Admissions Handbook 2011 - The Southport School

Admissions Handbook 2011 - The Southport School Admissions Handbook 2011 - The Southport School

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32 The Southport School English as a Second Language (ESL) ESL support is provided to boarders in years 8, 9 and 10 during their homework time 2 nights a week. The program covers a combination of English skills, particularly Reading and Writing, and also allows students to receive extra help with their school assignments. Reading skills are developed by teaching the boys strategies to read more effectively, while improving their writing skills through grammar practice, self correction and relevant writing tasks. Students will also be able to get the teacher to check their assignments to see if they understand what they are expected to do and are answering the question correctly. For further information, please contact Mr Berryman on 07 5531 9902. Robotics Program Prep Year to Year 10 Lego Technology and Robotics Program Nearly everyone is familiar with the LEGO brick. It seems to span differences in age, gender, culture, and levels of skill. It is therefore an ideal classroom teaching tool which can include all students in the learning process. The Southport School has developed a ‘Prep Year to Year 10’ Lego Technology program. The Prep Year develop their fine motor skills with the Duplo Tech machines and Kid K’Nex systems. Year 1 work with the Duplo Structure kits and investigate simple building and balancing theory. The Duplo mechanism follow in Year 2 and boys further develop fine motor skills and learn basic mechanical knowledge. Year 3 has experiences using the mini Lego Machine kits and learn further about mechanisms and the related terminology. Year 4 explores Powered Mechanisms and complete the Mechanisms training. The energy kits are utilised in Year 5 and allow students to develop a wider understanding of Renewable energies and forces. The Robotics Program begins in Year 6 with a 12-week introduction into simple robotics and programming. The course is taught in the Senior School Robotics lab and boys use the Lego Mindstorm kits and program using Pilot levels Robolab. The Year 7 transition students continue their Robotic training and begin to use the Inventor and Investigator Levels of Robolab. Year 8 students have a 13-week rotation of Robotics and use the Advanced Team Challenge Robotics sets to build and program robots to compete in class challenges such as Hill Climbing, Robot Sumo and ‘Widget’ Collecting. In 2008, Year 9 will be able to elect to take Robotics as a one year course. Boys will use the Lego RCX and NXT robots and program in Robolab Inventor level 4 and in basic ‘Not Quite C’/NQC. Boys also will use the datalogging part of Robolab to investigate various scientific principles and theories. The current Year 10 Information Processing Technology students are learning how to program the Lego Robots in ‘Not Quite C’ – NQC. This text-based language is one of the most popular ways to program robots and is used in universities throughout the world. The Southport School has its own Young Engineers’ Society (‘YES’) which meets weekly after school. The Society has been a huge success for the School in various local, State and International competitions and it has student membership throughout Years 7 to 11. The ‘YES’ students develop advanced skills in programming and building robots to be entered into various Robotics competitions. Junior Students progress to a high degree of programming knowledge to be able to solve the Dance and Rescue tasks. The Senior boys enter into challenging Premier Rescue and Robo Soccer events. Why teach with Lego? The different Year level courses are based on a problem-solving approach that takes into account the differences in the abilities of individual students. Students learn to work together on solving challenging problems, thereby providing them with an important basis for acquiring a wide range of personal skills for the future through:

Admissions Handbook 33 • Promoting creative thinking • Improving communication skills • Strengthening the ability to acquire understanding Optimal Learning Learning is best when students are given the opportunity to explore the world on their own, but within a guided environment. When students actively construct things in the physical world, it helps them to build understanding in their own minds. This enables them to create even more sophisticated solutions, yielding more skills, more knowledge, and more solved challenges in a self-reinforcing cycle. Students retain more of what they learn from a creative process of this kind. This is called learning by making. Let It Flow Research into human development and learning has demonstrated that being challenged to the limits of one’s ability is fun, and creates experiences that are rich in learning. When students are sufficiently challenged, and thus enjoying themselves, learning becomes as natural as breathing - you aren’t even aware that you are doing it. And when the challenge of solving a problem is matched to the student’s current level of knowledge and skills, a formula for optimal learning emerges. This state is called Flow. Students who create their own solutions to problems experience the thrill of genuine achievement - an experience altogether different from simply memorising the achievements of others. This makes learning an adventure. The more empowered students feel, the more they enjoy their classes, and the more they begin to take charge of their own learning process. The Learning Process The classroom solutions are designed to support a four-step learning process consisting of the following phases: Connect, Construct, Contemplate and Continue. One of the key aspects to learning by making is the fact that students learn best when they can either relate new experiences to their existing ‘knowledge bank’ or are exposed to an idea so compelling that it inspires them to learn more about it. This is the Connect phase. The Construct phase is all about constructing things in the real world and piecing knowledge together in the mind. The children plan, program software or build solutions to solve given assignments. An important phase in an effective learning process is the Contemplate phase, which involves students taking time to think about what they have seen or constructed, and deepening their understanding of what they experience. They discuss the project, reflect and adapt their idea, and the teacher encourages this process by asking questions. The Continue phase builds on the natural urge to want to know more. Doing so will lead students to a new Connect phase, thus allowing them to enter a positive learning curve, where they overcome increasingly difficult challenges.

<strong>Admissions</strong> <strong>Handbook</strong> 33<br />

• Promoting creative thinking<br />

• Improving communication skills<br />

• Strengthening the ability to acquire understanding<br />

Optimal Learning<br />

Learning is best when students are given the opportunity to explore the world on their own, but within a<br />

guided environment. When students actively construct things in the physical world, it helps them to build<br />

understanding in their own minds. This enables them to create even more sophisticated solutions, yielding<br />

more skills, more knowledge, and more solved challenges in a self-reinforcing cycle. Students retain more of<br />

what they learn from a creative process of this kind. This is called learning by making.<br />

Let It Flow<br />

Research into human development and learning has demonstrated that being challenged to the limits of one’s<br />

ability is fun, and creates experiences that are rich in learning. When students are sufficiently challenged, and<br />

thus enjoying themselves, learning becomes as natural as breathing - you aren’t even aware that you are doing<br />

it. And when the challenge of solving a problem is matched to the student’s current level of knowledge and<br />

skills, a formula for optimal learning emerges. This state is called Flow. Students who create their own<br />

solutions to problems experience the thrill of genuine achievement - an experience altogether different from<br />

simply memorising the achievements of others. This makes learning an adventure. <strong>The</strong> more empowered<br />

students feel, the more they enjoy their classes, and the more they begin to take charge of their own learning<br />

process.<br />

<strong>The</strong> Learning Process<br />

<strong>The</strong> classroom solutions are designed to support a four-step learning process consisting of the following<br />

phases: Connect, Construct, Contemplate and Continue.<br />

One of the key aspects to learning by making is the fact that students learn best when they can either relate<br />

new experiences to their existing ‘knowledge bank’ or are exposed to an idea so compelling that it inspires<br />

them to learn more about it. This is the Connect phase.<br />

<strong>The</strong> Construct phase is all about constructing things in the real world and piecing knowledge together in the<br />

mind. <strong>The</strong> children plan, program software or build solutions to solve given assignments.<br />

An important phase in an effective learning process is the Contemplate phase, which involves students taking<br />

time to think about what they have seen or constructed, and deepening their understanding of what they<br />

experience. <strong>The</strong>y discuss the project, reflect and adapt their idea, and the teacher encourages this process by<br />

asking questions.<br />

<strong>The</strong> Continue phase builds on the natural urge to want to know more. Doing so will lead students to a new<br />

Connect phase, thus allowing them to enter a positive learning curve, where they overcome increasingly<br />

difficult challenges.

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