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Activities that promote Digital Technologies concepts and incorporate Numeracy: part 5: Data from sports

This video provides suggestions for ways in which Digital Technologies can be used to develop students' learning in the Numeracy Learning Progression.

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Australian Curriculum: Digital Technologies Years F–2 Sample assessment task: Stepping out

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 ...

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Visual programming with Scratch: years 3-6

This comprises a collection of sample activities that incorporate visual programming (Scratch) into teaching and learning programs. They show the possibilities Scratch offers for integration. The projects are incomplete and are designed to be used as samples for inspiration or modification by teachers.

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DTiF in conversation with Kevin Bradley and Cassandra Arkinstall from Save the Bilby Fund – Using Digital Technologies to help save bilbies

Kevin Bradley, CEO of Save the Bilby Fund, and Cassandra Arkinstall, a researcher and volunteer at Save the Bilby Fund explain how important digital technologies are in the campaign to save the bilby from extinction. The video explains how digital systems are used to collect and visualise data and help eradicate threats ...

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Expert webinar video: Andrew Harris - Lead Teacher, Agricultural Education, Hagley Farm Primary School

Andrew Harris from the Hagley Farm School in Tasmania shares ways in which the school is teaching Digital Technologies and its meaningful use in agriculture . For example, Andrew provides examples of ways students learn about digital systems and data collection.

Downloadable

Questacon Cyber Castle Challenge

Embark on an exhilarating virtual adventure that will ignite young minds and equip them for the digital frontier. The Questacon Cyber Castle Challenge is a FREE Minecraft: Education game and resources to engage students in cyber security concepts and skills of the future.

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Activities that promote Digital Technologies concepts and incorporate Numeracy: part 2: Learning from flowers

This video provides suggestions for ways in which Digital Technologies can be used to develop students' learning in the Numeracy Learning Progression.

Online

AI and image recognition

This lesson builds on How can an AI recognise what is sees? It focuses on image recognition that involves feature extraction, object detection and classification, and introduces the idea that computers store and use data using 0s and 1s.

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Visual to text coding: Lesson 12

This is the final in a series of lessons to transition from visual coding to text-based coding with a General Purpose Programming language. See next steps for suggested courses and learning sequences after this lesson. It builds on the coding concept of functions (by introducing the concept of return values. Functions are ...

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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 8

This is the eighth 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 brings together skills from the previous lessons to design and develop a Higher Lower game, where the player tries to guess ...

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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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Visual to text coding: Lesson 4

This is the fourth 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 combining of logical operators and and or for more complex decisions.

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Visual to text coding: Lesson 1

This is the first 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 create variables, get user input and perform maths operations.

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Visual to text coding: The Basics

This series of lessons is to help students to transition from visual coding to text-based coding with a general-purpose programming language. This section provides the basics in order to use the programming environments: Scratch, Python and JavaScript.

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Getting to know Bee-Bot

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.

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Basic ball control with Sphero

Students are introduced to Sphero and its main features – direction, speed and colour. This lesson allows students to experiment through playing with Sphero and controlling it with the Sphero app. This lesson idea was created by Steven Payne.

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Animate Your World

This activity invites students to explore coding an animation using a computer, a webcam and Scratch programming. Interactive animations allow learners to animate their world and their own movements. Students use a tool called video sensing that uses motion picked up from the webcam to start and engage with digital animations ...

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Digital systems cards

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 ...

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Exploring digital systems unplugged: networks: years 5-6

This PDF provides activities in which students identify features of digital systems, and create models to demonstrate their operations. Students are encouraged to demonstrate their understanding of Domain Name Servers (DNS), routing, and transmission control and internet protocols (TCP/IP).