This edition marks an important moment to question and critically reflect upon our commitment towards equity and inclusion in our society, after two years that have tested our ability to deliver teaching and learning of digital technologies, with cracks appearing due to challenges from variable online access and digital equity.
Articles in this edition include profiles of DLTV community members, discussions on girls in STEM and wider diversity, as well as reflections on VCE conferences during COVID, explorations of high-performance computing (HPC), and using technology to enhance Chinese characters learning activities and understanding blood types.
This edition serves as a celebration of the enthusiasm and celebration of the innovation and dynamism of our membership. In this issue you will find a variety of ideas and topics for a world that is increasingly comfortable with the idea of digital pedagogies. Building on our previous journal release, there are more articles with insights into remote learning, and a report on the proposed changes to the Australian Curriculum and DLTV's submission to ACARA .
This edition features a range of articles from cross-curricular classroom initiatives incorporating Digital Technologies to AI and ethics. Building on our previous 2020 journal release, there are more articles with insights into remote learning, and a report on DLTV's Community Grant recipients.
This edition contains articles on remote learning during the COVID-19 restrictions of 2020, as well as community initiatives for STEM and making, plus exciting data and algorithm activities and ideas.
This edition includes articles and classroom case studies on STEM, coding, Artificial Intelligence, micro:bit projects, Swift playgrounds, as well as DLTV updates and book reviews.
In a very special edition of the DLTV Journal we take a look back at the last 40 years of digital education in Victoria. We open up the time capsule and look at the formation of CEGV in 1979. Exploration of topics such as game design, flexible learning spaces and the value of robots in special needs settings.
This edition of the Journal of Digital Learning and Teaching Victoria sees a new editorial team take a look at the past and future.
This edition provides you with a series of snapshots of what is occurring from around the world including an exploration of robots in Australian classrooms, an article on higher order thinking and a look at Augmented Reality. Read more
This issue explores the use of gamification to design unit of work and how gaming has been used in learning. Read about Google Glass and its impact in the classroom as well as the effects of screen time. In this issue you will also find out about the new Digital Technologies curriculum and hear from the editors. Read
Issue 2.2 (2015)
We are pleased to bring you another bumper edition of the journal that provides you with insights into the ways in which teachers are using digital technologies as part of their classroom practice in a range of contexts. This edition has articles featuring digital technologies and theoretical frameworks such as SAMR and TPACK. Read
In this edition of the journal you will find articles on using flowcharts to introduce computational thinking, autism and iPads and positive side effects to coding in the classroom as well as our regular VCAA corner and App Smash. Also hear about the experiences of pre service teachers and the art of eLearning. Read
Issue 1.2 (2014)
This edition of the DLTV journal celebrates our connections locally, nationally and internationally. It provides insights into local practices and opportunities for your own professional development in 2015. This might take the form of trialling some of the new classroom based apps reviewed in Rebecca Davies' “App Smash” article or sinking your teeth into data-logging with Suzanne Kenneally. Read
Issue 1.1 (2014)
This issue focuses on using or programming digital games in the classroom. The range of articles curated include different approaches, technologies and contexts that cater for educators working in early years contexts through to VCE and tertiary settings and will introduce the notions of game based learning and gamification. Read