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MoneySmart: Advertising detectives

In ASIC's MoneySmart Teaching Advertising detectives students will become detectives in a bid to help solve an alarming case of advertisements influencing children to buy or want a product. Students will investigate the different gimmicks/tricks used in advertising, how they target children and how their effect can be minimised. ...

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From Citrus to almonds

This is a unit of work about the Australian almond industry. It contains a inquiry sequence that includes: background on the almond industry, a short case study of an Australian almond orchard that has transitioned from citrus to almonds; an data analysis activity exploring the growth of the Australian almond industry and ...

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MoneySmart: Never too young to be MoneySmart with clothes

In ASIC's MoneySmart Teaching Never too young to be MoneySmart with clothes students will investigate the influences on 10 to 12 year old consumers when selecting clothes and accessories. Students will share stories about their choice of clothes and accessories and what influences them when making purchases. They will collect ...

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MoneySmart: Should I drink bottled water?

This unit of work gives students opportunities to develop an understanding of the importance of water for the environment and potable water for human consumption. Students will consider water availability and use from an individual, national and international perspective; explain the natural processes in the water cycle ...

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PreVET

The PreVet program is designed for students in the middle years and explores ideas around work culture and the value of literacy and numeracy in working life. It is a vast, multi-layered website providing student and teacher resources promoting job pathways for Aboriginal and Torres Strait Island people in remote northern ...

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Growing Exotic Fruit - a niche farming enterprise

This unit of work uses the operation of an small agribusiness to explore what it means to be a producer in a small scale business. The unit focuses on the operation of a real-life, exotic fruit farm in northern New South Wales from which fruits are sold to local markets. The units provides five inquiry-based activities ...

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Beautiful biomes

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 ...

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Sphero slalom lesson

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. ...

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Create dichotomous keys lesson

In this lesson students engage in a hands-on exploration of local diversity. Students research and record local wildlife, learn about biodiversity in Australia, and conduct a ‘bush blitz’. They learn how to create dichotomous keys and translate their keys into a wildlife discovery app prototype. The resource includes links ...

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Visualising climate change lesson

In this lesson, students explore different approaches to data representation, with the aim of engaging audiences with scientific data. They explore local temperature and rainfall datasets over time and represent trends in innovative ways. Students learn about different ways to visually represent climate change, looking ...

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Visual to text coding: Lesson 3

This is the third 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 generate and use random numbers.

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Coding for GUIs Lesson 2: Controls for input

This is the second in a series of lessons to incorporate graphical user interfaces (GUIs) into your general-purpose programming. The series follows on from the Visual To Text Coding lesson series.

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Coding for GUIs (JavaScript edition): Index page

This lesson sequence provides step-by-step video tutorials and challenges to incorporate Graphical User Interfaces (GUIs) into your General Purpose Programming. It follows on from the Visual To Text Coding lesson series.

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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).

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AI quiz

This lesson provides an opportunity for students to draw on their ethical understanding when asked to respond to different scenarios. The scenarios feature information systems that incorporate an AI application. Students are given four options to select which one they believe to be the ‘right’ thing to do. Students develop ...

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Physics of video games lesson

In this lesson students build a simple Pong game in Scratch and consider the physics involved in the game play. They then apply their understanding of force and motion to design their own video game concept. The resource includes links to downloadable lesson plan, websites, videos, apps and an assessment rubric. The lesson ...

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Light up soft toy with LilyPad

This project will explore two ways of controlling the flow of current to a LED using a button and switch. No programming is initially expected in this project, however once students are comfortable with connecting or sewing their circuits and attaching lights, a follow-up project that involves using a pre built Arduino ...

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Introduction to Ozobot and colour codes

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.

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Goldilocks, the Three Bears and BeeBot

Students explore a sequence of steps using Bee-Bots in the context of familiar narratives. They navigate a Bee-Bot to events within the story, first as a whole class and then in small groups. This activity can be integrated with English and the exploration of narratives. This lesson idea was created by Rebecca Vivian.