F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This series of lessons develops students' skills, knowledge and processes of multiplicative thinking, incoporating a First Nations perspective.
This planning resource for Year 10 is for the topic of Conduct chance experiments. Students design and conduct chance experiments relating to conditional probability using digital simulation tools to conduct multiple trials. Students are expected to interpret problems and describe their interpretations.
This guide supports teachers to develop students’ geometric understandings.
This planning resource for Year 10 is for the topic of Estimation and reasonableness. Students make approximations using real numbers in repeated calculations. Students recognise the effect of the result of a problem comprising multiple steps of calculations when approximations or rounding has been utilised at each of those steps.
This planning resource for Year 8 is for the topic of Position and location. Students work with 3D objects that can be located on the x, y, z planes, allowing students to extend their thinking away from flat objects on a 2D plane, to objects with volume that have a position in space with (x, y, z) coordinates. Students ...
Use this task to assess students’ knowledge and understanding of properties of shapes, and language they use when describing common features.
This planning resource for Year 7 is for the topic of Number sequence. Students extend their understanding of equivalence of fraction with visual representations such as a number line that extends beyond zero; concrete materials; and common multiples and fraction walls. Students learn to work with equivalence and explore ...
This planning resource for Year 6 is for the topic of Possible outcomes. Students represent the probability of an event occurring on a scale of zero to one as decimals, fractions or percentages.
This planning resource for Year 7 is for the topic of Mathematical modelling. Students use knowledge of the other topics in the Number strand, so that applying knowledge and skills can be modelled. This can be done in groups or as a whole class, as well as individually. Collaborative learning works well for practical problems.
Let's make our own devices with the Arduino! We'll take a deep dive into building devices from the ground up, and you'll see how all pieces of technology are built! Learn how to create a temperature monitor, or a musical instrument, or make an automatic torch! Jump right in and let's make some noise!
This planning resource for Year 7 is for the topic of Shapes and objects. Students build on their knowledge of two-dimensional shapes. They classify triangles according to their side length (scalene, isosceles, equilateral) and their angle properties (right, acute, obtuse). Students identify and describe different quadrilaterals ...
This planning resource for Year 3 is for the topic of Shapes and objects. Students identify and describe 3D objects and their geometric properties. Students develop their understanding of an object’s properties by creating models using a variety of materials. They explore common objects in the environment and explain the ...
In this lesson, students will calculate the probability of an average person scoring a shot at a basketball game at the Easter Show. They will then use these probabilities to design a payout system which can absorb the losses from an average player winning big, whilst profiting from the average player who scores very poorly, ...
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 lesson explores the difference between perfectly predictable events (like the roll of a die) and less certain events (such as sports). Students investigate mathematically how sports bookmakers create odds to guarantee themselves a profit and pay gamblers less for a win than they deserve. The lesson is outlined in ...
This is the second 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.
We can program a computer to play music. Conventionally this is done by hard coding, which is the process of coding all possible expected behaviours. Alternatively, we can train an artificial intelligence (AI) computer about what notes go well with others, so it can play a duet with a human musician. Students can make their ...
This is the fourth 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 combining of logical operators and and or for more complex decisions.
This lesson takes a systems thinking approach to understanding the place of artificial intelligence (AI) as a component within solutions to real world problems, such as predicting bushfire hotspots, spotting and monitoring animals in the wild, automated horticulture and agriculture, and early detection of medical issues.
This lesson plan explores the ethical aspects of artificial intelligence and the implications on our future lives. This lesson was developed by the Digital Technologies Institute in collaboration with the DT Hub.