F-10 Curriculum (V8)
F-10 Curriculum (V9)
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The Leading Curriculum Change Using an Ecosystem Approach: Digital Technologies in focus: Supporting implementation of Digital Technologies evaluation report (June 2021) reports on ACARA’s National Innovation and Science Agenda funded project for the period June 2016 to June 2021. This report is highly relevant to those ...
Digital Technologies in Focus curriculum officers discuss a lesson about Artificial Intelligence with Simon Collier and a student.
In this video Professor Stephen Heppell, discusses the aggregation of marginal gains in learning environments. He provides examples from the Learnometer project, designed to help students monitor their classroom environment for factors that may hinder learning.
Dr Michelle Ellis gives a demonstration of the Edith Cowan University Makerspace visual and general-purpose programming environment. She also shows a range of materials to support the implementation of the Australian Curriculum: Digital Technologies. This includes teaching resources and lesson plans.
This PDF is an extensive report on the success of the Digital Technologies in Focus (DTiF) project, with a focus on supporting the Implementation of Digital Technologies in disadvantaged schools. The evaluation gathered qualitative data to create rich case study accounts of six schools' engagement in the project and its ...
This PDF lists eight ways in which Digital Technologies in Focus (DTiF) supported the implementation of Digital Technologies in disadvantaged schools.
This video provides suggestions for ways in which Digital Technologies can be used to develop students' learning in the Numeracy Learning Progression.
In this audio file teachers from Casino West PS share their experiences in developing a Digital Technologies program in the school, They chose to focus on creative and critical thinking.
This newsletter from the Digital Technologies in Focus project includes information about schools' projects, the Australian Curriculum, and useful resources.
This newsletter from the Digital Technologies in Focus project includes information about an On Country staff development day with Leonara District High School, cybersecurity, the Australian Curriculum, and useful resources.
This newsletter from the Digital Technologies in Focus project includes information about schools' projects, the Australian Curriculum and useful resources.
This video is a summary of a progress report into the implementation of Digital Technologies in the Alyangula Area School.
This video explains the progress that Wodonga South Primary School has made in the Digital Technologies in Focus project. It is the last in a series of four.
This article explores the challenges associated with using knowledge from different domains (and people) to work on a common problem, issue or puzzle. It acknowledges that the differences in how disciplines structure their knowledge raise challenges when working across disciplinary boundaries. The article identifies these ...
Game Builder is an online resource for teachers and students making their very first videogame, and for those who have some experience already. There’s more to a good game than good code! As with most creative projects, success comes from good ideas and thorough preparation. This resource will take you through the building ...
This podcast includes information about the aims, challenges, insights and accomplishments of St James Catholic College's participation in the Digital Technologies in Focus project.
This video is the first of a series of 5 explainers on artificial intelligence. It discusses why it is a challenge for a computer to easily recognise one object from another. Discover how a machine learns using labelled images rather than following a specific set of rules and how AI connects with human learning.
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 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 ...
This is the second 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 how to make decisions (branching) and identify data types.