F-10 Curriculum (V8)
F-10 Curriculum (V9)
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The Leading Curriculum Change Using an Ecosystem Approach: Digital Technologies in focus: Supporting implementation of Digital Technologies evaluation report (June 2021) reports on ACARA’s National Innovation and Science Agenda funded project for the period June 2016 to June 2021. This report is highly relevant to those ...
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. ...
This video explores ways in which students can develop and apply their Digital Technologies knowledge, understanding and skills to create a digital solution through the Curriculum connection of food and fibre. The video is designed for educators who would like to learn how to use a BBC micro:bit to manage the water requirements ...
This resource provides strategies for assessing aspects of the Digital Technologies subject in the Australian Curriculum that relate to the representation of data in binary code. The resource includes an assessment planner and rubric, as well as links to curriculum and learning resources.
This PDF outlines a way in which students can use micro:bits and magnets to create and program metal detectors.
This PDF provides instructions for students to create an interactive poster using a Makey Makey and the visual programming language Scratch. A Makey Makey is an electronic circuit board, which, when connected to a computer, allows everyday objects to function as keyboards.
This tutorial shows ways in which environmental factors such as lighting and temperature can be measured and improved using micro:bits and sensor boards, and programmed using pseudocode, visual programming and general-purpose programming.
This PDF provides suggestions for teaching digital systems to students in years F-2. The resource includes useful links to websites that provide information about digital systems as well as relevant teaching and learning material.
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 resource provides strategies for assessing aspects of the Digital Technologies subject in the Australian Curriculum that relate to data using contexts from other learning areas and General Capabilities, including Science, Mathematics, Numeracy and Literacy. The resource includes an assessment planner and rubric, as ...
This Word document provides sequences of achievement standards for the Technologies learning area in the Australian Curriculum
This PDF presents content descriptions and achievement standards for the Digital Technologies subject in the Australian Curriculum
This three-page document gives suggestions for selecting and organising Digital Technologies resources, including physical equipment, unplugged activities and online links. It includes a simple template that may be helpful in documenting these.
This PDF provides a sequence of activities that allow students to view and create planning templates and algorithms when making 'Choose Your Own Adventure' stories. Older students can use the visual programming language Scratch to build their stories.
This PDF provides ideas for using QR codes in classrooms to generate discussion about data representation and digital systems: how they work, who uses them and for what purposes. The resource also includes a simple tutorial on creating and using QR codes.
This tutorial provides step-by-step instructions to support the learning of Scratch, a visual programming language that uses graphic elements rather than just text to translate logic. The tutorial is designed for educators who are learning to use Scratch.
This video demonstrates ways in which data can be manipulated in spreadsheets. It is the first in a series of four.
This PDF comprises four worksheets that allow students to observe, investigate, manipulate and program simple line-following robots (Ozobots), engaging in the computational thinking process while working with data.
This video takes viewers through the transition from visual programming (block-based environments) to general-purpose programming (text based environments). It guides teachers as they assist students to move from block-based programming used in primary schools to general-purpose programming languages used in secondary schools.
This PDF provides a line of sight from content descriptions to achievement standards.