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South Kalgoorlie Primary School – Project proposal

This PDF outlines South Kalgoorlie Primary School's proposal to participate in the Digital Technologies in Focus project.

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Angles and parallel lines: Year 5 – planning tool

This planning resource for Year 5 is for the topic of Angles and parallel lines. Students when working with angles, describe the amount of turn or rotation and develop their estimation and measurement skills.

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Shapes and objects: Year 5 – planning tool

This planning resource for Year 5 is for the topic of Shapes and objects. Students describe the properties of 2D shapes and use this knowledge to build objects from their nets and, identify objects from their nets.

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Project Quantum: Online assessment system

Project Quantum helps computing teachers check their students’ understanding, and support their progress, by providing free access to an online multiple-choice assessment system and question bank. To use Project Quantum, you will need to create a free account.

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Conduct statistical investigations: Year 5 – planning tool

This planning resource for Year 5 is for the topic of Conduct statistical investigations. Students plan and conduct a statistical investigation. They pose questions and collect data using simple surveys or checklists. They select appropriate ways to display the data, interpret the represented data, and communicate their findings.

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Visual to text coding: Lesson 8

This is the eighth 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 brings together skills from the previous lessons to design and develop a Higher Lower game, where the player tries to guess ...

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Visual to text coding: Lesson 5

This is the fifth 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 how to create and use arrays (also called lists).

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Visual to text coding: Lesson 1

This is the first 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 how to create variables, get user input and perform maths operations.

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Creating your own potato chips: growing

This learning activity will teach children to grow, cook and market their own brand of potato chips. The first step is growing our potatoes! This learning activity is the first part of a sequence of 3 individual learning activities focused on creating your own potato chips. The order of these learning activities are: growing, ...

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Place value: Year 5 – planning tool

This planning resource for Year 5 is for the topic of Place value. Students extend understanding of place value by interpreting, comparing and ordering decimal numbers including tenths, hundredths, thousandths and beyond. Students apply multiplicative thinking to explain and model the relationship between consecutive places ...

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Makey Makey Orchestra

In this learning sequence students explore an orchestra and use Makey Makey to make a musical instrument for an ensemble.

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Creating a yarning circle: using your yarning circle

This activity provides a plan for how to use a yarning circle by introducing a yarning stick/talking stick. It is part of a sequence of 8 individual learning activities designed to support the meaningful use of yarning circles in learning environments. The outcomes of this learning activity are for children to: understand ...

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AI image recognition - exploring limitations and bias

A hands-on activity to practise training and testing an artificial intelligence (AI) model, using cartoon faces, including a discussion about sources of potential algorithmic bias and how to respond to these sources.

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Automated soil moisture sensor

The soil moisture sensor project integrates science understandings and computational thinking to solve a problem about sustainable watering practices. This lesson was devised by Trudy Ward, Clarendon Vale Primary School, Tasmania.

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Visual to text coding: Index page

This lesson sequence provides a bridge between visual coding (eg. Scratch) and General Purpose Programming languages (eg. Python or JavaScript). This resource is most suitable if you have never done General Purpose Programming and/or you benefit from slow-paced, step-by-step video tutorials.

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What makes a good game?

This lesson sequence allows students to explore design thinking processes to investigate how games are designed, created and played. Students analyse the audience of games, understanding the importance of empathy in the design process. The learning sequence culminates in a showcase: students sharing the games they have ...

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My digital portfolio

Students create their own website to record and present their learning. As part of the process students respectfully and constructively comment on each other’s webpage.

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Heads or tails

In this lesson we show how to transition from a visual based programming language to using a text-based programming language using the example of a heads or tails coin toss application.

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Scratch Creative Computing Guide

There is also a series of units comprising learning activities, paired with assessment activities and templates that can be used to support use of the Scratch (MIT) platform. The Scratch Creative Computing Guide supports assessment activities with visual programming environments.

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User interface design: Controllers for all

In this lesson, students design and implement a new user-interface that allows a user to interact with a digital program. This lesson idea was created by Rebecca Vivian.