F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This is a comprehensive education package based on of the world's most exciting ecological restoration projects that is happening right now in Western Australia! It features interactive virtual tours, 3D skulls, videos, real-action inquiry projects, research projects, native animal educational card games and activities, ...
Digital technology provides a range of different ways to communicate cultural knowledge and practices, explore a range of digital tools that bring the stars closer to the world of your students. In these classroom activities students will use digital programs like Stellarium to investigate Indigenous astronomical knowledge ...
In this lesson students build a simple Pong game in Scratch and consider the physics involved in the game play. They then apply their understanding of force and motion to design their own video game concept. The resource includes links to downloadable lesson plan, websites, videos, apps and an assessment rubric. The lesson ...
This resource provides a scaffold for students to complete a design challenge. The design challenge requires students to create a stomp rocket that can travel to a chosen planet in the solar system. The design challenge can also be used to investigate forces and energy. It can be delivered over a number of lessons, or it ...
Humans are constantly working to develop and improve our technology and understanding. This resource provides step-by-step instructions to help students consider why innovative design and improvement is important. Students firstly identify as many types of transport they can think of and then discuss why new types of transport ...
This set of printable cards provides definitions of six aspects of computational thinking.
This tutorial provides detailed instructions to support the learning of Python, a general purpose programming language. The tutorial is designed for educators who are learning to use Python.
This PDF provides a sequence of activities in which students create algorithms to measure the time taken for a vehicle to travel from a starting line to a finish line. Students connect micro:bits and laser receiver sensors to measure time, then create programs to undertake the timing using visual and general-purpose programming.
This infographic provides an overview overview of the concepts related to computational thinking.
This resource provides examples of ways Aboriginal and Torres Strait Islander Histories and Cultures can be integrated into Digital Technologies. Examples include 'classification and sorting data' and 'designing solutions'.
This resource provides strategies for assessing students' understanding of the ways in which data can be sourced, organised and represented to maximise options for analysis, evaluation, decomposition and visualisation in order to create digital solutions. The context of the resource is the liveability of the places in which ...
Resource description This resource provides strategies for assessing students' understanding of the ways in which data can be sourced, organised and represented to maximise options for analysis, evaluation, decomposition and visualisation in order to create digital solutions. The context of the resource is the liveability ...
This PDF provides a list of books that are useful for exploring key concepts and ideas in Digital Technologies.
This tutorial provides step-by-step instructions to support the learning of Scratch, a visual programming language. The tutorial is designed for educators who would like to learn how to use Scratch.
This resource comprises two activities that allow students to explore the concept of chance in Mathematics. Students use computational thinking while using a micro:bit as a digital system to generate and collect data. Students implement programs involving branching and iteration in visual and general-purpose programming languages.
This PDF provides a line of sight from content descriptions to achievement standards in the Digital Technologies subject in the Australian Curriculum.
This PDF provides a sequence of content for the Digital Technologies subject in the Australian Curriculum
This document includes ideas for planning and developing action research projects to facilitate implementation of digital technologies.
These matrices allow teachers to self-assess their proficiency with Digital Technologies. They include a notes section for teachers to plan future professional learning.