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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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Interpret and compare data displays: Year 6 – planning tool

This planning resource for Year 6 is for the topic of Interpret and compare data displays. Students interpret and compare datasets using different data displays and visualisations.

Video

Decimal fractions video

Use this video to explore decimal fractions, how they are represented and how we use them in day-to-day contexts.

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Saltwater crocs: resourceful or a resource?

This lesson focuses on the analysis of a dataset that records scientific data collected about the crocodile population in the Kimberley region during 2015. The lesson follows an inquiry process where students use the dataset to answer relevant questions about the crocodile population. It also provides an opportunity for ...

Online

Storm survivor: Input, decision-making and loops

Students use a visual programming language to create a game or quiz to help members of a community prepare for a severe weather event.

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Visual to text coding: Lesson 11

This is the eleventh in a series of lessons to transition from visual coding to text-based coding with a General Purpose Programming language. It builds on the coding concept of functions. With the addition of parameters, functions allow the programmer to adapt their reusable code’s behaviour, tapping into the Computational ...

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Visual to text coding: Lesson 10

This is the tenth 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 coding concept of functions. Functions can help organise code, reduce repetition and more to be explored later.

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Visual to text coding: Lesson 7

This is the seventh 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 iteration (also called loops).

Online

Possible outcomes: Year 6 – planning tool

This planning resource for Year 6 is for the topic of Possible outcomes. Students represent the probability of an event occurring on a scale of zero to one as decimals, fractions or percentages.

Online

Data bias in AI

Artificial intelligence can sometimes be biased to certain shapes or colours. When such AI systems are applied to situations that involve people, then this bias can manifest itself as bias against skin colour or gender. This lesson explores bias in AI, where it comes from and what can be done to prevent it.

Online

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.

Online

Introduction to binary - catering for vision impaired students

This sequence of lessons focuses on what a binary number is, what a decimal number is, why binary numbers are important in digital systems and how to read and understand a binary number.

Video

Area and perimeter video

Use this video to connect area and perimeter to real world applications to set the context for why we are learning about area and perimeter.

Online

Creating my own spreadsheet to convert binary to decimal

A spreadsheet can be used to do calculations quickly using formulas. How can we make a spreadsheet that converts a binary number to a decimal number? This lesson provides some guidance and Excel files for student and teacher use.

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Protecting dugongs

The Western Australian Marine Science Institution has been collecting data about dugongs off the coast of the Kimberley in Northern WA. We have been provided with the raw data from its sightings trips. In this project students will learn how dugong sightings are conducted, and develop the data-science skills needed to make ...

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Augmented Reality Timelapse Artwork with Artivive

In this project, students build their own augmented reality (AR) artwork using free digital tools with Artivive. Students can augment an existing artwork or design their own. This new technology allows artists to create new dimensions of art by linking classical with digital art.

Online

reSolve: Spatial Reasoning - Right Angles

In this sequence of two lessons, students create and identify right angles. In the first lesson, students use popsicle sticks to create right angles and investigate how many right angles can be created for a given number of sticks. Students then go on to create eight sided polygons with different combinations of internal ...

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reSolve: Authentic Problems: Pyramids in a Box

This sequence of four lessons focuses on working with solids and their nets. The lessons provide opportunities for students to work flexibly as they construct simple prisms and pyramids from nets they have created. Students record their mathematical thinking as they work through iterations to refine a box that has the least ...

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Playing for life activity cards (5-6)

The cards include a variety of games designed to develop the skills of a range of sports and to encourage children to have fun and get active by focusing on skills not drills. The activities are based on the Game Sense approach, with the objective to develop in school-aged children a love of physical activity that will ...

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reSolve: Fraction Benchmarks

This sequence of two lessons focuses on the idea that fractions are numbers and builds students' understanding of the relative sizes of fractions. Students build their fractional sense through determining if fractions are closest to 0, 1/2 or 1. In the first lesson, students use sets of fraction cards to sort fractions ...