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Teaching

e-Learning enables learning opportunities to be tailored to students’ individual needs and interests, improving achievement and engagement.

Children doing STEAM learning
STEAM

STEAM learning applies meaningful maths, science, and technology content to solve real-world problems through hands-on learning activities and creative design.

This page provides information and resources on what STEAM learning looks like and how you can get started with STEAM learning in your classroom.

Read more about STEAM »

Flipped learning

The flipped classroom is a pedagogical solution with a technological component. 

Find out how to flip your classroom »

Digital Technologies is now part of the national curriculum for all students from Year 1–13. Students have the opportunity to specialise from year 11 to year 13. From 2020 all schools will teach the new content.

Find out

  • what the new technological areas are all about
  • supports available for implementing digital technologies in your school curriculum
  • how you can prepare to teach digital technologies in your classroom.

Digital Technologies and the NZC »

Online resources to support teachers planning for:

Access all online resources »

Practical information and examples to support you with developing your current school practices for responsible digital citizens.

More information on Digital citizenship »

The inclusive classrooms  section provides information and examples demonstrating how you can use digital technologies to build a classroom community where every child is valued and is able to reach their potential.

Find specific information on supporting:

Practical steps for integrating technologies into your assessment processes.

Find out more about Assessment and e-learning »  

Te Ako | Teaching is one of the five dimensions of the e-Learning Planning Framework. This website is designed to support schools develop their e-learning capability across the five dimensions. The Te Ako page contains school stories and examples to support Kura Kaupapa Māori.

Gamified learning sparks engagement revolution

Teachers at St Thomas of Canterbury College trialled a combined approach of gamification and learner agency to lift engagement across the college. Find out how they ran their trial »

STEM learning at Muritai School

Muritai School incorporated the idea of becoming a STEM school into their Towards 2020 vision. Find out how they are doing it »

Mālō e lelei! Tongan Language Week / Uike Kātoanga’i ‘o e Lea Faka-Tonga 2018 runs from Sunday 2 September until Saturday 8 September.

For ideas, resources, and inspiration to help you learn and celebrate the language of Tonga with your school community go to:

Literature suggests we need to be future-oriented and adaptable, adopting a more complex view of knowledge, that incorporates knowing, doing, and being.

Find information on:

Find out more about future-focused learning »

Innovative learning environment

Information and examples to support teachers working in an innovative learning environment where teaching and learning is collaborative.

Find out more »

Use the information and practical classroom examples across the curriculum to transform your teaching through deliberate planning for the use of ICTs.

Find practical information and classroom examples of using digital technologies to support students develop agency.
Using digital technologies to support learner agency »

e-Learning community discussions

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