Title of Project / Initiative

LITERACY INITIATIVE (Elementary - Resource Literacy Teachers’ Network)

  • The primary objective in this initiative is to continue to improve literacy instructional practices in high school classes through the use of evidence-based, high-leverage practices. Ongoing professional development has been supported through the development of pilot classes each year which act as models within cluster teams as new pilot schools embrace best literacy practices. This partnership not only fosters collaboration within literacy teams (resource teacher and classroom teacher) but between schools as well. A further objective is to encourage sharing between classroom teachers within the same school as literacy teams take what they have learned back to their own schools.

NUMERACY INITIATIVE

  • The Numeracy Initiative is centered on a series of workshops highlighting the importance of teaching math for conceptual understanding, shifting teacher and student mindsets. These workshops draw heavily from the ideas that were discussed at the LCEEQ (Leadership Committee for English Education in Quebec) Summer Math Institute. When math is taught conceptually it allows all of our students to see why it works.  Students are able to make sense of algorithms, and enjoy being problem solvers. It is our firm belief that if the instructional practice shifts from a procedural to a conceptual foundation, this will lead to our students having a deeper understanding of math. This deeper, conceptual understanding will allow students to transfer their knowledge to the variety of tasks they are asked to perform on their exam, resulting in improved student outcomes.  The measurable target of this plan is to raise student outcomes as measured by the End of Cycle 3 exams, from 70.2 percent  (2014) to 77 percent within four years (2018).

CoSPACE ROBOT INITIATIVE

  • The CoSpace Robot Initiative is an educational platform providing a fun and engaging way for young people to develop their computational thinking skills and to get involved in programming, coding and algorithm development. It is a new robotic concept that combines and connects robotics in a real, physical space with a 3D virtual-reality world in cyber-space. The CoSpace Robot allows users to create and program robots in both virtual and real environments using the same programming logic. It is designed to integrate information communications technology, digital game-based learning with educational robotics to interest, excite and engage young generation into STEAM (Science, Technology, Engineering, Arts and Mathematics), computational thinking and programming.

LIBRARY – LEARNING COMMONS

  • The focus is to transform traditional school libraries.  The word “commons” reflects a shift from a top-down organizational structure to the flat networked world where both teachers and students consider themselves to be in command of knowledge building. The learning commons serves school curriculum but also is known as a place for experimenting, playing, making, doing, thinking, collaborating, and growing. Although the learning commons will look and feel different in every school, it will be the center of inquiry, digital citizenship, project-based learning, collaborative intelligence, advanced literacy, as well as the center of creating, performing, and sharing.

STEAM

  • “STEAM” stands for Science, Technology, Engineering, Arts and Mathematics. It represents a multi-disciplinary initiative that promotes creativity and high levels of student engagement, as they perform a series of group projects that not only involve five school subject domains, but also makes them more relevant, creative, discovery-based and interesting for students. STEAM is subject-specific learning. It aims to foster inquiring minds, logical reasoning, and collaboration skills. Funds have been previously allocated to support teacher training for equipment like Pro-wise and 3-D printers, as well as workshops on design thinking. In order to make the STEAM initiative sustainable, the latest injection of funds will  allow Educational and Technology Services to release teachers for the following training:  STEAM inter-disciplinary projects and lesson plan creating; virtual reality training; Invention Convention with the Learning Partnership;  inter-school visits and visits to other STEAM schools; and a workshop and tour of Montreal-based HELIOS makerspace.

ARTS EDUCATION INITIATIVE

  • Increased funding for the Arts Education initiative will allow for such programs as drama and dance workshops for specialists, advanced information technology equipment for visual arts teachers (especially at the high school level,) the formation of a Music Education Committee (MEC) which would evaluate and organize inter-school events, concerts, professional development and teaching tools.  The initiative will also involve collaboration with the Montreal Museum of Fine Arts’ Department of Education and collaboration with EducArt a free online tool - created by and for teachers - designed to share interdisciplinary and multidisciplinary lesson plans and activities conceived from artistic inspirations. It is also a great way to endorse the importance arts education plays on student engagement.