F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This is a video about biodynamic grape growing and wine production at Cape Jaffa Winery in South Australia. It is narrated by co-owner and winemaker Anna Hooper, who describes the wine regions in which the vineyard is located, its soil types, and the main wines grown. She goes on to illustrate the winery's commitment to ...
This is a video about the various occupations involved in developing and producing the food used in a ham and salad lunch roll. The video is presented by Will, a primary-school-aged boy, who identifies and describes nine occupations in several broad groups including researchers, growers of plant food; producers of animal ...
This is a video (4:15 min) about how the Stewart family is regenerating their family farm, Yan Yan Gurt West, in south-western Victoria. Presented by family members, the resource describes how the land was over-cleared in the past and its hydrology or water resources were compromised when swamps were drained. The regeneration ...
This is a video (4:09 min) about the University of New England’s Kirby Research Station and how its work with sheep has been transformed by technology, particularly the Radio Frequency Identification (RFID) tag. The video is presented by members of the Enhanced sheep wellbeing and productivity research program and includes ...
This is a video about how Australian farmers embrace technology. Using animation, photographs and commentary with occasional puns and jokes by a primary-school--aged boy, it sets the scene of the overall impact of technology, describes why Australian farmers have always been innovative; provides a definition of technology; ...
This is the first in a series of lessons to incorporate Graphical User Interfaces (GUIs) into your General Purpose Programming. It follows on from the Visual To Text Coding lesson series.
In this lesson, students explore how to design and implement a simple Augmented Reality (AR) world to project DNA model using Unity 3D and Vuforia SDK for Unity 3D.
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.
In this lesson students learn the features of the five main biomes, and use ClassVR headsets and CoSpaces to design and create a virtual biome to explore. They research and identify the features of a biome and then create their own virtual environment. The resource explores the human impacts on biodiversity and explore ...
Investigate home automation systems, including those powered by artificial intelligence (AI) with speech recognition capability. These suggested activities for year levels 7-8 are designed for students using general purpose programming languages JavaScript and Python, with similar content to the visual coding lesson Home ...
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 will explore how to program the Sphero using functions and show the benefits of decomposing the behaviour of the Sphero into functions, instead of writing line by line repeated behaviours. This lesson idea was created by Celia Coffa.
Students explore the design thinking process of ideation and reflect on different ways we can generate ideas in order to solve a problem with a design brief. This particular lesson explores healthy eating through the design brief although the activities can be used to ideate any design.
In this lesson students explore slalom sports and how competitors maximise speed when completing a course. Students research different slalom sports and then share their findings with the class. Students investigate the impact of distance and friction on time to complete a course through digital and unplugged activities. ...
Investigate home automation systems, including those powered by artificial intelligence (AI) with speech recognition capability. These suggested activities provide a level of differentiation to cater for students’ range of programming skills. They were developed in collaboration with the Digital Technologies Institute.
In this lesson, students undertake a research project about “space rocks”. They devise a research question to investigate something they would like to know about space rocks and communicate their ideas within an AR or Virtual Reality (VR) experience.
In this lesson, students explore our Solar System in Augmented Reality (AR). Students start by exploring a set of AR flashcards that present the Sun and Planets in our Solar System and then go on to use the Metaverse App to create their own AR solar system experience based on research.
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.
In this lesson students understand design thinking as a process for solving problems creatively. Students explore the design thinking process of empathising and seek to understand more about the users and the problem they are trying to solve. This particular lesson explores reducing litter through the design brief although ...
In this lesson sequence students investigate the CSIRO indigenous seasons calendars and produce a searchable database that will capture data using two data sources.