Section outline

    • A quick guide to how we can use case studies in our teaching, covering:

      • What is a Case Study?
      • Why Use Case Studies in Your Classroom?
      • How to Incorporate Case Studies (At a Glance)
      • Tips for Success
      • Other technologists’ practice case studies
    • This resource offers a comprehensive start-to-finish look at case studies and how we can use them in our practice, illustrated by three of our case studies. This resource covers:

      • What is a Case Study?
      • Curriculum and Assessment Links
        • NZC Achievement Objectives
        • NCEA
      • Learning Objectives
      • Suggested Activities
        • Case Study Reading/Viewing
        • Phase-by-Phase Breakdown
        • Mapping the Walkthrough
        • Linking to Student Projects
        • Reflection Template
        • Adaptation for younger learners
      • Assessment & Reflection
      • Possible Extensions
    • Play Code Learn (Thomas Male & Sarah Washbrooke from ByteEd): A blended physical-and-digital kit teaching computational thinking, augmented reality (AR), and coding concepts to young learners.

    • Pōhatu Penguins (Iain Cook-Bonney): A VR and Minecraft recreation of a penguin colony, aiming to educate the public and students about conservation and ecotourism.

    • eStudee (Sue Ware):  A platform designed for supporting literacy and numeracy assessment preparation, featuring an interactive Moodle environment and auto-marked quizzes.