Technologies Programs

Esports

New to the College’s Co-Curricular Program in 2022, Esports is one of the fastest growing activities in the world. The College offers weekly sessions for students in Years 5-10 to prepare for the FUSE Cup.

The Federation of United Schools Esports (FUSE) is an international network of schools connected in providing young students with an opportunity to participate in a safe, supportive and structured Esports competition whilst developing positive gaming behaviours and digital wellbeing.

Students get involved with games such as Just DanceMario Kart, Rocket League and Super Smash Brothers


SUMO Robotics

SUMO Robotics was another new program welcomed in 2022 for Years 4-9, proving to be very popular amongst the students of A.B. Paterson College. The objective of SUMO Robotics is to push your opponent out of the ring using a fully autonomous robot. Students use Scratch Visual Programming and the LEGO Spike Prime Robotic Kit.

The College competes in local competitions around the Gold Coast and have hosted our very first SUMO Robotics Competition here at the College.


Code Club

Code Club is a computer science activity suitable for students in Years 5-9 with an interest in Digital Literacy and an aptitude for problem-solving and logical thinking. Students create authentic artifacts and engage with computer science as a medium for creativity, communication, problem solving, and fun.

Over the course of a semester, we look at:

  • Problem Solving and Computing – Students learn how computers input, output, store and process information.
  • Web Development – Students create a website that could be published and shared.
  • Animation and Games – Students create a personalised interactive program using sprites and animation.
  • AI and Machine Learning – Students explore how computers learn from data and then develop machine learning from using that data, and design an app to solve a problem of their choice.

Techies Club

Techies Club provides our Years 1-3 students with opportunities to engage with various technologies, robotics, designed solutions and digital systems that underpin the Technologies Curriculum. Students are exposed to various hands-on activities that develop their computational, systems and design thinking skills in real-world environments.