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Professional learning workshops

This webpage provides details of ten workshops that focus on understanding and implementing the Australian Curriculum: Digital Technologies. The workshops are provided for Digital Technologies in Focus project schools and, where possible, schools not involved in the project.

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Engineering a reef

This is an illustrated narrative describes the engineering decisions made when building an artificial reef to slow coastal erosion issues encountered on the Gold Coast. It shows the creativity, innovation and community collaboration required, focusing on the value being an engineer brings to the individual and the local ...

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Create dichotomous keys lesson

In this lesson students engage in a hands-on exploration of local diversity. Students research and record local wildlife, learn about biodiversity in Australia, and conduct a ‘bush blitz’. They learn how to create dichotomous keys and translate their keys into a wildlife discovery app prototype. The resource includes links ...

Online

Creating an Indigenous plant-use garden: harvesting

The satisfaction of eating straight from the garden is one of life’s best learning experiences, however we need to be respectful and mindful to only harvest what we need to allow the plant to continue to thrive for generations to come. This activity involves the assessment and mapping of local environments to create a successful ...

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When I post something online how permanent is it?

Students engage in a photo rip up activity to emphasize the permanency of online information, they explore factor trees, doubling and line graphs through the lens of sharing information, and they collaboratively develop a set of protocols around sharing information online.

Downloadable

Questacon Cyber Castle Challenge

Embark on an exhilarating virtual adventure that will ignite young minds and equip them for the digital frontier. The Questacon Cyber Castle Challenge is a FREE Minecraft: Education game and resources to engage students in cyber security concepts and skills of the future.

Online

Coding for GUIs (JavaScript edition): Index page

This lesson sequence provides step-by-step video tutorials and challenges to incorporate Graphical User Interfaces (GUIs) into your General Purpose Programming. It follows on from the Visual To Text Coding lesson series.

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Visual to text coding: Lesson 4

This is the fourth in a series of lessons to transition from visual coding to text-based coding with a General Purpose Programming language. This lesson may take two to three 45-minute periods. It introduces the combining of logical operators and and or for more complex decisions.

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AI quiz

This lesson provides an opportunity for students to draw on their ethical understanding when asked to respond to different scenarios. The scenarios feature information systems that incorporate an AI application. Students are given four options to select which one they believe to be the ‘right’ thing to do. Students develop ...

Online

Home automation: General purpose programming

Investigate home automation systems, including those powered by artificial intelligence (AI) with speech recognition capability. These suggested activities for year levels 7-8 are designed for students using general purpose programming languages JavaScript and Python, with similar content to the visual coding lesson Home ...

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Breaking up can be good

This lesson sequence provides an introduction to the skill of decomposition by having students develop discrete modules which together serve a single need: a maths teacher asks for a program that can be used to demonstrate aspects of maths. This sequence can be used in conjunction with ‘Comparing and selecting appropriate ...

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Weather forecast from the stratosphere

This lesson sequence is designed to introduce students to data analysis using a spreadsheet such as MS Excel. The project is based on a real world problem and a real data set from a weather balloon launched in Australia earlier this year. The project consists of 5 lessons of variable length, each with a different focus. ...

Online

Sphero: Catch me if you can

By years 5 and 6 many students may have had some experience with a visual programming language such as Scratch or Blockly that is the basis of the Hour of Code. Sphero will take the screen based control of an image to the next level by introducing a robotic device controlled by a visual programming language. This lesson ...

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Programming LED circuit with Arduino IDE

In this lesson students will be using components of the LilyPad development kit to create a circuit of LED’s that are controlled using a basic Arduino program, written in the Arduino IDE. Starting with a simple sequence of turning a LED on and off, the students can be challenged to choose a piece of music with a steady ...

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Introduction to Ozobot and colour codes

Students are introduced to Ozobot and how drawing lines and colour codes can control it. This lesson allows students to experiment with different lines and codes to create a path for Ozobot to follow. This lesson idea was created by Steven Payne.

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Exploring digital systems with Makey Makey

In this activity, students learn about digital systems and how a circuit works using the Makey Makey toolkit. They sort conductive and nonconductive items into groups using an experimental approach. This lesson idea was created by Rebecca Vivian.

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Bee Bot Balloon Pop

During this lesson, students will be required to consider the functions of the Bee-Bot and how a user can interact with this device. Students are asked to design a course challenge for another user which will result in the Bee-Bot, with a pin attached, reversing into a balloon to pop it. This lesson idea was created by ...

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Who wants to be a millionaire?

This lesson sequence uses the well-known wheat/rice and chessboard problem as students use spreadsheets to simulate iteration and to solve problems.

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Creating a Space AR poster using Unity

In this lesson, students explore how to design and implement a simple Augmented Reality (AR) poster experience using Unity 3D and Vuforia SDK for Unity 3D. This lesson is within the context of a Space-themed example, however, it could be used for other contexts such as Biology, Geography, Art or more.

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Finding the shortest path

In this lesson, students will experiment with different ways of creating a path between two points with algorithm design and generalizing patterns. From the patterns, they will be able to generate an algorithm for efficiently traveling through cities in a region.