York School News

2023/24 Year in Review - STEAM Learning In Action

The York School has always embraced emerging technologies that support exceptional learning experiences. Students from JK to Grade 12 use age-and-stage appropriate tools to help ensure they have the STEAM (Science, Technology, Engineering, Arts and Math) fluency they will need to succeed beyond York. 
This past year, our students participated in a slate of initiatives and projects that engaged and challenged them. Alongside the students, the faculty and staff engaged in a year-long investigation focused entirely on AI and its impact on teaching and learning. In collaboration with Future Design School, two full days of professional development time were devoted to playing and exploring with these new tools and platforms. 

In the fall of ‘23, we purchased a school-wide license for Flint - K12, an AI (artificial intelligence) platform designed specifically for educational use by students from Kindergarten to Grade 12. We selected this platform because it provides personalized learning experiences in a secure, managed environment. Unlike ChatGPT and other open AI systems that gather data from a diverse range of sources on the internet, Flint allows teachers to control the data that is shared with students and the way the AI behaves. Every student interaction with Flint is tracked and can be viewed by teachers and school administrators. The platform doesn’t share any student data (or data of any kind) with third parties; in fact, the data for each school is kept separate and can’t be accessed by other providers or used to train the large language model itself.
Some of our Middle and Senior School teachers used Flint to create meaningful assignments that helped students master the concepts they learned in class and developed their critical thinking skills. Teachers controlled the way the platform works by providing their learning objectives, uploading course materials, and providing a scoring guide that included specific components and expectations for the assignment. 

"Generative AI marks the most important technological breakthrough since the internet. It is going to change the way we work, interact and learn. Everything about us as humans will change. Within five days, ChatGPT had attracted over one million users." - Guest speaker Eliane Mainberger, Infrastructure Delivery Leader at IBM Technology Labs and mother of Cooper T. ‘28

HANDS-ON STEAM LEARNING AT THE JUNIOR SCHOOL 
Introduction to Robotics and Coding - JK to Grade 1 
For our JK, SK and Grade 1 students, the journey to STEAM literacy begins when they learn to program a floor robot that looks like a bumblebee. By pushing directional keys on “Bee-bots”, students are commanding them to move forward, backward, left or right. The Bee-bots help the children learn counting, directional language, logical-sequential thinking, step-by-step instructions, problem-solving and some of the basic concepts of coding. They also discover that debugging your errors is a normal part of coding.

Block Coding and Computational Thinking - Grades 2 to 5
Grade 2s and 3s learned to code with Scratch, an introductory block-coding program that enables children to create their own interactive stories and games. With this user-friendly drag and drop platform, students can add backgrounds, characters and speech bubbles to their projects, and make their characters move, jump or dance by connecting graphical programming blocks. The Grade 2s created an interactive poster and the Grade 3s coded an animated aquarium with fish that moved along the x- or y-axis.
In Grades 4 and 5, students learned to code different inputs into a micro:bit, a computer that’s smaller than a credit card and features 25 LED lights. This tiny computer introduces students to the ways software and hardware can work together using block coding or, for students who do a lot of coding at home, Python or Javascript. Students code the micro:bits to trigger outputs like lighting up or making sounds when someone presses a button or makes a gesture.

TECHNOLOGY, DESIGN AND AI AT THE MIDDLE AND SENIOR SCHOOLS 
Flight, Space and Designing Rockets - Grade 6
Our Grade 6 Science, Math and Design teachers collaborate to give students new insights into flight, space exploration and rocket design. In this unit students learn about the societal and environmental impacts of flying devices and space exploration, and how to read, collect and interpret data related to flight. This year,
a visit to the Canadian Warplane Museum, a flight simulation in a helicopter lab, and a conversation with a rocket expert all helped expand their knowledge.

Then it was time for hands-on experimentation and problem solving. With guidance from their teachers, the students worked in pairs to design, build, test and launch a rocket made from a plastic water bottle. Their challenge was to create a rocket that would fly as high and as accurately as possible. Every pair followed a process that included researching rocket science principles, designing 3D nose cones and fins for their rocket using a web app called Tinkercad, and producing unique logos for their own space brand in Adobe Express. Throughout the assignment, the students recorded their inquiries, solutions, data, evaluations and learnings in a process journal. The project culminated in two very exciting launches, a test flight and a final blast off in a large park near campus.

"It’s very important to not complicate your designs if you don’t have to. You start off with very basic principles like the forces and the parts of a rocket. And you try to stick to those simple approaches because they are easy to understand. Don’t make things more complicated than they need to be. Simple means that you can quickly solve problems. If you add a small, extra thing to your rocket that doesn’t need to be there, it might branch out into many, many problems later on." -Guest Speaker Dumitru Diaconu, the Head of Mechanical Engineering at The Space Flight Laboratory(SFL) at the University of Toronto, had excellent advice for our Grade 6 rocket designers.

Pinewood Derby - Grade 7 MYP Design
One of the highlights of the Grade 7 Design course is preparing for and participating in the annual Pinewood Derby. The goal of the project is for students to learn how design can improve performance. As the students design, build and decorate miniature cars for the race, they develop the practical and creative thinking skills needed to solve design problems. During the design phase, they can type the description of the car they want to build into Adobe Express and generate an image of the car they imagined. They can also upload their own sketch into Photoshop and use AI to generate a 3D image showing realistic images of the car from every angle. Once they’ve finalized their design, they can make their cars from wood or create them from resin using one of our 3D printers. The project comes to an exciting climax when the students race their cars on a timed track in front of a crowd of cheering spectators and receive feedback from enthusiastic judges.

"It’s very important to not complicate your designs if you don’t have to. You start off with very basic principles like the forces and the parts of a rocket. And you try to stick to those simple approaches because they are easy to understand. Don’t make things more complicated than they need to be. Simple means that you can quickly solve problems. If you add a small, extra thing to your rocket that doesn’t need to be there, it might branch out into many, many problems later on." -Guest Speaker Dumitru Diaconu, the Head of Mechanical Engineering at The Space Flight Laboratory(SFL) at the University of Toronto, had excellent advice for our Grade 6 rocket designers.

Creating Smart Speakers - Grade 8 Exploring Technologies Course
In a new unit that focused on AI tools, students were tasked with using chatbot programming technology to create a smart speaker that could respond to questions within a specific domain. They used ChatGPT to generate 500 questions and answers related to the subject they chose. Then, using 3D modelling software, they created designs for their speakers and produced them with our in-house 3D printers. The concepts for the speakers ranged from a turtle that gives relationship advice to a pink car that answers questions about Taylor Swift. As is often the case with emerging technologies, the students faced challenges when their results differed from what they had expected, showing them that new technologies often take time to become user-friendly. 

Inclusive Design - MYP Design/Exploring Technologies 
The MYP Design course challenges students to apply practical and creative skills to solve real world design problems. One project taught students about the principles of inclusive, functional design by having them create a workspace that would be well suited to a person living
with ADHD, a physical disability, or another condition or situation that requires specific accommodations or modifications.

"Incorporating AI into education is not just about preparing students for future careers— it’s about equipping them with the critical thinking skills they’ll need to navigate a world increasingly influenced by AI. AI literacy is crucial for helping students understand how the technology they encounter every day works, its potential – and, importantly, its limitations and potential for misuse. By integrating AI early, we are fostering an environment of ethical discernment, innovation, and problem-solving, all of which are foundational to our school’s mission and vision." - 
-Justin Medved, Associate Head, Academic Innovation
Coding Robot Dogs - Grades 7 to 10 Coding classes
One of the most memorable projects for students in our Coding classes in Grades 7 to 10 is learning to program and operate a robot dog. Before they can begin coding instructions into a micro:bit, students first need to understand how a canine’s limbs and joints move so their robots’ movements will look realistic and their dogs won’t fall over. In addition to learning about coding, robotics and canine biomechanics, this assignment helps students build strong problem solving, collaboration and communication skills. Their biggest rewards are watching the dogs walk and run in a variety of directions, find things and even play soccer.

An AI Companion - Grade 10 Coding
This year, students in the Grade 10 Coding class adopted a practice that has become the norm for computer programmers – they started working with an AI companion called GitHub Copilot. This AI is a bit similar to ChatGPT, but it’s focused on coding. Working with an AI assistant enables the students to write
code faster and with less effort, and allows them to focus their time and energy on creating effective prompts for the AI, problem solving and collaboration.

Film and Photography
Students in our Film and Photography classes are fortunate to have access to York’s state-of-the-art equipment and digital tools.This year, film students discovered they could use generative AI to create the location of their choice. By typing a description of a setting they wanted to use in their film into Adobe Firefly, they were able to generate three-dimensional locations that included historically accurate interior and exterior views - for example, one group created a 1940s farmhouse for their film.

The digital landscape is evolving rapidly and The York School is evolving with it. We will continue to stay ahead of the curve by leveraging best in class technologies that create meaningful learning experiences and prepare our students for workplaces of the future.

Read the 2023/2024 Year In Review here
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