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Using decodable texts in the classroom

This infographic guides teachers on using decodable texts with students as part of your systematic synthetic phonics instruction.

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Scratch 3.0 tutorial

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.

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Australian Curriculum: Digital Technologies - Foundation to year 2

This PDF provides a line of sight from content descriptions to achievement standards.

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Creating an Indigenous plant-use garden: resources from the bush

For thousands of years, First Nations peoples across Australia have been using plants for many different purposes. Plants are used for food, fibre, shelter, medicine, tools and utensils, hunting, music and ceremony. Everything they needed to survive comes from the land. Outcomes of this learning activity are for learners ...

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What’s happening in the habitat?

We’re going to identify animals in their habitats by exploring either your backyard, schoolyard, a local park or some other natural place. Investigate your surroundings to see which animals are sharing the local habitat with you. Use the field guide to help you identify animals in your community.

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Creating an Indigenous plant-use garden: planting

The outcomes of this learning activity are for children to: follow instructions and a planting plan; understand the steps involved in planting out and maintaining a successful Indigenous plant-use garden enjoy being active and productive outdoors and build their social and teamwork skills; physically be involved in the ...

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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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Phonics lesson planner example and template

This Word document can be used to plan for the specific words and sentences teachers will use when teaching new phonics content. It includes a worked example of a completed lesson and a blank template.

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Move, Move, Move!

This persuasive digital text is for teachers to read aloud to students. This digital book uses persuasive language and images to highlight the benefits of being active. The resource includes a teaching sequence related to the Big Six components of literacy development (oral language, phonological awareness, phonics, fluency, ...

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How to Make Perfect Popcron

This informative digital text about how to make popcorn is for teachers to read aloud to students. The instructions use text and images to list the equipment needed and the steps involved in making popcorn. The resource includes a teaching sequence related to the Big Six components of literacy development (oral language, ...

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Phonological and phonemic awareness lesson activities

This slide pack is a practical resource for use in the classroom and includes teacher scripts and visual slides to support phonological and phonemic awareness instruction. It is ideal to use as part of your phonics instruction using a systematic synthetic phonics approach.

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Phonics pair-game template

The pair games and activities in this document can be used as part of your systematic synthetic phonics program to encourage students to develop their phonics skills with peers during independent practice.

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Creating an Indigenous plant-use garden: plant list

For thousands of years, First Nations peoples across Australia have been growing and cultivating plants. Plants are grown for many different purposes, including food, tools, medicine, shelter, clothing, hunting, carrying, water craft, ceremony and land management. Everything they needed to survive is provided by the bush. ...

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Position and location: Year 7 – planning tool

This planning resource for Year 7 is for the topic of Position and location. Students demonstrate understanding of objects in two dimensions (2D). Students can draw various shapes in different ways, such as drawing informally on blank paper, on grid paper, or in an isometric representation; discuss the reasons behind the ...

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Conduct statistical investigations: Year 7 – planning tool

This planning resource for Year 7 is for the topic of Conduct statistical investigations. Student have been learning about measures of spread in terms of mean, median, mode and range. They use these values to interpret data and data displays. They are familiar with statistical terminology and are ready to conduct their ...

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Cross age making a robot

This lesson sequence is a cross-age project that can be used for students in year 5/6 in collaboration with students from years 1-2. In this project, students collaborate on a code for an unplugged robot. They design, test and modify the robot and create instruction manuals.

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Sphero young inventors

In this lesson students will explore the use of Sphero in the everyday world by adding accessories to invent solutions to workplace or other problems or simply by inventing an adaptation to the device. In each case, they are to build the accessory and create the code required for the device to serve a particular purpose. ...

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Lilypad Personalised Alert Buzzer

In this lesson students will create a personalised musical buzzer by programming the LilyPad Arduino to play a sound using the Main board, Buzzer and Button, coding the note frequency in Arduino IDE. The lesson can be extended to include LED’s that light up or flash according to the note played to enable the buzzer to be ...

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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 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 ...