the engine @ tbay : steam education

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TRINITY BAY STATE HIGH SCHOOL Quality Secondary Education since 1960 IN 2020 The Engine @ TBay : STEAM Education

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T R I N I T Y B AY S TAT E H I G H S C H O O LQ u a l i t y S e c o n d a r y E d u c a t i o n s i n c e 1 9 6 0

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The Engine @ TBay : STEAM Education

HARNESSING TECHNOLOGIES AND INNOVATION FOR THE FUTURE IN THE ENGINEJanuary 2020 saw the unveiling of the new Trinity Bay State High School STEAM hub known as “The Engine”. Science, technology, engineering, art and mathematics touch every aspect of today’s world, and the innovations that emerge from these fields underpin the global economy.Trinity Bay’s mission is to enrich the learning experience for all, to create today’s thinkers to solve tomorrow’s problems. Throughout this year, students have been taken on a 21st century learning journey, where they have grown their curiosities, passions and talent through projects that harnessed the use of technology, creative and critical thinking as well as collaboration and communication.

The Queensland Design and Technology Teachers Association (DATTA) has awarded senior design student Kyra with the ‘Top Student Entry’ certificate from the Far North Queensland region in 2020. Kyra submitted her portfolio where she designed a mixed reality tour of Innisfail with the use of Art Deco inspired reality headsets.

A virtual workshop facilitated by STEAM Champion Miss Lawther and the Academy for Enterprising Girls has provided junior female students with a real-life experience of how collaboration can happen across states. Students used webinar technology to share ideas to investigate some of today’s wicked problems and how we might problem solve these with the use of apps.

Senior design students have demonstrated architectural modelling skills with the use of the laser cutter, as well as testing and trialing logo design ideas.

Visual Art students created the hidden connections installation using 3D printer and laser cutter technologies.

Senior students 3D printed fishing lures in connection with the Aquatic Practices fishing rod project.

Junior Digital Design students engaged with 3D modelling technology to create icons for the Sphero Maze Game project.

Cert II in Engineering Pathways students developed SGX150 Drones. Students focused on the construction of flight and speed controllers, motors and receiver units. They also configured and programmed each individual drone.Students will then use their Drones to develop their flying skills in preparation for the new Certificate III in Aviation which will begins early 2021.

YEAR 9 STEAM ENRICHMENT AND TECHNOLOGIES SUBJECTSSTEAM Enrichment is a fun new program that uses cutting-edge technology in two dedicated “Makerspace” classrooms. Throughout 2020, students looked at real-world problems with the emphasis on developing 21st Century skills with a ‘hands-on’ approach to inventing, making, collaborating, learning and sharing ideas. Dedicated teachers have encouraged students to explore all branches of STEAM (science, technology, engineering, art and maths) in a creative and imaginative manner. This approach encourages a positive mindset towards failure, where students learn, grow and develop self-confidence, develop their critical and creative thinking skills and communication.This year’s real-world problem projects have connected students innovation and multi-disciplinary skills in researching and designing a sustainable garden, understanding renewable energy through data analysis and also the Solar Schools Initiative, Internet of Things (IoT) weather station and mission to Mars challenge.

The Sustainable Garden Project accelerated student understanding of sustainability on a local, national and international level. Students researched the United Nations Sustainable Goals and set out to design and develop a technology-supported permaculture garden with ‘agritech’ such as sensors, robots, drones and renewable energy sources.

The Engine has two dedicated Robotics rooms that accomodate junior and senior subjects in Games Programming, Robotics and Digital Solutions. Building robots may sound like science fiction, but robots are a very real part of today’s world. Besides being just plain cool, robots are practically useful as tools in fields from manufacturing to space exploration to surgery. Becoming more familiar with robotics can lay the foundation for a career at the cutting edge of technology, or at very least, a better understanding of the ways technology can be used to solve wicked problems.This year, students have put knowledge into practice to collaboratively build robots. Students have taken on the roles of Mechanical Engineers, Computer Scientists and Electrical Engineers by: researching and developing knowledge in dynamics; kinematics; sensors; motion planning and obstacle avoidance; velocity and acceleration; serial chain mechanisms, pneumatic actuators; and drive circuits. Games Programming improves problem-solving through coding, where students take on the role of a Software Engineer by breaking down complex problems into smaller parts. Students learn logical, and computational thinking.

Year 9 Robotics students using code languages to enable Edison and RVR robots navigation.

Year 9 female Robotics team working on Mirco:bit sensor projects for health and fitness.

Year 9 female STEAM students working on Arduino IoT Weather Stations and 3D printed wind turbines.

All students in year 7 and year 8 enrol in Digital Design and Digital Technologies subjects. These subjects are an amalgamation of Australian Curriculum subjects, Media Arts, Design Technologies and Digital Technologies. Students are empowered to foster their curiosity, confidence and persistence to shape change with the use of cutting-edge facilities, resources and technologies. All projects guide students to develop their creativity and collaboration skills as users of practical design methods and computational skills in order to investigate, generate, evaluate and communicate final concepts and solutions.

Year 8 Digital Design students developed their hands-on modelling skills and creativity by designing and making subject-relevant 3D word displays. All were very unique in style!

YEAR 7 AND YEAR 8 DESIGN AND DIGITAL SUBJECTS

The Plastic Fantastic project focused on the 21st Century real world problem of microplastics in the ocean. In order to recognise and evaluate the school’s impact on the environment and raise awareness of the damage being done to our local reef, we asked students and staff to recycle their plastic waste by donating to the Recycle, Reuse and Repurpose art installation. Year 8 Digital Design students then clean, cut, teased and manipulated the surfaces of the plastics to create marine inspired creations. Students photographed and recorded their progress and they presented digital portfolios.

Both Digital Technologies and Digital Design students used their computational skills using iPads to code and drive Sphero robots. Some students even made prototype maze challenges to race their robots!

Students worked both individually and collaboratively throughout the year on a multitude of practical projects. Design solutions included a range of technologies, materials, tools, components and equipment. Students demonstrated competency in safely managing processes and understood roles and responsibilities of designers and critical thinkers.

Throughout 2020, students have engaged with school devices and BYO devices to prototype and develop ideas through 3D Modelling software.

STEAM CLUB 2020

Throughout semester two, extra-curricula STEAM club sessions were provided to all junior students to enrich and broaden the curriculum, whilst providing the chance to explore Science, Technology, Engineering, Art and Mathematics projects in less formal settings. The club has been an important outlet for students to ignite new interests and curiosities through inventive teaching methods and technologies. Below are some snapshots of students who attended the extra-curricula sessions and the exciting projects, activities and team challenges.

Throughout Term 1 there were 5 teams of students from Year 7 to Year 10. They learnt how to build and program EV3 Mindstorm Robots for the regional Sumo competition. Unfortunately the event was COVID cancelled, but there is always next year!

The Young Entrepreneurs Challenge saw teams of students build on their enterprise skills. Critical thinking, financial literacy and teamwork were the skills necessary to develop a creative and eye-catching business proposal.

The Stop Motion Movie sessions were a sensation! Students delved into the creative film-making processes and learnt to collaborate, communicate and problem solve the story lines. Students also demonstrated their sense of humour and imagination.

Students developed their digital skills by using the pocket-sized computer known as the BBC Micro:bit. The collaborative challenge was to develop and code a moisture sensor to use in the school gardens.

Lego Engineering provided a challenge for one student from each team to observe a ‘premade’ Lego design and then communicate the design features back to the team. The teams were then tasked to make a replica based on the directions given from the observer. The team with the best replica model won the challenge.

Budding scientists of the universe, pushed the boundaries of their knowledge by observing how technology is used to study stars, planets and outer this world constellations. Our resident astronomer Rosanne Reitz took students on the journey of the past, present and even future of the universe.

Term 3 STEAM provided students with an opportunity to use their practical skills and creative mathematics by building geometric forts from simple recyclable materials. This was a team challenge and all students worked together, developing interpersonal skills.

Racing RVR Sphero Robots was another highlight for students to get their hands on iPad and robot technologies. Students learnt how to code their robots through and around obstacles.

Virtual Reality Gaming Competition enhanced students engagement and interest in endless possibilities.

The Year 9 Efficient Energy project gave students the change to learn about the importance of renewable energy, reducing carbon footprints and how to design a wind turbine.

ENGAGE AND ENABLE THE ENTREPRENEURS OF TOMORROWAs young Queenslanders in the 21st century need to be innovators, entrepreneurs, lifelong learners and responsible global citizens the STEAM Champion has been working with the Gateway to Industry Schools Program (GISP). The program provides industry insights, evidence and opportunities for industry and schools to work together. By inviting industry professionals to visit Trinity Bay, GISP has provided students with the opportunity to develop personal and social skills whilst learning more about working in STEAM related industries.Throughout 2020, dedicated Trinity Bay teachers have strived to deliver projects with real-world context, that draw from contemporary events and present-day experiences . The projects have been underpinned by the skills students need for the future, including critical and creative thinking, communication, collaboration and teamwork, personal and social skills and ICT skills.

Black & More (a local engineering company formed on Thursday Island over 20 years ago) is celebrating its success by giving back to the local community in the form of a STEAM Educational prize. Hardworking student Lillian Savage was the recipient of the “Outstanding Performance in STEAM subjects by Female Indigenous Student at TBSHS” award. She received a certificate and a $250 prize.

Another example of using virtual collaboration is senior Design student Kyra Dearns, who won a committee position on the QAGOMA Creative Generation: Design Pilot Program. Kyra and STEAM Champion have attended multiple after-school webinars connecting students, teachers and professionals across Queensland to extend and engage Design students in collectively developing an interactive installation which will be placed in QAGOMA July 2021.

Ergon Energy Engineer Jake Anderson made a visit to help students understand the large scale infrastructure of energy in Queensland. The session was very exciting, with information and question rounds, prizes for the best answers and then an open discussion session to talk all things STEAM careers and pathways.

All students have access to a mixture of resources including the computer-aided design and computer-aided manufacturing technologies as well as equipment and materials used for more traditional hands-on model making.

STEAM EDUCATIONAL VISION AT TRINITY BAY STATE HIGH SCHOOL

Virtual conference call technology was used with South-Queensland based MicroMelon Robotics Engineer Adam Stacey. Throughout the call, Adam spoke Internet of Things (IoT) devices being used in industry, design and manufacturing processes and Arduino technology. The call ended with an open question round where students asked about coding and career pathways with Digital Technologies.

Studying Science, Technology, Engineering, Arts and Mathematics drives innovation and opens a world of opportunities for students to forge rewarding futures in today’s global economy. To succeed in this ever-changing environment and for our next generation to become the entrepreneurs of tomorrow, Trinity Bay is dedicated to developing strong foundations in the STEAM subject areas.Our mission is to implement Australian Curriculum with cross-curricula STEAM projects, provide STEAM enrichment programs for long-lasting outcomes, lift participation of all students, including girls and Aboriginal and Torres Strait Islander students, challenge students to solve real-world problems with the use of cutting-edge technologies and partner with local industry professionals to provide insight into future STEAM pathways.

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