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, ...
This resource is a 50 page pdf integrated inquiry unit, for junior primary students, exploring farm life and farm produce. It uses the five stage inquiry model to sequence activities on the importance of measuring time in farm production. Topics explored are: how do farmers grow animals and crops?; how are these processed ...
This resource is a 48 page pdf integrated inquiry unit, for junior primary students, exploring farm life and farm produce. Activities are sequenced using the five inquiry model. Topics examined include: how do farm families care for the animals and crops they farm?; how are these animals and crops processed for food or ...
This is a collection of lesson plans addressing the ethical treatment of animals and animal welfare. The archive includes lessons focusing the on animal welfare in food production, the treatment of animals in horse racing and the animal needs. Each lesson contains teacher notes and student resources and is aligned to the ...
In this sequence of lessons students grow a plant from seed, capturing each step and decision as an algorithmic process and recording data for future learning.
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 ...
Discuss emotions as a class, and introduce the idea of artificial intelligence (AI). This lesson can also be used to introduce image classification – a key application of AI. Developed in collaboration with Digital Technologies Institute.
In this lesson students use BeeBots and Scratch Junior to synthesize what they know about Bees and are introduced to mapping concepts. This lesson idea was created by Karen Butler.
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.
Explore the concept of sequencing steps, using Bee-Bots to measure length.
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.
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.
Use these challenges created by Kylie Docherty, QSITE to provide opportunities for students to learn how to design and follow a series of steps to program Blue-Bot.
Compare algorithms designed to complete the same task, and evaluate each for efficiency.
Use the slide sorter function to arrange a set of presentation slides in correct sequence to retell a fairytale.
Play a variation of the game ‘Simon Says’ to develop understanding of sequencing and instructions in programming.
Create a model using snap blocks 1 block high and create a code so someone else can build your model.
Write a set of instructions that program a Bee-Bot to move to letters to spell out a word on an alphabet grid.
Retell the story of the Three Little pigs using a light sensing robot such as Ozobot.