Section outline

    • TENZ Conference 2025
      Inspiring Ākonga, Empowering Kaiako
      29 September - 1 October 2025
      Te Whanganui-a-Tara | Wellington

      The conference is designed for teachers and researchers at all levels of technology education and will provide opportunities to connect with, and learn from, other members of the  community as well as get up to date with new products, tools and opportunities that  support students’ learning in technology.

    • Reclaim tinkering as a powerful form of creative play in modern technology classrooms. This session explores how mixed materials, non-formal learning, and playful experimentation can foster innovation, student agency, and a refreshed approach to making and meaning.

      Addison says: “I would like to bring forward a notion of tinkering as creative play, imagine a three dimensional mixed material doodle. I would like to reclaim the term "Tinkering" and re-contextualise it into the modern workshop environment. I would like to discuss the benefits of tinkering and what I refer to as anti-tinkering. 

      I will talk about my teaching rationale and creative practice, and how these are combined to form my approach to encouraging tinkering and creative play in my Mixed Materials classes. I will talk about how this approach fits into the school of Waitākere College. Lastly, I will talk about the benefits of non-formal learning”.

      Addison Course
      Technology Teacher
      Waitakere College

    • Curious about what’s next for BCATS? This session introduces BCITO’s newly updated resources, aligned with the incoming skill standards. Come explore what’s changed, what’s new, and how these tools can support you and your ākonga.

      Anna Douglas and Julie Swinden
      BCITO

    • Step into the future of learning with this dynamic, hands-on workshop designed to show you how to transform student work into engaging Augmented Reality (AR) experiences. 

      Whether you’re new to AR or looking to deepen your practice, this session will leave you inspired and ready to integrate this exciting technology into your classroom. 
      We’ll begin with an interactive AR Explore Time, giving you the chance to experience AR firsthand and see how it can bring student voice, storytelling, and creativity to life. 

      Then, in a short presentation, we’ll showcase real examples from primary classrooms, demonstrating how AR has been used to enhance learning across the curriculum—from Matariki art trails to science explanations and beyond.

      The heart of the workshop is our Hands-On Challenge, where you’ll roll up your sleeves and create your own AR experience using simple tools that are accessible to both teachers and students. 

      You’ll leave with the skills and confidence to get started right away, plus ideas for how to adapt AR for your learners. No technical experience required—just curiosity and a willingness to explore!

      Jo Rea, Bayswater School 
      TENZ Council Member

    • In this presentation Leanne will deconstruct the fundamental pillars of the ‘thinkings’ that underpin the Technologies education, that is, Design Thinking, Systems Thinking and Computational Thinking.

      In this fun hands-on session, teachers will be guided through a design project that incorporates the application of these ‘thinkings’ and a number of related general classroom capabilities. 
      Participants will be given the opportunity to apply their knowledge and skills as they work through a design problem. As we will be utilising Project-based Learning pedagogy (PBL), all participants are likely to have to struggle their way out of the Learning Pit (Nottingham, 2017) while investigating and responding to an authentic, engaging, and complex question, problem, or challenge (PBLworks, 2024). 

      During this workshop participants usually surprise themselves as they discover their inner creativity. How to manage a class working through the Design Process will be modelled and the assessment opportunities the activity presents will be discussed. 
      Process over product will be emphasised. Additionally, examples of sample project lesson plans will be presented. 
      References: Nottingham, J. (2017). The Learning Pit. Challenging Learning Publishing. PBLworks. (n.d.). Project based Learning for all. What is PBL? https://www.pblworks.org/what-is-pbl

      Leanne Cameron 
      James Cook University

    • Unpack the step-up in expectations across Levels 1–3 hospitality unit standards through a hands-on, practical cooking session. Learn how a simple egg dish can be adapted to meet assessment criteria at each level, while deepening your understanding of the language and outcomes behind the standards.

      Isabel Rangiwananga
      TIC Hospitality, Mahurangi College
      TENZ Heamana Tuarua | Deputy Chair

    • Find out more about BCITO at BCITO.org.nz

    • A common issue faced by many teachers is the overcrowded curriculum.

      Teachers struggle to ensure adequate coverage of numeracy and literacy whilst trying to do justice to the remaining learning areas/subjects. When the New Zealand Ministry of Education stated that numeracy and literacy needed to be taught in all learning areas, a common response by teachers was “when?”, quickly followed by “how?”. 
      This article outlines a systematic literature review of journal, and conference papers written in English, between the years of 2004 and 2024, focusing on the integration and inclusion of numeracy and literacy in technology education programmes. The review identified 427 articles, which was reduced to 26 after screening and analysis. Findings generally were USA-based and focused on literacy rather than numeracy or both literacy and numeracy. While several studies reported positive links between literacy and technology, research on practical integration strategies was limited and often theoretical, further complicated by inconsistent terminology that hindered clear comparisons and conclusions.

      Sarah Washbrooke, University of Waikato
      Kate Rhodes, University of Waikato
      Sandra Williamson-Leadley, University of Canterbury
      Kerry Lee, University of Auckland
      Wendy Fox-Turnbull, University of Waikato
      Liling Ren, University of Auckland

    • This presentation introduces Cultural-Historical Activity Theory (CHAT) as a structured framework for identifying and addressing inequities in technology education. CHAT examines how people, tools (e.g., equipment, language, resources), rules (both implicit and explicit), the division of tasks, and the wider community interact within an activity system. 

      These elements can create tensions or contradictions that hinder student engagement; however, within the CHAT framework, such contradictions are seen as opportunities for growth and development. Central to CHAT is the recognition of cultural and historical influences on current-day practices. This is particularly relevant in technology education, where historical patterns of gendered participation are still seen today. 

      The session will present CHAT as both a research tool and a model for problem-solving in classroom practice. The theory and its core Activity System model will be introduced in an accessible format, followed by a discussion of its application in a forthcoming doctoral study exploring gendered participation patterns in secondary technology education. 

      This research uses CHAT to investigate how artefacts, rules, task division, and community practices within fashion and textiles, and resistant materials contexts reinforce or disrupt gender norms at personal, interpersonal, and systemic levels. CHAT has guided the study’s design, informing data collection and analysis. 

      Attendees will be encouraged to consider how CHAT might apply in their own contexts. This session is intended for secondary and tertiary educators interested in theoretical approaches to fostering inclusivity and reflective practice in technology education.

      Fabia Zanchi
      University of Auckland

    • What value do IT certifications really add for secondary students? This session explores the impact through the lens of Feuerstein’s Mediation Theory and cognitive mapping, offering insights, training examples, and a thought-provoking take on certification in the classroom.

      David Russell 
      University of Bristol

    • The New Zealand Technology Curriculum is more than a set of guidelines—it's a reflection of innovation, identity, and the collective aspiration to prepare learners for an ever-evolving world. 
      But who brought this curriculum to life, and what lessons can we draw from its development? 

      This presentation takes you on a journey through the origins, evolution, and unique features of the New Zealand Technology Curriculum. Together, we’ll uncover the “legends” behind its creation: the visionary educators, the innovative practices, and the cultural shifts that shaped its framework. 

      This session will also explore the curriculum’s impact on education and society, highlighting how its future-facing design equips learners with the critical skills needed to navigate contemporary challenges. 

      Attendees will leave with a richer understanding of the curriculum’s legacy and actionable strategies for embedding its principles into their own teaching practices.

      Ruth Lemon
      TENZ

      Kerry Lee 
      University of Auckland

    • This workshop introduces the context and inspiration behind a sustainability-focused programme that links environmental challenges with practical solutions. Through hands-on activities like beeswax wraps, natural soap, and recycled paper, participants will gain ideas they can adapt, embed in their teaching, and replicate in their own schools.

      Anne-Marie Doucet
      Philippa Timoteo
      Raumati Technology Centre

    • In today’s digital world, technology subjects offer powerful opportunities not just for skill-building but also for developing students’ literacy — including reading comprehension, critical thinking, and technical writing. 

      This workshop will explore practical strategies for integrating literacy instruction into technology curricula, ensuring students are equipped to interpret, communicate, and evaluate information in varied digital contexts. Participants will leave with a toolkit of ready-to-use activities and resources that they can use to support student literacy within a technology subject context.

      Shae McLean Brunetti
      Curriculum Advisor Senior Secondary
      Ministry of Education 

    • This hands-on STEAM workshop explores the practice of Rongoā Māori, traditional Māori healing, through an interdisciplinary lens. Participants will learn to identify, respectfully harvest, and process native plant materials while examining the scientific, cultural, and creative dimensions of rongoā. Rooted in mātauranga Māori, this workshop invites kaiako to experience an authentic, culturally sustaining practice that integrates: Science, Technology, Visual Arts and Mathematics.

      Pip Osborne
      Rachel Chisnall

    • In Aotearoa New Zealand, increasing emotional demands on teachers particularly in response to children’s experiences of mental health are reshaping professional identity. Within Technology Education in the New Zealand Curriculum (NZC), and especially through the Nature of Technology strand, students explore how technological outcomes are shaped by social, cultural, and ethical considerations. This positions technology educators in learning spaces where wellbeing, care, and human needs are already embedded in curriculum aims. Teachers working in areas such as design, digital technologies, food, and resistant materials often face complex behavioural and emotional challenges without professional training in counselling practice. The hands-on, collaborative nature of technology education can support student engagement and creativity, however it can also intensify pressures on teachers to manage wellbeing alongside learning. Drawing on Biesta’s (2016, 2022) critique of the ‘therapeutic turn’ in education, this presentation considers how the educationalisation of social issues places disproportionate responsibility on teachers including technology educators to address problems beyond their remit. Rather than proposing solutions, the session invites reflection and discussion: What role should technology educators play in supporting student wellbeing? How can Initial Teacher Education prepare teachers for the emotional demands of their work? And how might the Nature of Technology strand itself offer alternative ways to frame care, connection, and creativity in primary classrooms?

      Fatma James
      Senior Lecturer
      Auckland University

    • Is AI replacing creative thinking? How can we encourage our kids to BELIEVE they are creative, even though they think they aren't, because they can't draw? Putting the A in STEAM isn't just about being creative visually, it's about being a divergent thinker. This workshop will teach you creative ways to help your students with fluency, originality, flexibility and elaboration of ideas and concepts. These are activities that will help your students to communicate, collaborate and critically think about real world problems, and create exciting and creative outcomes. We will also look at how we can integrate across the STEAM curriculum areas, and be part of the discussion around the creation of a robust framework for assessment. These ideas and techniques are aimed for use with primary and intermediate aged children, but could be adapted to high school students if required. This workshop will be round 1 of my action research, and data collected will help me learn about teacher confidence and capability in teaching STEAM.

      Claire Wigley
      TENZ Kaiārahi

    • Join TENZ Council member Sarah for a hands-on workshop that blends creativity and technology through an introductory soft materials unit. In this session you’ll design and make your own felt plushie with a purpose, then bring it to life using simple e-textiles.

      Based on a successful unit of work for beginners to soft materials (aimed originally at Year 7), you will discover how soft materials and circuitry can combine to create playful, purposeful designs — perfect for classroom projects that spark ākonga imagination while building design, sewing, and electronics skills.

      No prior experience needed — just bring your curiosity and be ready for some fun, purposeful making!

      Sarah Washbrooke
      TENZ

    • Explore how AI and human collaboration can support educators to overcome learning barriers and achieve their professional goals. This reflective session reconnects kaiako with the Key Competencies as tools for adult learning, while unpacking emotional, systemic, and strategic pathways forward.

      Milla Inkila - AcademyEX
      Claire Wigley - Kaiārahi, TENZ

    • This presentation explores the motivations behind individuals’ decisions to become Design and Technology (D&T) teachers, drawing on findings from a recent PhD study on pre-service D&T teachers in Western Australia. Teaching motivations generally fell into three categories: intrinsic (personal interest and passion for education), altruistic (desire to make a difference), and extrinsic (job security and career prospects). However, within D&T education, additional factors influence career choices. Many pre-service D&T teachers followed non-traditional pathways, transitioning from trades, industry roles, or other teaching disciplines. The hands-on, practical nature of D&T was a key attraction, with participants drawn to its creative and problem-solving aspects, as well as the opportunity to work with materials and technologies.

      Personal experiences also played a role in shaping career decisions. Influences from inspiring teachers and family connections to education or technical fields were significant motivators. Gender bias emerged as an important factor, with some female participants reporting discouragement from technical subjects, which further motivated them to enter the profession and advocate for inclusivity. Additionally, some participants viewed teaching as a meaningful career change after dissatisfaction with industry roles, while others saw it as a natural extension of their existing skills.

      This presentation is relevant to educators, teacher educators, and policymakers interested in understanding the diverse pathways into D&T teaching. It highlights how personal interests, role models, and past experiences shape career decisions, providing valuable insights into attracting and retaining future educators in this field.

      Carol K Puddicombe
      Edith Cowan University

    • Join Julia and Ruth as they explore how technology teachers can better support young people in navigating the complex journey from secondary education into further learning, training, and employment so every learner can thrive beyond school. Using AI to draw on national insights, workforce developments, and practical career and transition tools, this interactive workshop will highlight: 

      • Key trends in learner transitions across Aotearoa
      • Strategies for embedding career readiness in the technology learning area
      • Inclusive approaches that support Māori, Pasifika, and disabled learners
      • Opportunities for schools to strengthen partnerships with whānau, iwi, tertiary providers, and industry
      • Schools adopting pathways as the 'why' for education to engage ākonga and improve attendance

      Julia Pura-Mackenzie, Ruth Flanagan
      Principal Advisors, Secondary Transitions
      Ministry of Education

    • This presentation explores the preliminary findings of a study focused on understanding primary school girls' motivation in Computational Thinking (CT). 

      By analysing current literature, the scope of the research, and emerging data, the study sheds light on strategies to bridge persistent gender gaps in Computer Science (CS) and CT education. 
      The literature highlights the ongoing underrepresentation of females in CS and CT fields, advocating for early interventions that frame computing as enjoyable, hands-on, and supported by relatable role models. Addressing these gaps, this research employs a three-phase Design-Based Research methodology within a New Zealand primary school. 

      Data collection includes focus groups with both teachers and students, observations and Likert scale surveys to examine motivational factors during CT activities. 

      At this presentation, initial findings from the research will be shared, revealing how pedagogical choices, group dynamics, and unplugged (non-digital) activities impact engagement. 
      These insights contribute to a broader understanding of how to foster gender equity in STEM education by creating more inclusive and motivating environments for young learners.

      Kate Rhodes
      University of Waikato

    • Celebrate the beauty of Te Ao Māori through the creation of contemporary korowai and kākahu that blend traditional and modern materials and techniques. This interactive workshop includes collaborative pākē making with harakeke, offering kaiako a meaningful way to explore cultural identity, creativity, and connection in the classroom.

      Nan Walden, 
      Wellington East Girls College
      TENZ Council member

    • This research examined the relationships, and any existing interrelationships, between kura, kāinga and marae in Taitokerau/Northland. The research is a study within Māori kin communities where innovation and food systems can be at the core of reclaiming and advancing a sustainable growth kaupapa/purpose that has oranga (wellbeing, wellness) of people, lands and water, at its heart. 

      Kura/schools played a significant role in these regards. With an environment impacted by challenging climate conditions, and also the effects of Covid-19, food production and sustainability were underpinning aspects of this research project. 
      The discussions resulting from this research are relevant for all teachers and discussions will incorporate approaches with which edible gardens in schools can be used to enhance both educational and cultural learning. 

      Audience participation will share ways in which teachers currently view and/or use edible gardens and potentially develop ideas teachers can take away and try/implement in their own kura.

      Deborah Davies
      Whareorino School

    • Tāhūrangi, which was launched in November 2023, is the Ministry of Education's new digital platform for curriculum resources, support materials, and guidance for New Zealand educators. It aims to be a comprehensive hub for all things related to the New Zealand national curriculum, from early childhood to secondary education. 
      It aims to be a “one-stop shop’’ for all curriculum needs making it easier for teachers/kaiako to find and utilise resources. 

      This workshop will provide a brief introduction to Tāhūrangi and help you navigate it to access resources to support your teaching programmes.

      Shae McLean Brunetti
      Curriculum Advisor Senior Secondary
      Ministry of Education 

    • Think teaching literacy means stepping outside your subject? Think again. 

      This workshop dives into evidence-based strategies for weaving literacy into technology lessons without doubling your workload and includes a hands-on session you can adapt from Year 4 to Year 10.

      Rebecca Barrett
      Spotswood College

    • Come have a walk though Kohara2Shine with TENZ Council member Nan Walden. Many teachers now add this as their major senior project and it would be fabulous to have anyone from your Tech areas to join us (Yr 12 and 13). No one will be turned away, if you would like your senior students’ work exhibited at Massey University Wellington you are more than welcome, from any learning area.

      Nan Walden
      Wellington East Girls College
      TENZ Council member

    • Assessment information for those new to teaching in Aotearoa, LAT’s, or teachers new to Technology.

      Feeling out of your depth with NCEA Technology assessment? 
      Whether you're new to teaching, new to teaching in Aotearoa, have a LAT, or have suddenly found yourself teaching a new Technology subject—this workshop is for you. 
      Join Jo Pearson, NZQA National Assessment Advisor, for a practical and supportive session designed to demystify NCEA assessment in the MPT, Generic, and CMT Technology learning areas. 
      With over 25 years of experience in assessing and moderating Internal Achievement Standards, Jo will share valuable insights into interpreting step-ups in standards and developing assessment tasks and schedules that align with NCEA requirements. 

      You'll learn how to: Interpret the key elements of a standard Design tasks and schedules that reflect assessment expectations.
      This is a collaborative session, so bring along your own tasks and schedules to share. You'll leave with greater confidence and clarity in developing assessment resources—and a network of others who are navigating the same challenges.

      Joanne Pearson 
      National Assessment Advisor - Technology
      NZQA 

    • This workshop will attempt to help teachers who may be finding it hard to plan to fit everything into curriculum planning, in a practical subject. Attendees will take away practical tools to help with this, whether from a specialist background or not, a primary teacher who teaches everything or a beginning teacher. Learn some tips from someone who has been there!

      Heather Brown 
      Technology Teacher
      Breens Intermediate School

    • Step Into the Future of Learning with Augmented Reality! 

      Get ready for a hands-on workshop that will introduce you to Lens Studio and other beginner-friendly tools to create immersive AR (Augmented Reality) experiences. No coding experience is required! 

      Perfect for secondary school teachers, this session focuses on transforming ordinary 2D classroom materials into dynamic, interactive 3D learning tools. 
      You’ll learn how to: Place virtual 3D objects into real-world spaces; Anchor animations and digital content to printed textbook pages or posters using image tracking; Discover a treasure trove of free AR tools and resources to take back to your classroom.

      By the end of the workshop, you’ll have built your very own working AR filter. 

      Please bring your own laptop and come ready to create!

      Poornima Meegammana
      Ashleigh Fox
      University of Auckland

    • At just 13, Gabriel created Pill-Bot - an AI tool to help his visually impaired grandmother identify medication. His award-winning project highlights the power of empathy, experimentation, and student-led innovation to solve real-world problems.

    • Turn a classic Kiwi recipe into a commercial-scale operation! 

      Learn the process of converting a standard recipe into a formulation for mass production, and tackle the challenges of consistency, specification setting, and production constraints, all designed for easy classroom replication.

      Dr Alistair Carr
      Associate Professor
      School of Food Technology and Natural Sciences
      Massey University, Palmerston North

    • Want to upskill your assessment practice in Technology? 
      Join NZQA National Assessment Advisor Jo Pearson for an engaging workshop that unpacks common challenges in assessing and moderating MPT, Generic, and CMT Technology internal standards. 
      With over 25 years of experience in assessing and moderating Technology Achievement Standards, Jo will share expert insights into the nuances of frequently used internal Technology standards, helping you sharpen your assessment lens. 

      You’ll explore how to confidently judge:

      • Fitness for purpose in its broadest sense
      • Analysis, justification, and synthesis
      • Independence, accuracy and, economy
      • Advanced vs complex procedures 

      If time permits, Jo will also unpack the complexities of AS92012 and AS92013, offering invaluable guidance on interpreting these new additions to the suite of standards. 

      This hands-on session will showcase best practices in assessment and support you in making more consistent and accurate judgements.

      Joanne Pearson 
      National Assessment Advisor - Technology
      NZQA 

    • Artificial Intelligence (AI) is already influencing the world our ākonga are growing up in — yet many kaiako are unsure how to confidently bring AI into the classroom. This interactive workshop is designed to support teachers of all experience levels with a clear, culturally grounded introduction to AI concepts, tools, and teaching strategies aligned with the NZ Curriculum and Te Mātaiaho. 
      Led by Craig Pattison, New Zealand’s Head of Delegation for ISO/IEC AI Standards and Deputy Chair of the AI Forum Governance Group.

      The session will explore what AI is (and isn’t), its relevance to students’ lives, and how to navigate ethical considerations such as bias, privacy, and misinformation. 
      You’ll get hands-on with co-designed activities, case studies from Aotearoa, and practical resources including tailored AI Fact Sheets and a curated toolkit of classroom-ready ideas. 

      Whether you’re completely new to AI or looking to deepen your confidence, this workshop will equip you with the understanding and tools to spark critical thinking, creativity, and digital citizenship in your learners.

      Suitable for teachers (Years 7–13), digital curriculum leads, and educators interested in future-focused learning will benefit most — but all are welcome. 

      This session aims to make AI approachable, empowering, and directly usable in diverse teaching contexts.  

      Craig Pattison
      Chief Operating Officer
      Capability Collective

    • A Delphi study conducted in 2024–2025 aimed to identify key trends and issues in technology education in Aotearoa New Zealand, with the dual purpose of informing current curriculum development and guiding future research. Building on similar studies from the United States, the Netherlands, and Finland, this nationally coordinated investigation engaged a diverse panel of experts spanning early childhood, primary, secondary, and tertiary education.

      Over three rounds, participants first identified key trends and challenges (Round 1), then ranked and refined them (Round 2), and finally provided justifications and proposed strategies to address priority concerns (Round 3). Top-ranked issues included the impact of AI and digital technologies, sustainability, curriculum complexity, teacher shortages and burnout, and the declining visibility and status of technology education in schools.

      In this presentation we analyse the findings and consider next steps for technology education in Aotearoa.

      Ruth Lemon
      TENZ Kaiārahi

      Kerry Lee
      University of Auckland

    • Edible gardens aren’t the only answer to food sustainability but they’re a powerful starting point. This workshop explores how mahinga kai can enrich learning and culture, while offering practical ideas to help kaiako bring garden-based education to life in their own kura.

      Deborah Davies, 
      Kaiako Whareorino School

    • Have you considered post-graduate study but don’t know where to start and what supports are out there? 
      Kerry and Kathleen will outline Post-graduate study methods available to Teachers and the funding available to support your journey.

      Kerry Lee
      Senior Lecturer - Technology
      University of Auckland
      TENZ Council

      Kathleen Kaveney
      Advisory Officer
      PPTA Te Wehengarua

    • Discover the Wonder Project’s hands-on STEM challenges in this interactive workshop. 
      You’ll experience one of their infamous rocket launches and build your own turbine to power up a mini town – experiencing first-hand what’s on offer for your ākonga. 

      The Wonder Project is Engineering New Zealand’s free programme for schools, designed to get rangatahi excited about STEM. Aligned to the New Zealand Curriculum, the programme's project-based learning experiences make STEM super fun and engaging, while building confidence for both ākonga and kaiako. 

      Rocket Challenge: Year 5–6, 
      Participants will work in teams of 3 to design a bottle rocket, using concepts of thrust, drag, weight and lift to optimise their rocket’s flight. Participants will then move outside to launch their rocket and gather observational data to help inform improvements to their rocket design. Task is competitive, team with the furthest flight wins.

      Power Challenge: Year 7–8
      Participants will work in teams of 3 to design and construct their own wind turbine to power a ‘mini town’, with the aim of lighting each LED. Task is competitive, team that lights up the most LEDs wins.

      Phil Atofi, Deanna Cruse 
      The Wonder Project

    • Dive into the creative world of WorldPainter, a powerful tool for designing custom Minecraft Education worlds. This hands-on workshop will guide educators through the basics of WorldPainter, from sculpting landscapes to importing real-world data using heightmaps. 
      You’ll learn how to build detailed, engaging Minecraft environments tailored to your learning goals—whether it’s a replica of a local landscape for a science inquiry or a custom island adventure for digital storytelling. 
      We'll explore how to shape terrain, paint biomes, and add custom features like rivers or mountains. You’ll also discover how to export your creations into Minecraft Education Edition for immediate classroom use. 

      No previous experience with WorldPainter is required. 

      By the end, you’ll walk away with a world of your own design, ready to share with students, plus the skills to keep creating. 

      This session is ideal for educators wanting to extend their use of Minecraft in the classroom and align it with the New Zealand Technology and wider curricula through student-led exploration, design, and storytelling. Bring your laptop and imagination—let’s get building! 

      Iain Cook-Bonney
      TENZ

    • Dive into the world of bath salts in this engaging, hands-on workshop designed to show how a simple yet creative product can unlock rich learning within the Technology Curriculum. Participants will explore the process of making bath salts, including ingredient combinations, scent blending, colour layering, and packaging design.

      This workshop will highlight connections to the Technological Practice and Nature of Technology strands, offering pathways for exploring material properties, user-centred design, sustainability, and entrepreneurship. With links to DVC, digital technologies, and science, bath salts provide an accessible, culturally responsive, and engaging context for both junior and senior technology students. Educators will leave with adaptable classroom-ready ideas and inspiration to bring the curriculum to life through sensory, student-led innovation.

      Lisa Byers
      Hamish Johnston
      TENZ Council

    • This interactive, hands-on workshop fosters creativity in food technology classrooms using a Design Thinking approach. We will explore the prototyping and testing stages of the food product development process. 

      The iterative process of prototyping and testing will be introduced with a focus on early prototyping before physically making the product.
      Participants will take part in a rapid food innovation challenge where teams are provided with a consumer profile and use tools to develop a new product concept.
      The iterative process of prototyping and testing will be introduced, and participants will be able to apply these techniques themselves to gain hands-on experience. 

      These activities and tools used in this workshop can be applied directly in a classroom or modified for use at different levels of the curriculum. This provides an approach which allows students to refine their concepts based on feedback, ensuring the concept meets the needs of the end user.

      Dr Nicola Brown, Associate Professor
      Dr Charles Diako, Senior Lecturer

      Massey University
      College of Sciences, Massey University, Palmerston North