Innovative Students – Conference Presentation Video

Mike Lloyd’s keynote address at “Building Skills”, Athens. Thanks to all at the British Council, Microsoft and InEdu in Greece.

CLWB at BETT Asia Leadership Summit


We were delighted to present at the first BETT Asia Leadership Summit. We demonstrated some simple principles for using Programming, Electric Ink, and Control Technology to boost STEM learning. Download the presentation (55MB, make sure your security settings allow downloads) from here:BETT Asia Workshop PowerPoint Show.ppsx​​

Coding – Using Java to demonstrate the orbits of the planets in the solar system


Programmable Visual Displays – representing the frequency of the orbits of the planets using flashing LEDs. This solution used Electric Ink for the circuitry.


Games Controller – We showed how the Arduino Esplora can be used for multiple learning scenarios involving gaming and sensors.


We also showed how plot data in Excel from sensors directly from an Arduino.


We also chaired a session entitled ‘Distance education and mobile learning: Increasing choice and accessibility whilst ensuring safety management’. The panel consisted of Dr Daniel Tan, Group Chief Learning Officer, Taylor’s Education Group (TEG) – Malaysia; Stephen Lee, CEO, Swan Christian Education Association – Australia; and Allan Christie, General Manager and Learning Technologist, Blackboard ANZ – Australia

The panel answered questions such as:

  • What outcomes do we want from increased access to distance education and mobile learning?
  • How do we balance access with security?
  • What security is needed for e-examinations/tests and assessments


Kinecting with young learners in South Africa

Games based learning has always offered a lot of opportunity, but Kinect is clearly accelerating innovation in this area. Kinect is a console adapter for Xbox 360 – it has a dual camera system that enables users to control software through their gestures.  It’s an immersive experience, and learners can use their whole body– arms, legs, hands, and feet – to interact with software, and devices such as interactive whiteboards.    

There are signs that Kinect can be used to make classroom based learning more effective. For example, in Lakeside Elementary school in Vryheid, KwaZulu Natal in South Africa, Kinnect has been used to improve literacy and numeracty.

Kinnect was put into 6 classrooms and a curriculum was developed to exploit the technology. Lesson content included:

  • A bowling game was used for numeracy – children counted how many pins were knocked down and how many were left
  • The creation of avatars to teach life-skills
  • Students used Kinnect to conduct quizzes on eye and hair color
  • Students developed their kinesthetic intelligences through a dance game
  • Kinectimals was used to develop sentence construction and punctuation skills

For the teachers, the key benefit is that levels of interaction have sharply increased. For one 9 year old with severe hearing difficulties, scoring the highest in “Dance Central” meant a significant boost in confidence.

We can expect to see much more innovation based on Kinect, and a powerful illustration of how Kinect can be used to make learning more effective can be seen here:

To see how else the Kinectimals game cen be used in the classroom, click here.–

Thanks to Reza Bardien, Ashley Sanichar, Angela Schaerer, Victor Ngobeni, Nyaladzi Mpofu and Larry Venter