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Workshop sessions

Learn to Code in 20 minutes

Ever wondered about coding? Is it something you’d like to try? Here is your chance! Join industry experts IT etc Training for a 20min introduction to coding and hear about the Learn to Code program they are running here at SLQ. If you enjoy your first lesson, there may also be an opportunity for you to join our free Learn to Code program remotely using a telepresence robot called Padbot. For more information visit or to express interest in joining the weekly workshops email

Paul BuckbyBrendan KellyPaul Buckby and Brendan Kelly – IT etc Training

Though not your stereotyped IT nerds, Brendan and Paul have a rich background in IT education as well as coding for small and large organisations. They have created a Not For Profit to open software coding up to be accessible by anyone with a desire to see how they go at it. They are providing a completely new pathway for someone to go from zero coding skills to playing a part in our digital future.

Minimising the digital divide for Indigenous Australians

Investigate the current statistics in Australia regarding internet usage in comparison with those from Indigenous communities across the country. The emphasis will be on the limited access and availability of internet for communities in regional and remote areas and the many obstacles that these communities face in getting online.

Troy Casey Troy Casey – Founder, Project Kinnect & Project Manager, Carbon Creative

Troy is a proud Aboriginal man from Kamilaroi country north-west New South Wales and the co-founder of the Indigenous Startup Weekend initiative. He has extensive community engagement experience spanning the government, not-for-profit and higher education sectors, and is passionate about harnessing innovation and technology in ways that can minimise the digital divide for Indigenous Australians. As Project Manager at Carbon Creative, Troy is responsible for driving the STEM.I.AM initiative, a dedicated program that encourages the uptake of STEM-related studies for Aboriginal and Torres Strait Islander youth. Alongside the STEM.I.AM initiative, Troy also works on a range of different projects for Carbon with a particular focus on creating a positive change for communities Australia-wide. Troy recently received a scholarship to attend the MIT Global Entrepreneurship Bootcamp for his social enterprise - Project Kinnect - and is vehement about being a catalyst for social change for Aboriginal and Torres Strait Islander communities. Troy’s ultimate goal is to create a more digitally inclusive Australia and ensure all Aboriginal and Torres Strait Islander peoples are provided an opportunity to be part of the digital economy.

Game Design: a fun introduction into complex problem solving

Game Design is an effective hook to get children and adults learning about complex problem solving and different modes of thinking, including computational thinking, design thinking and design thinking. Game design teaches complex problem solving and algorithmic thinking, but it is sometimes confused with playing games. Technology creation, e.g. building your own computer game, empowers one to invent solutions, innovate and create social change. It is not enough to be consumers of technology, e.g. playing games, using apps, spreadsheets or other software, but a worker’s value is based on their ability to create digital solutions that solve problems and create a better future. Let’s build our first computer game and see who much we can learn about problem solving and creating digital solutions.

Emily de la PenaEmily de la Pena – Founder & General Manager, Coding Kids, and Advance Queensland Digital Champion

Emily is the Founder of Coding Kids, developing the next generation of coders, innovators and change makers.

How can we measure the impact of public libraries in enabling digitally inclusive communities?

Louise DenoonFacilitated by Louise Denoon, Executive Director, Regional Access and Public Libraries, State Library of Queensland

Digital inclusion is not just about computers, the internet or even technology. It is about using technology as a channel to improve skills, to enhance quality of life, to drive education and to promote economic wellbeing across all elements of society. Digital inclusion is really about social inclusion” (Australian Digital Inclusion Index, 2016).

Public libraries are uniquely positioned to respond to the digital divide due as they are both a cultural institution that fosters a culture of community engagement, inclusivity and personal empowerment whilst also being a leader in the informal education sector by providing access and training, promoting lifelong learning and opportunities for self-development. Public libraries in Queensland provide access to information technology and education as part of a service that is deeply rooted in personal interaction and individual experience.

Join a lively workshop facilitated by Louise Denoon, Executive Director, Regional Access and Public Libraries, State Library of Queensland, to start a discussion about how we measure our impact: to deliver better services, to seek funding opportunities and help create digitally inclusive communities.

Fostering Digital Participation in regional and rural communities

In this workshop, Michael will provide a practical guide to implementation of the Digital Participation Toolkit, developed for the Fostering Digital Participation research project. The aim of the toolkit is to assist communities to identify opportunities for digital participation and to work with residents to co-design interest driven projects promoting digital participation.

Michael DezuanniMichael Dezuanni – Associate Professor, Digital Media Research Centre, Queensland University of Technology

Associate Professor Michael Dezuanni undertakes research about digital media, literacies and learning in home, school and community contexts.  He is the Associate Director of QUT’s Digital Media Research Centre and teaches in the Film, Television and Animation discipline within QUT’s Creative Industries Faculty. He is author of over 30 peer reviewed publications and has undertaken four projects funded by the Australian Research Council Linkage scheme, including Fostering Digital Participation through Living Labs in Regional and Rural Australian Communities, which took place from 2014 to 2016.

Supporting settlement through digital inclusion

Settlement in the current digital age can be challenging for new arrival young people. These young people have enormous potential to be active citizens and contribute to Australian society and when they are digitally engaged; it can support their settlement and lead to positive long-term benefits for the young people, their families and communities. This workshop will explore some of the challenges around digital inclusion and also introduce Australia’s first national framework to guide youth settlement policy and service delivery.

Kenny Duke Kenny Duke – Multicultural Youth Queensland

Kenny Duke has been in the Multicultural Sector for more than 10 years, specialising in settlement and youth with particular skills in business management and human services. Kenny currently looks after client services for Access Community Services, which includes MyQ, the youth arm of Access. Kenny is also on the Executive Committee for MYAN Australia, a beak body for Multicultural Youth as the Queensland representative.

Monica RivasMonica Rivas - Multicultural Youth Queensland

Monica Rivas has been working in the Community Services sector for the past 6 years, specifically with CALD communities. With a Masters degree in Social Work and a background in TESOL, Monica has been able to utilise her expertise in working with refugees and migrants to achieve sustainable settlement outcomes. Monica is also the QLD representative for the delivery of the National Youth Settlement Framework a program established by MYAN (Multicultural Youth Advocacy Network).

Identifying customer needs for digital literacy programs

In order to facilitate successful digital inclusion programs, one needs to have an in-depth understanding of each customer type, to enable successful outcomes that "hit the target" for customers, the library and the broader community. This includes understanding:

  • Who are the local customer groups that your program is targeting? We will deep-dive into customer micro-segmenting, to ensure clarity of purpose and targeted programs that are fit-for-purpose.
  • What problems are digital inclusion programs solving for your customers and your community?
  • Do the people who really need these programs know about them? Effective marketing that is tailored to your target customer is critical in ensuring the people who really need the program, can access it.
  • What outcomes are you wanting to achieve with your digital inclusion program? Is it aligned to participant needs, and the needs of the community?

This presentation will look at different ways to get to know your target customers better; how to consider the external context and influences that impact on your customers, and how that can influence your digital inclusion programming. The goal is to understand your target customers so well, that your digital inclusion programming is perfectly aligned to their needs, and that those who really need these programs, know about them. This isn’t hard – it is simply about following a process and utilising useful tools that can help you understand your customers better. We will look at a number of tools that can help you with this process.

Natalia FibrichNatalia Fibrich – General Manager, Library Training Services Australia

Natalia Fibrich is General Manager of Library Training Services Australia, an organisation delivering 21st century education and qualifications for the GLAMR sector. Natalia is on a mission to inspire lifelong learning and fresh thinking, so that library workers have the skills and knowledge to create communities where each person matters, and each person understands that they have the power to build a better future. Natalia’s background is in the organisational psychology field, having completed a psychology degree at Macquarie University. She has worked with numerous organisations Australia-wide to deliver culture, leadership, wellbeing and change management initiatives. Natalia is now based in Brisbane, where she works tirelessly to deliver 21st century education solutions to the Library and Information Services sector. Natalia is a cat-lover who spends her free time drinking wine, travelling, reading, learning and disrupting the status quo.

How are you included? An exploration around building a digitally inclusive Australia

This workshop looks at digital inclusion and how digital literacy relates to the success of the creation of a digitally included Australia. Building on learnings from the Go Digi and Digi house projects run by Infoxchange and combined with the momentum from the National Year of Digital Inclusion, Brendan and Mark will examine what is being done to build digital capacity in Australia. This includes discussion of the recently formed Australian Digital Inclusion Alliance supported by Google, Telstra, Australia Post. And also explore your role in making this happen.

Brendan Fitzgerald, Manager Digital Inclusion, Infoxchange

Brendan has over 20 years of experience working in senior management positions in the library and not-for-profit sectors. Brendan leads Infoxchange’s Digital Inclusion team, which has several programs aimed at improving the digital skills and knowledge for Australians who lack the confidence to get online. Brendan is a member of the Australian Digital Inclusion Index Research Advisory Committee and had a lead role in forming the Australian Digital Inclusion Alliance. Before joining Infoxchange, Brendan was a member of the senior management team at the State Library of Victoria for 8 years as General Manager of Vicnet - a community based ICT business unit of the library.

Mark Danaro, Senior Consultant, Infoxchange

Mark has over 18 years of experience leading successful, complex, high-value enterprise engagements for some of the world's most dynamic companies, such as Amazon Web Services, Oracle and IBM. Mark also has extensive experience leading diverse teams and has held several directorships, including a role as the deputy director of a boarding school for disadvantaged youth in Thailand. He currently runs an organisation that accelerates positive outcomes for individuals and organisations by empowering them with ideas and connecting them to technologies, experts and methodologies.

Creative Community Computing

A practical introduction to the Creative Community Computing project developed by SLQ's The Edge and associated resources.

Daniel Flood Daniel Flood, Creative Manager, The Edge, State Library of Queensland

Over the past 15 years, Daniel has developed and delivered a diverse number of arts, media and technology community cultural development projects across Australia. These projects have been with government (local and state), GLAM (Galleries, Libraries, Archive and Museums) organisations and in the youth not-for-profit sector. He is presently the Creative Manager with SLQ's The Edge.

Exploring new realities with VR & AR

Buckle in as we explore new technologies like virtual reality and augmented reality and how to create your own immersive experiences using your SmartPhone.

Tim GentleTim Gentle – Founder, Think.Digital

Founder of Think.Digital, digital crusader, educator and entrepreneur and advocate for regional, rural and remote living, Tim gentle has over 20 years experience in marketing and the digital world. Tim’s energy, enthusiasm and industry knowledge has been shared in well over 1000 workshops both internationally and across Australia. Tim has also architected over 1000 websites for an array of customers. Tim’s #ThinkDigitalCoach is a hi-tech 14 metre classroom on wheels that travels throughout Australia providing digital education, experiences and education. Tim’s vision is to help bridge the digital divide between the city and country.

Digital support for people with autism

David is the coordinator of Studio G, an arts and technology program for young adults with autism run from The Edge at South Bank. Participants are supported and assisted by mentors to pursue projects related to areas such as game development, animation, short film making, photography, graphic design, music and creative writing. David will be presenting on the way technology driven spaces are central to providing for the needs of groups of clients with diverse needs.  The Edge is an arts and technology hub run by State Library of Queensland where our participants have access to a digital media lab, 3D printer, laser cutter and a sound recording studio. This facility has proven crucial to our program as our participants have a keen interest in technology, therefore the access to this space has encouraged them to attend Studio G and through their attendance, to re-engage with the world in a creative and positive fashion.

David McCartney David McCartney, Manager Post School Services, Autism Queensland

David McCartney is the coordinator of Studio G, a post-school transition program running from The Edge at Southbank. Studio G uses digital media to give young adults on the autistic spectrum between the ages of 16 and 24 the opportunity to engage in an interactive workshop and gain expertise based on their own interests. It aims to see participants build social skills, a sense of inclusion, and confidence in their own potential to achieve goals through completing projects. Participants are supported and assisted by mentors to pursue projects related to areas such as game development, animation, short film making, photography, graphic design, music and creative writing.

Building 21st Century skills with digital comics

Portable technologies like iPads and smartphones have improved accessibility and affordability for many people across different economic backgrounds. As a result, the opportunity to create and design digital stories has emerged with various online programs to produce a range of different digital stories, especially digital comics. Libraries have a unique position to facilitate these creative experiences and demonstrate to participants to use their portable devices in new ways, encouraging people to use their portable devices beyond social communications and passive interactions. This presentation provides some guidance and resources on what programs are available to promote digital stories and digital comics.

Milan IlichMilan Ilich – PhD student, Sessional Lecturer and Tutor, Interactive and Visual Design, Queensland University of technology

Milan Ilich is a sessional lecturer at QUT, Creativity Industries Faculty, in Interactive and Visual Design. He researched digital comic practices within two media formats (print and digital), which has informed his educational workshops on Digital Comics at a number of libraries within the Brisbane City Council and Moreton Bay Regional Council areas. The research he is currently undertaking focuses more on developing teaching strategies that utilise digital storytelling pedagogies to promote digital comics as an educational model for engaging digital literacy learning.

First community on Mars …

Scenario 2050. By the time the first 1000 people had settled on Mars, we had managed to solve problems like radiation and food, but had exhausted all our old Earth ideas just at a time when we should be ready to thrive – that’s where you come in. Join an immersive, live-action learning experience, travel to Mars and come back having started to re-think community in time for the age of transition.

Jonathan NalderJonathan Nalder – Director, Future-U & JNXYZ, and Advance Queensland Digital Champion

Jonathan Nalder is a Brisbane-based educator and digital storyteller who helps fellow Queenslanders think beyond today to plan for a successful future. His long-time mission has been to help people transition to working digitally, assisting all learners and leaders to embrace technology and participate fully in progressive and innovative ways.

After a 14-year career as a teacher and educator, Jonathan has chosen recently to ramp things up by founding the organisation FUTURE-U. As the director, he investigates and shares holistic solutions to ensure everyone can benefit from the digital future. He helps people shift their thinking to embrace future ways of working, living and thriving.

One of the key initiatives of FUTURE-U is the training simulation program. Open to schools, universities, training organisations and community groups, First On Mars helps people prepare to thrive in the future world by:

  • Immersing participants in workshops focused on sharing creative solutions for Mars colonies to thrive
  • Encouraging big-picture skills from the Future Literacies Framework
  • Providing experience in 21st century skills and technologies
  • Blending agile thinking, entrepreneur, 3D printing, and virtual reality skills, and more.

Bridging the Indigenous digital divide: Health information engagement in Indigenous communities

Aboriginal and Torres Strait Islander Australians are under-serviced by digital technologies, with Indigenous Australians being 69% less likely than non-Indigenous people to have any Internet connection and are about half as likely to have broadband access. This ‘digital divide’ contributes to and reinforces health, educational, income, employment and geographical disadvantage. While uneven access remains a particular problem for rural and remote Aboriginal communities, digital technologies can act as a mechanism to overcome Indigenous health and social disadvantage. This presentation draws on a two year, multi-sited research project that investigated the use of health and information technology kiosks (HITnet) in remote and regional Indigenous northern Australian contexts. The findings highlight how digital technologies hold great potential for engaging Indigenous Australians in health prevention and promotion by providing a platform to deliver a broader range of locally and culturally relevant information in a timely manner. The relevance of the information is ensured by facilitating greater participation and management of the development and production of material. Such engagement with digital technologies also creates pathways to developing the types of services and facilities that are valued in communities, whilst building Indigenous capacity through the extension of digital competencies.

Dr Kristen SmithDr Kristen Smith – Research Fellow, Indigenous Studies Unit, University of Melbourne

Dr Kristen Smith is a medical anthropologist at the Centre for Health Equity (Indigenous Studies Unit), at the University of Melbourne. Her current research spans the areas of Indigenous digital health, alcohol management and regulation in Australian Indigenous settings and Indigenous community and health agreements. She has developed the theory and practice of multi-sited ethnography and case study research, working on innovative research methodologies within interdisciplinary frameworks. She has contributed to research for the Australian Government in building capacity and the evidence base for the development of alcohol policy in northern Australia, with a particular focus on how this impacts Aboriginal communities. Dr Smith works collaboratively with academic and non-academic bodies, using medical anthropological, rights-based and public health frameworks. Dr Smith's research expertise is local and global, ranging from macro-micro studies of international health systems to case study work in Australian Indigenous communities.

Last updated
22nd June 2017