F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This podcast includes information about the aims, challenges, insights and accomplishments of St Mary's Primary School's participation in the Digital Technologies in Focus project.
This podcast includes information about the aims, challenges, insights and accomplishments of Wodonga South Primary School's participation in the Digital Technologies in Focus project.
This PDF provides suggestions for using bread tags and plastic bottle caps to collect, organise and represent data.
This PowerPoint presentation includes ideas for planning and developing action research projects to facilitate implementation of digital technologies.
Digital Technologies in Focus curriculum officers discuss a lesson about Artificial Intelligence and curriculum links for teachers
This PDF is an extensive report on the success of the Digital Technologies in Focus (DTiF) project, with a focus on curriculum and pedagogy and learning outcomes. The evaluation gathered qualitative data to create rich case study accounts of six schools' engagement in the project and its impacts and outcomes.
This video provides suggestions for ways in which Digital Technologies can be used to develop students' learning in the Literacy and Numeracy Learning Progressions.
This newsletter from the Digital Technologies in Focus project includes information about schools' projects, the Australian Curriculum and useful resources.
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.
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.
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.
Play a variation of the game ‘Simon Says’ to develop understanding of sequencing and instructions in programming.
Retell the story of the Three Little pigs using a light sensing robot such as Ozobot.
Retell a known nursery rhyme using ScratchJr to create an interactive animation.
A glyph is a pictorial representation of data, in this case, to be presented as a digital artwork. The task caters for students at different levels. Teachers use the checklist provided to assess students and record observations.
Explore the conversation cards to inspire conversations about privacy and use of technology that is new to students. Download, print and cut out the cards to use with your class.
In this lesson sequence, students focus on the observable features of living things and their environment. Students follow and represent sequences of steps and decisions (algorithms) to solve problems.
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.
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 PDF includes a self-assessment task for students and a marking guide for teachers.