F-10 Curriculum (V8)
F-10 Curriculum (V9)
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Create a game board where the player is provided with a number of decisions. Using Scratch and Makey Makey, students add multimodal elements to the story. These elements are activated using an Ozobot.
The Koorie Cross-Curricular Protocols for Victorian Government Schools are applicable to schools intending to develop activities that involve the use of Koorie cultural expressions, including stories, songs, instrumental music, dances, plays, ceremonies, rituals, performances, symbols, drawings, designs, paintings, poetry, ...
It's very important to read problems carefully so you can determine the important facts and understand the questions you are being asked to solve. You may find an answer using pictures and numbers, but if you didn’t answer the right question, what seems right can actually be wrong.
This is a unit for Year 4 from the Scope and sequence resources from the DT Hub. The topic of programming is organised into four key elements. Use this flow of activities to plan and assess students against the relevant achievement standards. Students develop an understanding of computer programming as a series of instructions.
This is a unit for Year 4 from the Scope and sequence resources from the DT Hub. The topic of digital systems is organised into four key elements. Use this flow of activities to plan and assess students against the relevant achievement standards. Students explore inputs and outputs using a circuit board, electronic kit ...
This cross-curriculum resource is designed to introduce Stage 2, 3 and 4 students to the design thinking process through a series of videos and interactive activities. This resource is also downloadable as a SCORM file: the downloaded version will only work if you upload it to a webserver, such as Moodle or Canvas.
In this sequence of lessons students explore different types of peripherals used every day in order to identify the data transmitted. A peripheral is an auxiliary device such as a computer mouse or keyboard that connects to and works with a device in some way.
This MoneySmart web page is designed to enable teachers to get the most out of ASIC's MoneySmart Teaching program and resources. It guides teachers on where to find information on being a MoneySmart teacher, professional development for teachers, primary and secondary teaching resources, and tips and tools to help with ...
This is a website to help teachers implement an Education for Sustainability (EfS) approach in their professional practice. The multi-layered site is organised into five main sections. The first (Steps) identifies four key EfS contexts and provides support for each, including 11 case studies and five teacher profiles that ...
Find resources teaching students about copyright and plagiarism, support for efficient online search skills, and resources about digital privacy.
This set of printable cards provides definitions of six aspects of computational thinking.
This PDF provides activities for collecting, analysing and representing data about litter in the local community. It prompts students to consider the implications of rubbish in the local environment, and suggests actions students can take in order to reduce litter.
This comprises a collection of sample activities that incorporate visual programming (Scratch) into teaching and learning programs. They show the possibilities Scratch offers for integration. The projects are incomplete and are designed to be used as samples for inspiration or modification by teachers.
This infographic provides an overview overview of the concepts related to computational thinking.
This PDF provides suggestions for teaching digital systems in the classroom. The resource includes useful links to websites that provide information about digital systems as well as relevant teaching and learning material.
This resource provides examples of ways Aboriginal and Torres Strait Islander Histories and Cultures can be integrated into Digital Technologies. Examples include 'classification and sorting data' and 'designing solutions'.
This PDF gives educators an overview of what project management is and ideas on how they can implement project management skills in the F-6 classroom.
This PDF provides a list of books that are useful for exploring key concepts and ideas in Digital Technologies.
This tutorial provides step-by-step instructions to support the learning of Scratch, a visual programming language. The tutorial is designed for educators who would like to learn how to use Scratch.
This PDF provides a sequence of content for the Digital Technologies subject in the Australian Curriculum