F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This document supports analysis of Year 1 Phonics Check group reports. It gives instructions for finding and responding to a group's decoding strengths and needs as indicated by the data.
This short video (four minutes and 11 seconds) shows a teacher administering the online Year 1 Phonics Check with a student who displays efficient decoding skills, followed by a teacher discussion about next steps for the student.
This short video (three minutes and 40 seconds) shows a teacher administering the Year 1 Phonics Check with a student who is given wait time to decode the words, followed by a teacher discussion about next steps for the student.
This three-minute video shows a teacher administering the paper version of the Year 1 Phonics Check with a student who displays efficient recall and application of simple and complex code, followed by a teacher discussion about next steps for the student.
This short video (2 minutes and 45 seconds) shows a teacher administering the Year 1 Phonics Check with a student who displays knowledge and application of the simple code, followed by a teacher discussion about next steps for the student.
This webpage provides information for school leaders on how to drive quality instruction and improve student literacy outcomes. It recommends a range of resources that can be used to support leaders in coaching and mentoring staff in best practice literacy instruction.
This webpage provides information and resources for school leaders about the evidence and research on how students learn to read. It discusses cognitive load theory, explicit instruction, a whole-school curriculum approach, the Big Six of literacy and using a systematic synthetic phonics approach to instruction.
Investigate the journey of water through the environment, from the mountains to the sea through an active demonstration. Discover and discuss changes to quality of the water on this journey through the environment? OUTCOMES of this learning activity are for students to: understand the journey of water from taps to the ocean; ...
This planning resource for Year 2 is for the topic of Fractions. Students are extending their knowledge and understanding of the meaning of half to include equivalent fractions (e.g. 2 quarters and 4 eighths).
This planning resource for Year 2 is for the topic of Multiplication and division. Students begin to explore multiplication and realise that it can be represented in many ways.
This planning resource for Year 2 is for the topic of Mathematical modelling. Students use mathematical modelling to solve practical problems involving additive and multiplicative situations, including money transactions; represent situations and choose calculation strategies; interpret and communicate solutions in terms ...
This planning resource for Year 2 is for the topic of Time and duration: Read time. Students develop their understanding that different lengths of time have different names and that each time duration has a different standard unit of measure such as, hour, day, month and year.
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.
A glyph is a pictorial representation of data, in this case, to be presented as a digital artwork. The task caters for students at different levels. Teachers use the checklist provided to assess students and record observations.
Explore the concept of sequencing steps, using Bee-Bots to measure length.
This article explores the relationship between computational and critical thinking as it applies to solving technological problems. Research evidence derived from classroom experiments strongly suggests that using computers to solve problems enhances students’ abilities in solving real-world problems involving mathematical ...
In this video Professor Stephen Heppell, discusses the aggregation of marginal gains in learning environments. He provides examples from the Learnometer project, designed to help students monitor their classroom environment for factors that may hinder learning.
Play a variation of the game ‘Simon Says’ to develop understanding of sequencing and instructions in programming.
This newsletter from the Digital Technologies in Focus project includes information about schools projects, the Australian Curriculum, and useful resources.
Write a set of instructions that program a Bee-Bot to move to letters to spell out a word on an alphabet grid.