F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This planning resource for Year 8 is for the topic of Patterns and number facts. Students bring together knowledge and skills on linear functions and relations and experiment with digital tools to investigate systematic variation of parameters to show the effect. Students cement their understanding of the 'm' and the 'c' ...
This unit of work is intended to teach years 9–10 students basic programming, using general purpose programming language.
This planning resource for Year 3 is for the topic of Money. Students investigate the value of coins. They explore the relationships between dollars and cents and learn to represent money values in different ways.
Use these challenges created by Kylie Docherty, QSITE to provide opportunities for students to learn how to design and follow a series of steps to program Blue-Bot.
This student practice sheet for the Year 1 Phonics Check (a free assessment of students' decoding skills) provides teachers with examples of the real words and the pseudo words similar to those included in the Check.
This is the second 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 make decisions (branching) and identify data types.
This lesson introduces some of the skills and concepts involved with Systems Thinking. Students are introduced to a number of Habits of a System Thinker, positive and negative feedback loops and the concept of supra- and subsystems.
This 13-minute professional learning video, presented by literacy expert Jocelyn Seamer, introduces the Science of Reading and explains the implications this body of research has for teaching reading. You will learn about the evidence base that supports the Science of Reading, Sweller's cognitive load theory and Dehaene's ...
This planning resource for Year 9 is for the topic of Transformation. Students explore and develop their understanding of the enlargement transformation using dynamic geometry software. They will investigate what changes and what remains the same when a shape or object is enlarged. Students will look for patterns in the ...
Home automation is all the rage. You talk to your mobile phone to control the lights, the fan, the air conditioner, or your pool pump. But how does it work? In this lesson, we explore the AI that could power a home automation system.
This lesson plan enables students to explore how Natural Language Processing (NLP), a subset of Artificial Intelligence (AI), is used to assess and categorise a user’s online comments. (AI is the ability of machines to mimic human capabilities in a way that we would consider 'smart'.)
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.
This planning resource for Year 10 is for the topic of Volume and surface area. Students extend their application of volume and surface area to solve problems on composite solids. Students will need to be able to visualise the individual elements of the composite solids and identify the areas where these elements touch.
This lesson sequence offers an approaches to teaching object-oriented principles using text-based programming. It attempts to address the problem that many of programming languages are too complex and their environments confusing for many students.
This planning resource for Year 7 is for the topic of Angles and parallel lines. Students identify corresponding, alternate and co-interior angles on parallel lines crossed by a transversal (a line that intersects two or more parallel lines).
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.
Students are introduced to Sphero and its main features – direction, speed and colour. This lesson allows students to experiment through playing with Sphero and controlling it with the Sphero app. This lesson idea was created by Steven Payne.
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.
This sequence of lessons integrates game design using scratch and a Makey Makey programming board.
This planning resource for Year 8 is for the topic of Area and perimeter. Students build on their knowledge of the area and perimeter of rectangles, parallelograms and triangles to rhombi, kites and trapezia. They identify and use the formulae for these to solve problems.