F-10 Curriculum (V8)
F-10 Curriculum (V9)
Tools and resources
Related links
Your search returned 250 results
A glyph is a pictorial representation of data, in this case, to be presented as a digital artwork. The task caters for students at different levels. Teachers use the checklist provided to assess students and record observations.
Create a model using snap blocks 1 block high and create a code so someone else can build your model.
This lesson provides an opportunity to incorporate representation of data using a relevant context being studied in the classroom. Students represent an object using a line drawing, focusing on the features of the object that enable it to be easily recognised. Students experiment with creating representations using an AI ...
Discuss emotions as a class, and introduce the idea of artificial intelligence (AI). This lesson can also be used to introduce image classification – a key application of AI. Developed in collaboration with Digital Technologies Institute.
Order images to show a sequence of personal events or milestones such as birth, first tooth, beginning to crawl.
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.
Compare algorithms designed to complete the same task, and evaluate each for efficiency.
Use the slide sorter function to arrange a set of presentation slides in correct sequence to retell a fairytale.
This sample assessment task has been prepared to assist teachers with the implementation of the Australian Curriculum: Digital Technologies, with a particular focus on data. It shows how aspects of the Digital Technologies curriculum related to data can be assessed using contexts from other learning areas and subjects. ...
Find resources related to developing a positive digital footprint, helping students discern the difference in being online and offline, methods of protecting passwords and identity, and strategies for socialising safely.
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.
Write a set of instructions that program a Bee-Bot to move to letters to spell out a word on an alphabet grid.
Retell a known nursery rhyme using ScratchJr to create an interactive animation.
Collect data on the biodiversity in garden beds around your school to measure the biodiversity (that is the different types of plants and animals). Explore ways to represent and present data. This lesson was devised by Linda McIver, Australian Data Science Education Institute.
Play a skip counting game where students program the Bee-Bot to stop at multiples of a set number, eg 2, 4, 5, 10 on a number grid.
Retell the story of the Three Little pigs using a light sensing robot such as Ozobot.
In this lesson sequence, students focus on the observable features of living things and their environment. Students follow and represent sequences of steps and decisions (algorithms) to solve problems.
Students are introduced to the Bee-Bot as a robotic device. They learn about what the Bee-Bot is, the functions and how the Bee-Bot can be used for specific purposes. They learn how to develop a sequence of steps for the Bee-Bot to follow. This lesson idea was created by Rebecca Vivian.
Play a variation of the game ‘Simon Says’ to develop understanding of sequencing and instructions in programming.
Explore the conversation cards to inspire conversations about privacy and use of technology that is new to students. Download, print and cut out the cards to use with your class.