About

Creative Technology Day supports our collective understanding of ‘learning through making’ with creative technologies in both formal and informal settings. It brings together the primary, secondary and Higher Education communities, along with the cultural sector and technology companies. By collecting a curious and interesting group of active makers for whom the interrogation and use of creative technologies are core to their work, we hope to provide a convivial and informal opportunity for people to learn from one another, make connections, develop new knowledge and advance collective understanding.

Tremendously creative projects using technologies in myriad ways have been developed in so many learning spaces, but rarely do professionals from across the educational spectrum have an opportunity to spend a day exploring together.

Participants will be able to present their work in group discussion, quick-fire presentations, demos and so forth. This isn’t a day for sitting back!

Creative Technology Day is of particular significance as we have the launch of the new national curriculum with computing taking on a new form (and with making through programming a core activity) and this offers a wealth of opportunities and challenges in equal measure. In addition, the work being undertaken as part of the Year of Code; the recently launched ‘Designing the Digital Economy Report’; the increased exploration of digital technologies by art and design students from multiple subject areas; the proliferation of family hackdays and digital exploration in museums and so forth, provides an amazing array of ‘synergous stuff’ to share. We expect there to be around 60 participants, which means it is quite an intimate gathering whilst at the same time providing the opportunity to meet a fair number of people.

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Other than the benefits mentioned above, specific reasons per group might be:

Primary Schools  enhance understanding of creative programming and expand approaches to deliver the KS1-2 national curriculum

Secondary Schools  develop an understanding of creative programming innovations and take away ideas to deliver KS3-5 art & design, design and technology and computing curriculum developments

HEI  gain vital insights to inform our future pedagogies and practice

Cultural Sector  learn of rich practice in schools to improve institutional offer

Technology Companies share best practice methods and tools with fellow makers across the educational spectrum.

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What the event is not doing

At this stage it may be useful to say what the event is not about. It is not concerned with digital literacy per se, eg cyber-bullying or e-safety. It is not concerned with hands-on training, nor will participants be developing schemes of work or lesson plans during the day.

The audience will not hear terms such as: use technology safely; keep personal information private; recognize acceptable/unacceptable behaviour; be discerning in evaluating digital content.