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    • Freshness
    • Innovation
      Augmented and extended
      • Reality (vision, eg Google cardboard, Aurasma, 360o cameras, expansion and contraction of time and space)
      • Creativity (3D printing, etching (Silhouette))
      • Programming (codebug)
      • Gamification
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    • Learning and Teaching
      • Assessment
      • Lesson plans for small aspects of both computing and education technology across the curriculum
      • Digital badges
      • Making digital artefacts
      • Gaming eg Minecraft
      • Action research
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    • Technical
      • Technician badges – the interface between technical and school
      • Rates of technological change and the impact of new devices, communication tools and standards
      • Technical masterclasses
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