F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This PDF provides suggestions for teaching digital systems in the classroom. The resource includes useful links to websites that provide information about digital systems as well as relevant teaching and learning material.
This PDF provides a sequence of activities that allow students to view and create planning templates and algorithms when making 'Choose Your Own Adventure' stories. Older students can use the visual programming language Scratch to build their stories.
This PDF comprises four worksheets that allow students to observe, investigate, manipulate and program simple line-following robots (Ozobots), engaging in the computational thinking process while working with data.
This resource provides examples of ways Aboriginal and Torres Strait Islander Histories and Cultures can be integrated into Digital Technologies. Examples include 'classification and sorting data' and 'designing solutions'.
This PDF gives an overview of the Australian Curriculum: Digital Technologies. It includes key points from the rationale and a step-by-step process for becoming familiar with the structure of the curriculum to assist planning. The document also provides links to key documents and sections of the Australian Curriculum as ...
This tutorial provides step-by-step instructions to support the learning of Scratch, a visual programming language. The tutorial is designed for educators who would like to learn how to use Scratch.
This PDF uses colour coding to provide a line of sight between key concepts, content descriptions and achievement standards in the Digital Technologies subject in the Australian Curriculum.
These matrices allow teachers to self-assess their ICT Capability and Digital Technologies proficiency. They include a notes section for teachers to plan future professional learning.
Simon Collier, Digital Technologies in Focus Curriculum Officer, takes viewers though a lesson from the Digital Technologies Hub exploring how machine learning can be used to organise photographs.
Russell Scott, Co-Founder of multimedia design company Vortals, demonstrates some of the ways he teaches students about augmented reality, virtual reality, 2D, 3D and game design.
This infographic provides an overview overview of the concepts related to computational thinking.
This Word document provides sequences of achievement standards for the Technologies learning area in the Australian Curriculum
This document includes ideas for planning and developing action research projects to facilitate implementation of digital technologies.
This PDF is a booklet that accompanies the years 3-4 assessment task, Classifying living and non-living things.
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.
This PDF lists seven characteristics of good teaching practice in the Digital Technologies curriculum.
This video provides suggestions for ways in which Digital Technologies can be used to develop students' learning in the Numeracy Learning Progression.
This PDF provides a list of suggested books or similar that identify and discuss key concepts, key ideas and related ways of thinking about Digital Technologies.
This three-page document gives suggestions for selecting and organising Digital Technologies resources, including physical equipment, unplugged activities and online links. It includes a simple template that may be helpful in documenting these.