F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This PDF and accompanying cards provide suggestions for ways in which students can identify and explain digital systems in their environment. Students determine whether digital systems include inputs, outputs, or both, and whether they feature software, hardware or peripheral devices. The resource includes useful links ...
This newsletter from the Digital Technologies in Focus project includes information about schools' projects, information for parents and teachers, the Australian Curriculum, and useful resources.
This video explains the progress that South Kalgoorlie Primary School has made in the Digital Technologies in Focus project. It is the last in a series of four.
This document presents the milestones in Wodonga South Primary School's participation in the Digital Technologies in Focus project.
This podcast includes information about the aims, challenges, insights and accomplishments of Mossman State School's participation in the Digital Technologies in Focus project.
This video explains the progress that South Kalgoorlie Primary School has made in the Digital Technologies in Focus project. It is the second in a series of four.
This document illustrates the network of people and resources that make up St Mary's Primary School's Professional Learning ecosystem.
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.
This is the third 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.
This sequence of lessons explores how conditions in the environment can impact on learning. Through investigating the environmental influences on our classroom, and learning environments such as light, noise and temperature, students collect data and identify the optimal learning environment.
This is the final project 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.
Learn about the differences between animals, and how Biologists use programming to help them do science! We'll learn about the features of animals, structural and behavioural adaptation, and how to use these properties in order to identify them. So hop in and learn some science! This course is based on the Year 5 science ...
As a general purpose programming language, python has a number of libraries that can be used for different purposes. PyGame is a free and open source python library that makes it easier to make multimedia applications like games.
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 ...
In this coding challenge, students learn about programming in Blockly, including data representation, decomposition, design, branching, iteration, functions, variables, animations, tracing and evaluation.
Students use a visual programming language to create a game or quiz to help members of a community prepare for a severe weather event.
This video explains the progress that Bethany Christian School has made in the Digital Technologies in Focus project. It is the second in a series of three.
This video explains the progress that South Kalgoorlie Primary School has made in the Digital Technologies in Focus project. It is the first in a series of four.
This video explains the progress that Wodonga South Primary School has made in the Digital Technologies in Focus project. It is the second in a series of four.
This PDF outlines St James Catholic College's proposal to participate in the Digital Technologies in Focus project.