F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This PDF is a worksheet that accompanies the years F-2 sample assessment task called Stepping out.
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.
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 Mathematics, Numeracy and Literacy. The resource includes an assessment planner and rubric, as well as ...
Compare algorithms designed to complete the same task, and evaluate each for efficiency.
Learn programming skills by animating characters in the puzzle levels. Use your new programming skills to create interactions between characters in the 'toy box' area. Free when reviewed on 12/5/2015.
This learning object is designed around a series of videos with Lisa Shanahan, author, and Emma Quay, illustrator, including a reading experience of their collaborative work, Bear and Chook by the Sea. Taken as a whole, this sequence of lessons is a Stage 1 unit of work that results in students working in pairs to produce ...
This learning sequence Buzzing with Bee-Bots can be used to develop foundation skills in computational thinking and to develop an awareness of personal experiences using digital technologies. Students follow and describe a series of steps to program a floor robot. They plan a route to program a robot to follow a path and ...
Learn programming skills by snapping together programming blocks. Make characters walk, jump, dance and sing. Add your own voice or modify your own characters and make your own interactive story. Free when reviewed on 12/5/2015.
In this sequence of lessons, use a game to explore the nature of personal information, how data can be recorded to reflect individual identity and how students might protect their personal information.
In this sequence of lessons students conduct a simple survey to collect, organise and present data. In doing so, they demonstrate their understanding of how to use patterns to represent data symbolically.
Decrypt the ancient cipher box used by Julius Caesar over 2,000 years ago! By shifting the alphabet or replacing one letter for another further down the alphabetical sequence, you can crack a coded message. The secret to a cipher is one special piece of shared information, known as a key. This shared key is required for ...
Find resources teaching students about copyright and plagiarism, support for efficient online search skills, and resources about digital privacy.
This PDF provides a list of suggested books or similar that identify and discuss key concepts, key ideas and related ways of thinking about Digital Technologies.
This set of printable cards provides definitions of six aspects of computational thinking.
This article explores the relationship between computational and critical thinking as it applies to solving technological problems. Research evidence derived from classroom experiments strongly suggests that using computers to solve problems enhances students’ abilities in solving real-world problems involving mathematical ...
Russell Scott, Co-Founder of multimedia design company Vortals, demonstrates some of the ways he teaches students about augmented reality, virtual reality, 2D, 3D and game design.
This newsletter from the Digital Technologies in Focus project includes information about an On Country staff development day with Leonara District High School, cybersecurity, the Australian Curriculum, and useful resources.
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 document presents the milestones in Bethany Christian School's participation in the Digital Technologies in Focus project.