Creating digital versions of our traditional face-to-face programs will also allow ABCN to bring our programs to students in regional and remote areas in future. Our digital programs also remove barriers to mentor participation since they can join from their home, office or wherever they happen to be at the time.
The aim is to provide a new path forward in how ABCN programs are experienced and delivered.
In 2019, supported by Accenture and Fjord, we ran two successful pilots for a digital version of our GOALS program. As with the original face-to-face program, digital GOALS aims to widen the life choices and aspirations of students in their middle years of high school, encouraging them to complete their schooling by focusing on goal-setting, self-management and critical thinking. We ran our first 2020 digital GOALS pilot in South Australia, and have since run pilots in a number of other states.
Digital GOALS is part of a suite of ABCN digital programs being rolled out over the second half of 2020. Other digital pilots have included Focus (leadership skills for girls), Future Thinkers (innovative problem-solving through design thinking) and Aspirations (awareness of post-school career pathways). We have also launched a new core digital program, Empower, which builds students’ confidence, skills and mindsets such as resilience and adaptability to equip students to adapt to a rapidly changing workplace and world.
See examples of how we’re being very flexible with our delivery – using a safe mix of digital and face-to-face formats depending on the needs of our schools and member companies.
We are on track to deliver 150 digital programs in 2020.
In addition to our core programs, we have also co-created digital versions of specialised programs with our member companies. Examples include SolveIT, in partnership with EY, that aims to create authentic learning experiences linked to the Year 9 mathematics curriculum; and Full STEAM Ahead, a collaboration with the Commonwealth Bank of Australia and the Museum of Applied Arts and Sciences to engage students in Years 7-8 with STEAM-based activities.
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