F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This webpage provides users with a menu of schools whose experiences with Digital Technologies are described in detail.
This video is a summary of a progress report into the implementation of Digital Technologies in the Alyangula Area School.
This document illustrates the network of people and resources that make up Faith Lutheran College's Professional Learning ecosystem.
This report provides details of Faith Lutheran College's participation in the Digital Technologies in Focus project, including a Research question, criteria for success, data collection, resources, challenges, milestones and next steps.
This document presents the milestones in St James Catholic College's participation in the Digital Technologies in Focus project.
Incorporating 11 tutorial videos and two informative lecture videos, this learning sequence explores natural language processing, a significant application of artificial intelligence. Teachers and students are led through the coding in Python of a chatbot, a conversational program capable of responding in varied ways to ...
Students will learn how the information in a pixel can be manipulated to change the image, and apply a bitmask filter to an image to remove some information and reduce the memory size of the file. Finally, students will modify the filter to find a balance between quality and small file size. Based on the original lessons ...
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 ...
This is the eleventh in a series of lessons to transition from visual coding to text-based coding with a General Purpose Programming language. It builds on the coding concept of functions. With the addition of parameters, functions allow the programmer to adapt their reusable code’s behaviour, tapping into the Computational ...
This is the third in a series of lessons to incorporate graphical user interfaces (GUIs) into your general-purpose programming. The series follows on from the Visual to text coding lesson series.
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.
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 ...
Sometimes we write and post things on social media in a hurry. Such posts can hurt people and even make them feel bullied. Wouldn't it be great if an Artificial Intelligence application could check our posts as we write them, and warn us if they were potentially hurtful?
There is also a series of units comprising learning activities, paired with assessment activities and templates that can be used to support use of the Scratch (MIT) platform. The Scratch Creative Computing Guide supports assessment activities with visual programming environments.
In this lesson, students undertake a research project about “space rocks”. They devise a research question to investigate something they would like to know about space rocks and communicate their ideas within an AR or Virtual Reality (VR) experience.
This project will explore two ways of controlling the flow of current to a LED using a button and switch. No programming is initially expected in this project, however once students are comfortable with connecting or sewing their circuits and attaching lights, a follow-up project that involves using a pre built Arduino ...
Browse assessment resources.
The lesson follows an inquiry process in which students use a dataset to answer relevant questions about the turtle population. They consider how to analyse and display the data in order to effectively examine the impact of rising global temperatures on flatback turtle populations.
In this lesson, students explore our Solar System in Augmented Reality (AR). Students start by exploring a set of AR flashcards that present the Sun and Planets in our Solar System and then go on to use the Metaverse App to create their own AR solar system experience based on research.
A spreadsheet can be used to do calculations quickly using formulas. How can we make a spreadsheet that converts a binary number to a decimal number? This lesson provides some guidance and Excel files for student and teacher use.