F-10 Curriculum (V8)
F-10 Curriculum (V9)
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Create a model using snap blocks 1 block high and create a code so someone else can build your model.
Students explore a sequence of steps using Bee-Bots in the context of familiar narratives. They navigate a Bee-Bot to events within the story, first as a whole class and then in small groups. This activity can be integrated with English and the exploration of narratives. This lesson idea was created by Rebecca Vivian.
Browse assessment resources.
Use the slide sorter function to arrange a set of presentation slides in correct sequence to retell a fairytale.
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.
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 ...
This lesson sequence is a cross-age project that can be used for students in year 5/6 in collaboration with students from years 1-2. In this project, students collaborate on a code for an unplugged robot. They design, test and modify the robot and create instruction manuals.
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. ...
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.
In this lesson, students will explore a story by an Aboriginal or Torres Strait Islander author that has a sequence that can be followed. Students will sequence the main elements or steps in the story in their own way and share with peers.
These matrices allow teachers to self-assess their proficiency with Digital Technologies. They include a notes section for teachers to plan future professional learning.
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 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 article explores how the relationship between systems thinking and computational thinking would provide a conceptual basis for transformational change – change that considers the social and environmental impact of technology.
Simon Collier, Digital Technologies in Focus Curriculum Officer, takes viewers though a lesson from the Digital Technologies Hub exploring how machine learning can be used to organise photographs.
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 PDF lists seven characteristics of good teaching practice in the Digital Technologies curriculum.
This newsletter from the Digital Technologies in Focus project includes information about schools' projects, assessment tasks, artificial intelligence, augmented and virtual reality, the Australian Curriculum, and useful resources.
This document presents the milestones in Faith Lutheran College's participation in the Digital Technologies in Focus project.