian students. Our programs aim to engage students in hands-on inquirybased learning across a broad range of curriculum areas.

Earth Ed is proud to offer the VCE Masterclasses supported by the DET Victorian Challenge and Enrichment series. Students from Victorian government schools can access FREE masterclasses across a range of VCE study areas presented by experts. These interactive sessions are presented online and are also available as recordings.

Go to https://earthed.vic.edu.au/vce-masterclass-series/ for more information.

56
Alongside the network of Victorian Tech Schools, Earth Ed is one of six science and mathematics specialist centres engaging students and teachers across the state in contemporary, authentic science, technology, engineering and mathematics learning experiences. Ballarat Tech School and Earth Ed work closely together to ensure that students in our region are exposed to as wide a variety of STEM learning opportunities and future pathways as possible. If you cannot find program that suitable links to your area of curriculum at either BTS or Earth Ed, please contact us to

EEDConnect is our online platform for teachers. Designed to support our programs, EEDConnect offers a range of pre and post learning materials aligned to the Victorian Curriculum. This is a free resource for all DET Victorian (P-12) teachers.

To sign up please visit our website https://earthed.vic.edu.au/eedconnect/.

Digital Technology Programs

Available in 2023, Augmented Reality and Internet of Things are designed to promote student critical and creative thinking using digital technologies. Students are challenged to apply these skills in a real-world context.

For information on all our programs, see our website https://earthed.vic.edu.au/all-programs/

Remote Learning Programs

We understand access to STEM experts and resources can be difficult for our rural schools. Our online programs are a great opportunity for rural students to engage in STEM learning from their own classroom. These 30-minute interactive sessions offer live teaching, discussion, and engaging challenges for students.

For more information go to https://earthed.vic. edu.au/remote-programs/

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Experiences & Feedback STUDENT

STUDENT

AND TEACHER EXPERIENCE FEEDBACK

“It was a lot of fun and it was very interactive while also teaching me quite a lot about the subjects.”

“It was really cool learning how to work robots/electronics and how they will impact our future.”

“It was good to think about how others would approach different tasks and to try working with others I wouldn’t normally work with.”

“The Tech School was very interesting, the activities we did were fun and I was engaged in my work which is hard for me to do!”

“Today was very exciting and its nothing like what I’ve done before, It was a great opportunity to work on problem-solving abilities.”

“Was a very fun and engaging experience that was equally theory based and hands on.”

“The instructors were very skilled and the technology the Tech school used was cutting edge. Overall, very well run and fun.”

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Experiences & Feedback

TEACHER
“ The Tech School staff have a wealth of experience and knowledge to share, are passionate about what they teach and are able to inspire the same passion in students.”
“The hands on learning aspect is vital for student learning. It also allows for real world application to be incorporated into school work.”
“Great promotion of language and cross-curricular programs increase student engagement.”
“Student engagement was very high , the hands on aspect is very appealing the learning environment is suitable for diverse learners.”
“Working with students from different backgrounds, the Tech School allows us to access learning and resources that are not available in the students current learning environment.”
“Many of my students can be disengagement from their in class work so it was great to see them participating and to see students that don’t normally speak out in class take a more active role in their learning.”
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“Access to exciting technologies, challenging ideas and future problem solving pushes students out of their comfort zones and develops forward thinking mindsets.”

Level 1, Building K, Federation University SMB Campus 136 Albert St, Ballarat Central VIC 3350 03 5327 8080

ballarattechschool@federation.edu.au www.ballarattechschool.vic.edu.au

61 Contact Us
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