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Teaching and learning

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Inquiry learning and a connected curriculum

At Runcorn State School, we are building a culture of inquiry learning.  This culture of learning cultivates curiosity, deep thinking, wonderings and a need to explore, seek and find answers to burning questions while valuing student voice.  There are many ways that our teachers are cultivating curiosity in classrooms with wonder walls, question boxes, intentional play and provocations just to name a few.  As we introduce this way of thinking and learning to our students we also explore the way in which we think and learn.  The Learning Assets are a set of five skills and behaviours that we as learners require and also gives us all a common language to use.  Students learn about each asset, the skills they may use for each asset and when is the best time to use each asset. 

The Lea​rning Assets are…

Thinker

Open-minded - Flexible - Persistent

Researcher

Curious - Courageous - Resourceful

Collaborator

Empathic - Compassionate - Reliable

Self-Manager

Resilient - Responsible - Reflective

Communicator

Confident - Responsive - Respectful

 

The Cultures of Thinking and the process of making thinking visible underpins all opportunities for higher order thinking and inquiry at Runcorn. Teachers prioritise the Cultures of Thinking to provide a multitude of occasions where thinking around a particular topic or task can be stretched, questioned, challenged and reflected upon. 

Through an inquiry stance we also cultivate ways to authentically connect curriculum requirements across the Learning Areas.  This enables the creation of multiple learning pathways, puts learning into 'real world' contexts and allows students to gain a deep understanding of each concept.

​​STEAM

STEAM (Science, Technology, Engineering, Arts & Mats) education at Runcorn centres around giving all students a range of opportunities to build and foster the skills required to thrive as 21st Century Learners.  From a strong foundation in digital literacy to chances to engage with robots, coding challenges, design construction and use of our Science Lab (just to name a few) our students are able to apply these flexible skills to real world problems in order to find real world solutions.  These opportunities are offered throughout the delivery of Curriculum and in extra-curricular clubs at lunchtime. 

Students have the chance to visit our two computer labs, use iPads in class, and code a range of robots including Lego We-Dos, Spheros, Bee Bots, Dash, Photon and Microbits. We also celebrate all things STEAM in Term 3 including our whole school Science Expo and STEAM week challenge.   

​Assessment and Reporting

Teachers incorporate a variety of assessment types to track the progress of each student including formative, summative and diagnostic.   The data collected from these assessments aids in planning differentiated learning experiences, setting individual learning goals, targeting extension and intervention programs and deciding 'final' academic marks for report cards. 

Marking Guides based on the Australian Curriculum Achievement Standards are used to assess summative assessment.  This assessment is then moderated with Runcorn teachers and then with other schools in our immediate cluster to ensure consistent and correct judgements are made.    

Students are given a written academic report at the end of Semester 1 and Semester 2.  These are sent home electronically via email – please check or update your current email address at the front office.   

Goals and Feedback

The combined use of individualised learning goals and explicit feedback are used in all classrooms to actively involve students with their learning.  Feedback includes given timely, clear, informative and objective comment on work completed.  This feedback should lead to and link to next steps of learning for the student.  Explicit feedback is not affirmation, judgement or constructive criticism.  Students are also encouraged to self-reflect on their learning progress and learning behaviours needed to reach their unique goal.  Resources such as 'Bump it Up' walls, annotated modelled exemplars, Two Stars and a Wish and goals templates are examples of how goals and feedback is utilised and imbedded into classrooms.

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Last reviewed 31 October 2022
Last updated 31 October 2022