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Exhibitions

General Information

The iCTLT 2018 exhibition features MOE initiatives for ICT in education, good school practices of ICT integration, and educational solutions from the industry.

Exhibition Layout

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Exhibition Booths


Booth No. Name Institution(s)/ Organisation(s) Synopsis
1 Designing Better Seamless Digital-Physical Learning Experiences Information Technology Branch Showcases different building blocks to learning experiences. These include the learning activities, the human interactions (peer-to-peer, student-to-teacher), ‘technology-to-user’ interaction, learning spaces, environment and communications. With digitalisation being more pervasive in school, there is a need to examine the learning environment and e-pedagogies, and how they impact the teaching and learning experiences of teachers and students. The highlight of the sharing would be the collaborative model with schools, based on their needs/context and the design process of co-creation, iterative prototyping and testing.
 2 - 7 Singapore Student Learning Space  Educational Technology Division Provides and educates participants on the history, intent and progression of the Singapore Student Learning Space (Singapore SLS).  The showcase focusses on its affordances and benefits while providing participants the opportunity to engage and dialogue with Singapore SLS pilot schools. 
 8 - 9  School-based
Cyber Wellness Practices
 Educational Technology Division Exhibits school-wide Cyber Wellness programmes and the development of Cyber Wellness Student Ambassadors as confident leaders promoting positive cyber culture in schools and the community. Participants can interact with Student Ambassadors onsite to understand the importance of  cyber wellness and dangers of the cyber world, as well as participate in interactive cyber wellness games.
10 - 11  ICT in Education   Educational Technology Division Showcases key innovations and programmes designed to help our students be future-ready and responsible digital learners. Participants will learn more about the master plan journey taken and be able to join in the interactive activities.
 12 - 15  Makerspace Educational Technology Division Immerses participants in the culture of making through hands-on activities that will allow them to construct their own artefacts. Participants will learn to appreciate and understand maker-centered education and how it can be carried out in schools with the use of Sphero or 3D printing.  
 16  Automated Essay
Evaluation System

CL Teaching Resources Platform
Singapore Centre for Chinese Language
&
Academy of Singapore Teachers
Showcases two web-based systems for the learning of Chinese Language:

(i) Automated Essay Evaluation (AEE), an online Chinese Language composition system that detects and corrects linguistic errors while providing immediate feedback and customized suggestions to students; and

(ii) Chinese Language Teaching Resources Platform (CLTRP), a web-based assistive system that provides a localised text grading module based on academic levels of CL textbooks and helps CL teachers in selecting appropriate instructional materials.

Participants will be able to gain insights to how these platforms help students in achieving their learning goals.
 17  Flipping the Paradigm of Learning with Flipped Team-Based Learning  Juying Primary School Introduces Flipped Team-Based Learning (Flipped-TBL),  a technology-enabled pedagogical approach that engages 21C students in their classrooms. Participants will preview the approach that integrates the merits of “Flipped Classroom” and “Team-Based Learning Model” so as to enhance students’ SDL, creates space for deep learning, and promote CoL. Empowered by technological affordances, learning is made irresistibly engaging as students co-construct knowledge, demonstrate their learning and solve significant problems. 
 18  Vex Robotics GSA Private Limited (VEX) Features VEX educational robotics systems, programming software, and research-driven STEM Labs designed to challenge, motivate, and inspire students with hands-on programming opportunities focused around real-world problems. Participants can engage in hands-on experimentation on VEX and engage with experts. 
 19  Google Learning Environment GSA Private Limited (GLE) Features a wide range of learning solutions, products and services of The Google Learning Environment (GLE) that can be integrated and implemented in schools to create and foster an innovative and collaborative learning environment. Participants can engage in hands-on experimentation on GLE and exchange ideas with experts. 
 20 - 21  Microsoft Suite Microsoft Operations Pte Ltd Features the Microsoft Educator Community that offers resources and professional development, and showcases how pedagogy and technology work best together. Participants can engage in hands-on experimentation on Minecraft, MS Suite of collaborative tools and exchange ideas with experts. 
 22 EVG’s Your Voice! GMP  Evergreen Secondary School Showcases how ICT can be used at every stage in the song-writing curriculum. Participants will learn about the 4 stages, which include: 
S1: how to count in timing,
S2: how to play chords together,
S3: how to write lyrics over the chords played,
S4: how to sing with the lyrics over the chords played.
23 HYBRID PE -
 A Blended Approach to Active Learning in PE 
Mayflower Secondary School Showcases how self-directed and collaborative learning in PE can take place using the Google Plus Social Platform. Participants will learn that in this design, students will use the Google Plus social platform to watch video task cards of closed skill performance (uploaded by the teacher), and upload their own performance of the aforementioned skill. Thereafter, peer feedback will follow on the videos as students undertake a self-reflection of their own performances to ascertain areas for improvement. The teacher will also chime in with his/her expert feedback. A few loops of attempts and feedback will help calibrate each student’s performance to achieve the initial target set by the teacher in the video task card.  
 24 Literacy Programme  CSH Educational Resources Pte Ltd Showcases a solution that allows participants to discover how literacy of students can be addressed through embedded assessments, audio books, interactive books and guided lesson plans. Participants can engage in hands-on exploration at the 3 interactive stations. 
 25 - 26  Flipped Learning Inknoe Pte Ltd Features a live learning classroom. Participants will be able to experience flipped learning and try their hands at recording resources for flipped learning. 
 27 Geographic Information System  ESRI Singapore Pte Ltd Features the Geographic Information System that allows for geospatial analysis and lends itself well to STEM and project-based learning. Participants will be engaged through 2 interactive and live demonstration stations. 
 28 - 29  Virtual Reality in the Classroom Cornerstone Enrichment Pte Ltd Features Virtual Reality's (VR) interactive, immersive and experimental capabilities that fully elevate a user's learning experience. Participants will immerse in a personalised VR experience and learn how VR can be incorporated into daily classroom lessons. 
 30 - 31 STEAM Playground  EP-TEC Solutions Pte Ltd Showcases the STEAM Playground that exposes schools and educators to interesting STEAM (Science, Technology, Engineering, Arts and Math) ideas and concepts. Participants can take these experiences back to their schools and spark the joy of learning in their students. They will be exposed to 4 sections of highly engaging and interactive activities from the STEAM Playground that integrates a culture of lifelong learning and develops student’s Innovation Quotient. 
 32  Using Collaborative Video Annotation and Analytics to Enhance Students’ Conceptual Understanding and Promote Self-regulated Learning National Institute of Education
&
Educational Technology Division
Features a demonstration of CoVAA, a web-based video annotation and learning analytics environment and how its pedagogical scaffolds can foster richer students’ discussions and deepen their conceptual understanding. Participants will also gain insights on the use of learning analytics to support teachers in providing timely formative feedback to guide student learning. 
 33 Titration Curve Simulator for Inquiry-based Learning   Educational Technology Division
&
Curriculum Planning & Development Division
Features the use of the Titration Curve Simulator (TCS) in inquiry-based lessons. Participants will have the opportunity to try out the simulator and understand how it can help students to visualise and interpret macroscopic, sub-microscopic and symbolic changes in an acid-base titration reaction. 
34  Improving Scientific Literacy Skills through Virtual Laboratory Simulations Millennia Institute Explores the promotion of scientific literacy skills amongst pre-university students through the use of virtual laboratory simulations (e.g. Labster simulations). Participants will be able to have a sense of lesson design considerations and view lesson resources, video clips of class activities as well as student artefacts. 
 35  Student-created Virtual Reality as Artistic Medium Woodlands Ring Secondary School Provides participants the opportunity to experiment with the virtual reality tool, Google Tilt Brush, to better understand the strengths and limitations of this VR technology in relation to art education. Participants will be able to explore features such as kinetic and interactive elements associated with this pedagogical tool. 
 36 Properties of Circles with GeoGebra   Educational Technology Division Provides participants the opportunity to explore the GeoGebra applets that support students’ learning of the properties of circles through guided inquiry. Participants will gain insights into how students’ conceptual understanding of these properties can be strengthened through lesson design considerations, lessons resources, student artefacts and video clips of class activities. 
 37  Improving Students’ Knowledge and Skills for Anger Management Educational Technology Division
&
Student Development Curriculum Division
Provides participants with hands-on experience of the serious game,  Rage Raver (an app from the RegnaTales suite of apps) to enhance primary school students’ competencies for anger management. Participants will be able to explore how the serious game can be used during Form Teacher Guidance Period (FTGP) lessons and counselling sessions.  
 38  Gaming for Science East Spring Secondary School Presents design considerations for the creation and use of augmented reality games (using the TaleBlazer platform) to help students connect and apply science concepts, and enhance their engagement. Participants will have an opportunity to view student artefacts and try out the games. 
 39  Self-assessment Enabled by Similarity Analysis Technology and Collaborative Learning Zhonghua Primary School  Illustrates how active learning can be achieved with the use of similarity analysis technology in Physical Education. Participants will be able to explore the learning features and gain an understanding of the learning design considerations. 
 40  Assumption English School’s Applied Learning Programme titled SPEAK (SPeak English with grAce and Knowledge) Assumption English School Showcases the use of technology to nurture confident and eloquent communicators who can articulate their thoughts and opinions well. Participants will gain insights into how technology enables students to take on a collaborative approach to work on projects with progressive learning outcomes, as well as preview the products of students’ work. 
 41  Using adaptive learning approach to improve primary students’ Chinese language (CL) reading comprehension

Data Visualisation to Support Classroom Instruction
Educational Technology Division Provides opportunity to explore use of (i) adaptive learning to improve primary students’ Chinese Language reading comprehension; and (ii) data visualisation to support classroom instruction in secondary school chemistry nomenclature lessons. Participants will also be able to explore such features in mobile devices available at the booth. 
 42  Sparking Creativity and Deep Understanding in Composition Writing Using Adobe Spark Peirce Secondary School  Features how the Adobe Spark online application can be used as an effective ICT tool to teach expository essay writing (through virtual storyboarding/mind-mapping) so as to make students' thinking process visible. Participants will be able to interact with classroom practitioners and engage in hands-on experimentation with the ICT tool.  
 43  Grammar Xiao Long Bao St Andrew's Secondary School  Illustrates how the learning of Chinese Language grammar can be made easy for acquisition and application. Participants will be introduced to how social media and students' knowledge in picture and video processing can be leveraged upon to facilitate the learning of grammar in a fun, engaging and authentic environment.  
 44 Empowering Others and Self through Online Art Auction   West Grove Primary School  Illustrates how students can be empowered in their learning through an online Art Auction. Compared to a conventional Art showcase, this low cost alternative motivates students by giving them a sense of ownership and realism. Participants will learn that in the process, students learn basic economic concepts like supply and demand, and how to apply them. 
 45  The Use of Blended Learning Model in Hanzi Teaching and Learning Fuhua Primary School  Outlines how technology can be leveraged to help students and parents learn Chinese characters (Hanzi) through a blended learning model. Participants will be provided insights on how students learn through interactive video lessons at home together with their family, and subsequently go on to co-construct knowledge with their classmates in class.