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How Eildon West is Transforming Teaching with AI.

In the Eildon West Cluster in the Scottish Borders, we’ve been exploring how Artificial Intelligence (AI) can support teachers in their daily work. Through a series of Continuing Professional Learning (CLPL) sessions, created by Suzanne Pritchard and Krista Ainslie,  we’ve been learning together about how AI tools can make teaching more productive, creative, and accessible for all learners.

Our Learning Journey

Our journey began with a simple goal: to understand how AI could genuinely make a difference in the classroom. Each session has been designed not only to introduce tools but to explore how they can be adapted to real-life teaching scenarios.

AI for Productivity: We kicked off by diving into tools that can make a teacher’s day easier. Imagine cutting the time spent on lesson planning or analysing assessments by half. Tools like Microsoft Co-Pilot and Magic School AI have shown us how to generate tailored lesson plans, automate feedback, and even speed up administrative tasks like email correspondence. Teachers shared how these tools helped free up time to focus more on their students rather than paperwork.

AI for Creativity: Here’s where things got exciting. We explored Adobe Express to create stunning visuals for lessons and LM Podcasting for turning ideas into engaging audio content. Teachers experimented with these tools to transform lessons—whether by creating bespoke graphics for a science unit or crafting podcasts for history projects. The creativity unleashed during these sessions was infectious, with everyone sharing ideas and inspiring one another to try something new.

AI for Accessibility: One of the most inspiring parts of our learning journey has been seeing how AI can break down barriers for learners. Tools like text-to-speech, automatic translation, and differentiated resources showed us how technology can make education more inclusive. During one session, teachers used AI to quickly adapt materials for learners with additional support needs, creating materials that catered to a variety of learning styles and abilities.

Some AI Tools We’ve Tried

As we’ve started incorporating AI into our practices, we’ve experimented with a range of tools, including:

  • Magic School AI: A tool for simplifying tasks like lesson planning and grading.
  • ChatGPT: Helpful for generating ideas, simplifying complex concepts, and drafting resources.
  • Adobe Express: Perfect for creating visuals and multimedia content.
  • Microsoft Co-Pilot: Streamlines tasks across familiar platforms like Word and Excel.
  • Quizlet & Quizizz: Tools for gamifying assessments and creating tailored study materials.

What We’ve Learned

Our sessions have shown that AI isn’t about replacing good teaching—it’s about supporting & enhancing it. From saving time on administrative tasks to opening up new possibilities for creativity and accessibility, AI can help teachers focus on what they do best: supporting learners to be the best that they can be.

We’ve also found that effective use of AI requires collaboration and sharing best practices. Writing clear prompts, adapting outputs to fit specific needs, and understanding the ethical implications of these tools are all essential parts of the process.

Looking Ahead

AI is developing at a rapid rate and our work with AI is just beginning. While we’ve already seen the benefits it can bring, we’re also aware of the need to keep learning and adapting as the technology evolves. By sharing our experiences, we hope to encourage more conversations about how AI can fit into the everyday reality of teaching, here in the Borders and the world beyond.

If you’re interested in learning more about what we’ve been doing or have ideas to share from your own experiences, we’d love to hear from you. Let’s keep learning together.

Krista Ainslie – krista.ainslie@scotborders.gov.uk, gw09hillkrista@glow.sch.uk

Suzanne Pritchard – spritchard1@glow.sch.uk

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thoughts on critical play: radical games design by mary flanagan

Recommended reading: Critical Play; Radical Game Design by Mary Flanagan

This blog is a summary of Mary Flanagan’s book Critical Play; Radical Game Design. This was recommended by Dr Tom Brock, who is a Senior Lecturer in Sociology at Manchester Met, after he spoke at the recent Scottish Esports Conference 2024. With the book on order, it was only possible to access the first chapter on Google Scholar. This post is a summary of those initial points but are subject to change with further reading. 

 

Flanagan starts off by identifying games as “a significant cultural medium across a wider range of social, economic, game and gender categories” that are still new and not as valuable as other forms of play. These points might be useful to consider games as art, as media and as play.  

Defining games 

For a definition of games, Flanagan refers to Salen and Zimmerman’s (2003) definition of games as an artificial system with player, rules and a quantifiable outcome or goal. The artificiality of games aligns with Tina Bruce’s ‘12 features of play’ (2020) as ‘possible, alternative, imagined worlds which involve ‘supposing’ and ‘as if’ situations.’  

In addition to these features, Flanagan refers to Greg Costikyan (1994) who says that while ‘stories are inherently linear’ and games are ‘inherently non-linear’ the more a game is story-driven then the more linear and less of a game it becomes. This distinction on linearity would separate games from other media, such as books, film and music in most cases.  

 

Are games play? 

However, the requirement for outcomes puts games at adds with the Scottish Government’s National Play Strategy and another of Bruce’s ‘features of play’.   

The Scottish Government defines play as ‘freely chosen, personally directed and intrinsically motivated. It is performed for no external goal or reward’ (2013). Bruce also makes this distinction between play and games as play does not have ‘externally imposed rules, goals, tasks or a definite direction’ (2020).  

Agreeing that games and play are distinct, there are still valuable similarities worth exploring. Both play and games include their being ‘freely chosen, personally directed’ (Scottish Government, 2013) and being ‘not-work’ and ‘diversionary activities’ (Flanagan, 2009). Flanagan states that games can ‘create cognitive and epistemological environments that position the player or participant with the experiences [of play] in meaningful ways’ (2009). Similarly, Bruce identifies that play “helps children to function in advance of what they can actually do in their real lives. They can drive a car, perform a heart operation, be a shop keeper.” (2020) 

 

Are games art? 

Might games be considered art? Flanagan considers games may be ‘outlets for creative expression, conceptual thinkings or to examine or work through social issues?’ There are similarities between this and another of Bruce’s features of play: “Play is about wallowing in ideas, feelings and relationships and the prowess of the physical body. It helps the process of becoming aware of self in relation to others and the universe. It brings unity and interconnectedness” (2020). 

As well as ‘playing’ games, Flanagan also explores the concept of ‘making for making’s sake’ to distinguish being creative with games from the commercial development that is traditional games design. She considers that games can be ‘a medium of expression but using elements common to games as the materials.’ In his book, The Element, Ken Robinson states that creativity can be thought of as “a conversation between what we’re trying to figure out and the media we are using” (2009). For Robinson it is impossible to separate the idea from the medium because creativity is “about making things […] it always involves using media of some sort to develop ideas” (2009).  

 

Conclusion 

In conclusion, games should be considered distinct from play. This does not devalue their cultural significance – there are many similarities between games and play and we should explore these. Indeed, we may want to explore games as a medium through which to explore ideas, of ourselves, others and the world around us. Realising the Ambition (Education Scotland, 2020) states that: 

The experiences and spaces for play we facilitate for the children should reflect the children’s ideas, aspirations, curiosities and next steps in their learning. It is through play that children learn about themselves and make sense of the world around them.  

In this sense we should certainly encourage games as part of their learning. 

 

 

 

Digital Evidencing of Self-Evaluation in Tweedbank Primary School ELC.

Tweedbank Primary ELC was one of the first ELC settings to be awarded with the new DSAS Digital Learning Through Play Award in ELC, earlier this year. In this blog post, Early Years Officer Amy Simpson shares a practice highlight on the whole team approach to digitally evidencing key identified areas for improvement, at Tweedbank Primary ELC.

 

Our aim is to ensure self-evaluation is an ongoing, enjoyable and collaborative process.

Previously, we used a physical floorbook to document our self-evaluation, using HGIOELC and Care Inspectorates Quality Framework.

We used this alongside our Nursery Improvement Plan to focus on key areas of development.

To improve this model, we created a Padlet space to allow all staff to to input into self-evaluation evidence into key identified areas of improvement.

This is done in real-time and allows for staff to upload in the moment, and reflect collaboratively at protected self-evaluation time.

From moderating this approach, the quality of input has improved massively with the different media options available and staff being able to upload not only text (like a physical book), but photos, videos, voice notes… and even GIFs!

Our next steps for improvement are to include pupil and parent voice within this evidence to reflect the full settings input.

Padlet example

Each member of staff can access the Padlet via a shortcut on their iPads and add evidence below each identified area for improvement on an ongoing basis. As highlighted by Amy, the Padlet updates in real time, making the contributions of others instantly visible and the quality of evidence has improved with the variety of media formats available.

This blog post was submitted by Amy Simpson, Early Years Officer, Tweedbank Primary School ELC, Scottish Borders, November 2024.

Amy and the ELC Team at Tweedbank can be contacted at gw19simpsonamy@glow.sch.uk   /  TweedbankPS@scotborders.gov.uk

 

Scottish Borders Council Context.

Inspire Learning is SBC’s Digital Learning Transformation Programme and has to date delivered an Apple iPad to every teacher, ELC practitioner and every P4 to S6 pupil across all Borders schools, as well as class sets of shared iPads for the use of every P1 to P3 pupil and Early Years. The programme continues to support teachers in the best use of the technology in the classroom and is committed to achieving a uniquely high digital skills and education baseline for all Borders teachers through an extensive, bespoke package of professional learning and development.

Practitioners in SBC access Padlet via the free single sign on version in Glow. Your organisation or local authority may not use Padlet and instead use an alternative tool.  Please remember to check with your organisation or local authority digital lead before exploring new apps and platforms to ensure GDPR compliance. 

 

Curriculum Review CompSci

Computing Science Review – Workshop 1

Provocations

There were a number of speakers during  the morning session to set the scene and provide stimulus for discussions.

  • You can watch and / or download the presenters slides below.
  • You are may wish to add your thoughts, individually, or from a group perspective to the discussion boards.
  • The purpose of this first session is to identify the WHY and the WHAT of Computing Science.  The key questions asked are

Question Set 1

  • Where are we now?
  • How is Computing Science contributing to the 4 capacities – what is working?

Record feedback on Board 1

Question Set 2

  • Why Computing Science?
  • Looking ahead to 2030, what knowledge, skills and attributes will learners require to realise the ambitions of computing science in education?
  • What are the challenges and opportunities for learners in acquiring the knowledge, skills and attributes you have identified?

Record feedback on Board 2

NOTES
The boards have been set so you can only see your own responses at this time. This is so we can capture independent responses.  However, we will make all the cards public once people have had the chance to contribute.

This session is about the curriculum – as such the focus should be on that as opposed to issues such as DPIAs, tech infrastructure, teacher recruitment.  While these are all issues that are important and require work, it is not the main aim of this session.

Provocations

Andrew Creamer
 

The Curriculum Improvement Cycle

Slides: AC CIC

Karen Meechan
 

Industry Perspective

Slides: NA

Brian Clark
 

Computing Science in Scotland

Slides: CS in Scotland

Iain Shand
 

Computing Science in Further Education

Slides: Overview of Computing in Further Education 26-11-2024

Sue Sentance
 

Computing Science Education – Big Picture

Slides: Computing Science Big Picture Sue Sentance

Quintin Cutts
 

Computing Science: STACS – where are we?

Slides: STACS Where Are We with Computing?

learn to code scratch with jp morgan

Teach the Teacher training – Scratch coding by JP Morgan

What is Teach the Teacher?  

Teach the Teacher is part of the pro bono STEM program offered by JP Morgan. This runs alongside other initiatives to train primary school children to do basic coding in a ‘language’ called Scratch. 

 

What is the learning intention of Teach the Teacher? 

To upscale primary school teachers and to give them the skills (and more importantly the confidence) to be able to run Scratch code club sessions for pupils.  

 

Are there any prerequisites? 
No prior coding knowledge required. 

Access to:  

  • A device that has internet connectivity to run Scratch and access the web resources  
  • A reliable internet connection for video presentation or content sharing (virtual only) 

 

What is the structure of the program?  
There are currently 2 standard offerings available: 

  • Virtual online (6 week block)  – 6 x 1 hour sessions  
  • In-person (3 week block)3 x 2 hour sessions  

 

Benefits  

  • Equips teacher with basic skills required to run code clubs and complete basic Scratch lessons independently  
  • Virtual or on-site  
  • Allows the teacher to share knowledge and train colleagues in the primary school  
  • No experience necessary 

 

If you would like to register your primary school and either of the offered programs then please contact:
jpmc.stem.primary.support@jpmorgan.com 

 

About JP Morgan 

As well as being a global leader in financial services, JP Morgan is one of the world’s biggest technology-driven companies. JP Morgan offer a number of volunteer-led programs to help increase pupils’ interest and knowledge in STEM subjects through basic introduction to coding. 

These sessions are offered virtually and in-person with an ultimate objective to help primary schools to continue their learning journey on these topics after the program is complete.  

techfest 24 save the date

Scotlands Digital Science Festival 1st to 8th November – Powered by Techfest

As part of Scotland’s Digital Science Festival, powered by TechFest, a number of online sessions are taking place that your Secondary School students won’t want to miss!

These dynamic events are packed with fascinating content and practical insights that are sure to inspire and engage your pupils!

Friday 1st November, 18:30 via zoom:

An Eye Below Zero, a Long Term Look at the Poles 

45 years of polar experience have given Doug Allan a unique perspective on both the Arctic and Antarctic. He’ll be telling exciting and inspiring stories about the winter he spent with Emperor penguins, and his face to face encounters with polar bears. But Doug has also witnessed how the warming of the poles is affecting the animals. He’ll explore the innovative and imaginative steps and solutions that we can adopt to take on the challenge. We can still turn the tide.

Register Here

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Saturday, 2 November, 19:00 via zoom:

Campaigning for Change: Banning Disposable Vapes 

Can grassroots activism really create meaningful change? Absolutely! Join Laura Young who proved this theory true. Laura is the founder of the campaign to ban disposable vapes, which has prompted legislative change across the UK. She will share her campaign journey, top tips & key takeaways at this online talk!

Register Here

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Sunday, 3 November, 19:00 via zoom:

How to Robot-Proof Your Kids

AI makes many promises about making life easier. Companies are selling AI to read your emails and then write your responses. But at a time when all of the world’s knowledge is free in your pocket, your value is your unique voice. From augmented intelligence to neuroprosthetics, Dr. Ming will explore how we can use AI not to make life easier but to make ourselves better.

Register Here

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Wednesday, 6 November, 19:00 via zoom:

The Straight A’s Brain

What if your child could remember superhuman amounts of information and never forget what they studied for exams? Can they boost focus and concentration while taking care of their brain? Join Dr. T, Aberdeen’s TV psychiatrist, for an exciting online workshop where they’ll unlock powerful memory techniques, brain health tips, and study hacks for kids and teens (ages 8-16). Parents can join too, learning top tips to help their kids ace school and study smarter than ever before!

Register Here

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Thursday, 7 November, 11:00 via teams:

Pokémaths: The Maths of Pokémon

Delivered by fantastic Dr Tom Crawford aka Tom Rocks Maths, the Pokémaths: The Maths of Pokémon session will investigate how many Pikachu’s it takes to power a lightbulb. How much a Charizard eats? And why the world of Pokémon seems to ignore the basic laws of physics! Dr Tom Crawford looks at the maths one of the world’s favourite video games.

Register Here

 

tackling digital exclusion

Recommended reading: Tackling Digital Exclusion – Audit Scotland

This blog post is a summary of key points in Audit Scotland’s report that might be useful for educational settings, such as schools, nurseries and local authorities to consider.

Read the full report with this link Tackling digital exclusion (audit.scot).

 

“Digital exclusion is strongly associated with poverty and people with certain protected characteristics.” 

Anyone working with groups that may be at-risk of digital exclusion should consider the potential barriers in place to them accessing and using such technology. If there are analogue alternatives, these should be as effective and readily available, along with support, training and access provision for people to engage with them.

 
Where this is not the case, the Royal Society (2022) talk about the double loop of poverty where analogue factors are entrenched by digital ones to doubly affect those at risk of exclusion.

 

 

Some of the impacts of digital exclusion that are more likely to surface in education are: 

  • making it harder to access services and information  
  • making it more difficult for parents to engage with children’s education  
  • incurring debts or being unable to make payments if they lack the skills and confidence to use online payment methods.

 

Some of these, more than others, relate directly to rights of individuals, including: 

  • Right to receive and impart information 
  • Right to education 

Many schools and local authorities already have digital leaders or champions, and I imagine that ensuring these families are not digitally excluded is high on the list of school improvement actions anywhere digital is included. 

 

 

The report also calls for a Scottish minimum digital living standard (MDLS) which “includes, but is more than, having accessible internet, adequate equipment, and the skills, knowledge and support people need. It is about being able to communicate, connect and engage with opportunities safely and with confidence.” 

 

This is an aspect we have tried to factor in our recent guidance on digital skills for learners and teachers. Ideally, this guidance will support local authorities and educational settings to develop such a set of skills and knowledge in learners with the aim of reducing digital exclusion from not having them. 

 

The last point that really resonated for education was ‘how poorly designed digital services without useable alternatives can lead to barriers to accessing services and have a negative impact on vulnerable people.’ 

Where apps are used to communicate learning to families on a regular basis – how effective are the non-app alternatives? How does a paper copy compare to video or verbal media shared on apps? Does the school or nursery make this feedback more equitable for families that need it? Perhaps in-person sharing on a regular basis?

If they don’t factor and mitigate this effectively, we risk having a ‘part of the population … unseen or unheard [as] the pace of technological change continues’. 

 

 

Computing Science in Scotland – Update

Over the next few months, we will be hosting a number of events to support Computing Science education in Scotland. These events include

  • Computing Science Week(s)
  • In Person Computing Science Conferences
  • Pilot Review of Computing Science education as part of the Curriculum Improvement Cycle 
  • Chat CST – A virtual sharing practice event for Computing Science Teachers
  • Live Lesson Programme

Read on to find out more about each event and how to take part…

Computing Science Week(s)

Now in it’s third year, Computing Science Week is bigger than ever before.  Now spanning over two weeks between 4th and 15th November 2024, we will be hosting a number of live lessons for teachers and learners to take part in during the day followed by professional learning sessions for educators after school.

These two weeks have been broadly arranged into a ‘No Code / Low Code’ week (4-9 Nov) and a Coding week (11-15 Nov)

During the first week, we will be running sessions around computational thinking, data science and tech for connectivity, with a bit of Scratch Jr and Microbit in there!

 

The second week will more focussed on code based activities for different ability groups and will feature sessions using Scratch, Web Development, Swift Playgrounds and AI.

Look out for the full programme of events coming soon!

In Person Computing Science Conference

The 2nd annual computing conference, organised by Education Scotland, is open to all early years practitioners, primary school teachers, and secondary school teachers who teach computing.

During this unmissable event, you will have the opportunity to hear from industry experts who will share insights into future career prospects and to attend practical breakout sessions designed to empower you with innovative teaching methods for the classroom,

The conference will be held on Saturday 9th November at 10am simultaneously at the following venues, all with live in person workshops;

  • West College Scotland – Abercorn Building – Renfrew Road, Paisley PA3 4DR
  • West Lothian College – Almondvale Crescent, Livingston, EH54 7EP
  • University of Abertay – Bell Street, Dundee DD1 1HG

When registering, you can choose the nearest venue to you.

The proposed agenda for the day is as follows

  • 9:30am Arrival. Registration and refreshments
  • 9:45am Welcome
  • 10:00am Keynote: Ollie Bray Strategic Director Education Scotland (streamed to all venues)
    11:00am-11:45pm
     Workshop Session 1
  • 11:55pm – 12:40pm Workshop Session 2
  • 12:45pm Lunch (provided)
  • 1:45pm – 2:30pm Workshop Session 3
  • 2:30pm Networking Event

When you complete registration, you will be forwarded to a Microsoft Form to allow you to select the three workshops that best suit your needs from a list and to allow you to select your dietary requirements.

Register for the conference

Computing Science – Pilot Curriculum Review

The 2021 OECD report on Scotland’s curriculum recognised the strengths of Curriculum for Excellence (CfE), and made a range of recommendations to ensure that this strength would persist into the future including: “Develop a systematic approach to curriculum review. Scotland could consider establishing a curriculum review cycle with a planned timeframe and specific review agenda, led by the specialist stand-alone agency”.   
 

In line with this recommendation Education Scotland, along with STACS,  are undertaking a pilot curriculum review of Computing Science.  Education Scotland invites teachers across all sectors (including PTs/FHs, DHTs and HTs), ELC practitioners, local authorities, colleges, universities and other key stakeholders to apply to be part of this workshop. The workshop will take place on the 26th November 2024 from 10am until 3:30pm in Glasgow.

We anticipate high demand for this event and want to ensure that as many sectors, experience and geographic locations are represented. 

It would be useful to seek permission to attend this event prior to completing this form.

Please register your interest here before midnight on Sunday 3rd November 2024.  You will be contacted if you have been allocated a place at this workshop by Friday 8th November 2024.


More information about the curriculum improvement cycle can be found here

Register your interest in the review

Chat CST – A virtual sharing practice event for Computing Science Teachers

Photo by Chris Montgomery on Unsplash
Spending time with peers discussing your subject is invaluable.  Recently, we were delighted to support and take part in Tech Talks –  a virtual event for design and technology teachers in Scotland.  
The event contained 12 15 minute presentations.  All the presentations were done by Design and Technology teachers (apart from Daydream Believers and a lecturer from Edinburgh University)  Essentially, each gave a 10 minute presentation and 5 mins for questions.

We are keen to host a similar event for Computing Science teachers towards the end of November / beginning of December that focusses on Planning, Learning, Teaching and Assessment.

We are currently gauging interest in this event via poll in Computing Science Glow Team.  All secondary teacher in Scotland who teach Computing can request to join this team. If you are member of this team, please indicate your interest here

Go to Glow Team Poll

Live Lessons supporting Computing Science

Our live lesson programme kicked off again in August this year.  We have been delighted to have a huge numbers of schools and learners join us and our very special presenters for live lessons already!    

woman sitting at a laptop

Our programme continues to evolve and grow so do look out for future sessions you and your learners can take part in!

This Month

Next Month

Later This Year

TechTok Recap University of Edinburgh, digilearnscot and Education Scotland logos

TechTok 2024: Video Recap

Below is a playlist of the sessions that were delivered by practitioners during TechTok24. Each video is linked below. Thanks to Russell White from Moray House for organising and hosting this successful virtual conference.

The BBC micro:bit playground survey results are here!

The BBC micro:bit playground survey results are here!

Primary school teachers and pupils across the UK have been taking part in the BBC micro:bit playground survey. An exciting investigation to help children aged 7-11 get to grips with data science and digital skills in a way that relates to their everyday lives.

Students have measured their playground areas, explored temperature differences between natural and synthetic surfaces, tracked how active their break times were, and counted many different types of plants and animals; discovering lots of new things about their playgrounds along the way!

To find out more, visit the BBC micro:bit – the next gen website.

For the full results report click here