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I have recently spent time in several state schools and observed that students often have limited access to laptops and other technological devices. In response, I found Baamboozle to be an effective tool for integrating ICT into lessons while promoting proactive student engagement.

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Edit Student Monologues or Performance Reels

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Edit Student Monologues or Performance Reels

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🎬 Lights, Camera, Edit!
Students used iMovie and CapCut to refine their monologues into polished performance reels—developing not just acting skills, but digital storytelling and technical editing expertise. A powerful way to sharpen narrative structure, pacing, and audience impact. #DigitalDrama #MediaLiteracy #CreativityInTheClassroom

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🖼️ From Script to Screen!
Students brought their dramatic visions to life using StoryboardThat to create digital storyboards. This activity supported visual planning, scene sequencing, and creative ICT integration—building both narrative clarity and digital literacy. #DramaEd #Storyboarding #DigitalCreativity

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Free Storyboarding Software — Online Storyboard Creator

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Storyboard That: Easy online storyboard creation! Perfect for filmmakers, teachers, and students. Create storyboards and comics with Storyboard That today!

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📁 Showcase Time!

Students can use Wakelet to build digital portfolios, curating their learning in Drama and HPE with videos, reflections, and project highlights. A dynamic way to demonstrate growth, creativity, and digital fluency across subjects. #DigitalPortfolio #StudentVoice #DramaAndHPE

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Wakelet | The All In One Content Platform

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Wakelet allows you to bookmark, organize, collaborate and present on content all in one platform. Harness your content to build remarkable things.

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Student Agency, Collaboration, and Personalised Learning

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Student Agency, Collaboration, and Personalised Learning

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This diagram illustrates three core pillars of transformative digital pedagogy: Student Agency, Collaboration, and Personalised Learning. These principles underpin the design of inclusive, student-centred HPE learning experiences that promote autonomy, critical thinking, and engagement through differentiated and cooperative digital tasks.

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Showcase student voice and learning journeys with Wakelet — a dynamic space to curate reflections, resources, and creative work in one interactive portfolio

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Wakelet | The All In One Content Platform

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Wakelet allows you to bookmark, organize, collaborate and present on content all in one platform. Harness your content to build remarkable things.

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Hudl is a sports video analysis tool that empowers students to take ownership of their learning by reviewing and reflecting on their physical performance. In a Year 9 HPE unit, students can record gameplay (e.g., touch football), annotate footage, assess skill execution, and compare strategies using tools like slow motion and on-screen drawing.

This process fosters student agency by shifting the focus from teacher-led feedback to self and peer analysis. Hudl supports higher-order thinking as students set personal goals, justify improvements, and present digital portfolios. This elevates learning to the Modification and Redefinition levels of SAMR, transforming traditional skill drills into rich, self-directed learning experiences. It also develops General Capabilities including Critical and Creative Thinking, Personal and Social Capability, and ICT Capability.

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Performance analysis tools for sports teams and athletes at every level.

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Hudl provides performance analysis tools for sports teams and athletes at every level.

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Google My Maps allows students to create custom, interactive maps—ideal for bringing real-world application into HPE units such as fitness planning or community health. For example, in a Year 9 Health project, students can map out a weekly walking or cycling route in their local area, marking parks, hydration stops, and safe crossings. They can embed photos, notes, and links to support wellbeing decisions.

This tool enhances Real World Learning by connecting curriculum content to students’ lived environments and daily habits. It transforms learning at the Modification level of SAMR by enabling students to design personalised health plans, and at the Redefinition level by creating sharable, interactive resources that could inform or inspire peers or family members. It also nurtures Critical and Creative Thinking and supports curriculum outcomes in personal and community health.

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Flip is a video-based discussion platform that allows students to record, edit, and share short video responses—ideal for reflective practice in HPE. For instance, students in a Year 10 health unit can use Flip to respond to scenario-based questions about peer pressure, decision-making, or goal setting in physical activity. They can also reflect on their own fitness journey or performance improvements across a term.

Flip exemplifies high-impact digital pedagogy by encouraging active participation, multimodal communication, and authentic voice. It moves learning into the Modification and Redefinition stages of SAMR by transforming traditional written reflections into personalised, creative video narratives. Flip also supports inclusive practice, giving quieter students or EAL/D learners a comfortable platform to express themselves. This tool builds Personal and Social Capability and supports assessment for and as learning in HPE.

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Flip (originally named Flipgrid) is an online video-based social learning platform, in which students and teaching staff can record video or audio files. It allows students to see each other online, learn from one another through vlogging, and connect to each other on a socio-emotional level, in their own time.

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I grabbed this from - tanieshahervey. Such a great way to keep your lessons organised and all in one place!

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Classroom Management Tools & Resources - Google for Education

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Get started with Google Classroom, a central hub for tools and resources designed to help educators manage classrooms and enrich learning experiences.

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Canva is a dynamic digital design platform that enables students to create professional-quality infographics, posters, and portfolios. In a Year 9 HPE context, students could use Canva to develop personalised health promotion campaigns on topics like mental wellbeing, nutrition, or physical activity. By combining researched content with visual communication, they present information in ways that are creative, engaging, and audience-specific.

This use of Canva supports General Capabilities such as Critical and Creative Thinking, ICT Capability, and Personal and Social Capability, while integrating curriculum outcomes across HPE and English (persuasive writing, digital texts). At the Modification and Redefinition levels of SAMR, Canva shifts traditional assignments into digital artefacts that can be published, shared, and adapted for authentic audiences. It transforms passive research tasks into meaningful, cross-curricular learning experiences.

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Canva is a free-to-use online graphic design tool. Use it to create social media posts, presentations, posters, videos, logos and more.

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Mote allows teachers and students to record and embed short audio clips into digital documents, slides, and assessments. In HPE, this tool can be used to layer higher order questions into student tasks—for example, adding prompts like “What factors influenced your performance in today’s fitness circuit?” or “How could your decision-making strategy improve in a team setting?” Students can respond using their own voice, encouraging deeper, more personal reflection.

Mote enhances Higher Order Questioning by supporting ongoing dialogue, extending beyond written responses into verbal reasoning and metacognition. It elevates tasks to the Modification stage of SAMR, as it transforms the way questions are asked and answered. When used for peer feedback or as part of student-led portfolios, Mote even reaches Redefinition, allowing for rich, asynchronous conversations that build critical thinking, emotional insight, and Personal and Social Capability.

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Mote | fast, friendly voice notes & feedback

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Mote saves you time and builds relationships with fast, friendly voice notes & feedback. Start today at https://mote.com/signup

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Kahoot! is a game-based learning platform that transforms quizzes into interactive, fast-paced competitions. In HPE, it can be used to pre-test students’ understanding of topics like the Australian Physical Activity Guidelines or principles of fitness training. Teachers can also embed higher-order questions to challenge students’ application and analysis skills, such as comparing types of training for different sports or evaluating health behaviours.

Kahoot! supports Digital Pedagogy by fostering formative assessment in an engaging, student-centered way. While it begins as a Substitution tool, when used strategically for diagnostic checks, peer-led quiz creation, or reflective game debriefs, it reaches the Modification level of SAMR. It provides instant feedback, promotes retrieval practice, and encourages active participation—especially useful for disengaged or competitive learners in HPE settings. It also contributes to Critical Thinking and ICT Capability within the General Capabilities.

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Kahoot! | Learning games | Make learning awesome!

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Kahoot! is a game-based learning platform that brings engagement and fun to 1+ billion players every year at school, at work, and at home.

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Book Creator enables students to design and publish interactive eBooks using text, images, video, audio, and links. In HPE, students can create a personal wellbeing journal, a digital fitness log, or a public health awareness campaign, integrating research with personal reflection. For example, in a Year 9 health unit, students might develop a multimedia resource promoting respectful relationships, embedding videos, voice notes, and infographics.

This tool builds a broad range of General Capabilities, including Literacy, ICT Capability, Critical and Creative Thinking, and Personal and Social Capability. It also facilitates curriculum integration—students can apply persuasive writing skills from English, source analysis from Humanities, and digital design from Technologies, all within a meaningful health context. By allowing students to publish and share their work for real audiences, Book Creator supports transformative learning at the Modification and Redefinition levels of SAMR.

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We love student voice and choice. You can embed all kinds of content into Book Creator - Google Maps, YouTube videos, PDFs, spreadsheets, code creations... you name it!

As well as embedding content, you can also access a host of 3rd party app integrations via the Book Creator App Store! Canva, Bitmoji, Giphy, 3D models and more...

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Take a look at the many features that make Book Creator an outstanding edtech app. Compare our online app with Book Creator for iPad.

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Strava is a fitness tracking app that records physical activity using GPS and allows users to analyse performance, set personal goals, and connect with others through virtual challenges. In a Year 10 HPE unit focused on lifelong physical activity, students can use Strava to design and monitor a weekly movement plan, reflect on their progress, and explore how physical activity fits into everyday routines.

Strava supports Real World Learning by linking curriculum outcomes to authentic, lived experiences. It gives students ownership over their physical wellbeing and encourages active lifestyles beyond the classroom. By using real-time data and social features, students engage in meaningful goal setting, motivation tracking, and peer support. This shifts learning into the Modification and even Redefinition levels of SAMR, as students create fitness artefacts, track improvement, and engage with movement in context—not as abstract content, but as part of who they are.

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Running App - Explore Run Maps, Route Planner & Tracker | Strava

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Explore our Running App - Create routes, track progress, achieve fitness goals & share success. Your ultimate companion for a rewarding running journey.

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ThingLink enables students to create interactive visuals by embedding images, videos, and text annotations onto a single digital canvas. In HPE, students could use ThingLink to design an interactive body systems diagram, annotate a game play strategy in touch football, or create a health promotion poster embedded with evidence-based sources and reflective questions like, “How might different cultural attitudes influence this health message?” or “What are the ethical implications of promoting this behaviour?”

ThingLink promotes Higher Order Thinking by moving students beyond surface-level recall. They must analyse, evaluate, and synthesise information in multimodal ways, constructing layered digital artefacts that showcase understanding and perspective. Learning is elevated to the Modification and Redefinition stages of SAMR, with students developing and curating content for real-world relevance and cross-disciplinary application. This also supports capabilities such as Critical and Creative Thinking, ICT Capability, and Ethical Understanding.

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ThingLink: Create unique experiences with interactive images, videos & 360° media

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Easily create interactive and immersive visual experiences for online communication and learning. Start a free trial!