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Creating a wildlife habitat: research

This learning activity is the first part of a sequence of 5 individual learning activities focused on creating a wildlife habitat. The order of these learning activities are: research, vision, design, planting and monitoring and care. The OUTCOMES are for children to: undertake research to determine what their local ecosystems ...

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Fractions, decimals and percentages: Year 5 – planning tool

This planning resource for Year 5 is for the topic of Fractions, decimals and percentages. Students recognise that fractions, decimal fractions and percentages are equivalent ways to represent and make sense of quantities. They learn about the different contexts where it makes sense to use one of the constructs to express ...

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Choose your Ozo adventure

Using Ozobots students use and develop unusual types of data: Redefining “What is data?”. This lesson idea was created by Ben Jucius.

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Design Thinking Process - Ideation

Students explore the design thinking process of ideation and reflect on different ways we can generate ideas in order to solve a problem with a design brief. This particular lesson explores healthy eating through the design brief although the activities can be used to ideate any design.

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Visual to text coding: Lesson 12

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 ...

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Visual to text coding: Lesson 10

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.

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Visual to text coding: Lesson 6

This is the sixth 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 builds on the previous introduction to arrays (also called lists) and brings in the length property.

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Visual to text coding: Lesson 5

This is the fifth 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 create and use arrays (also called lists).

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Visual to text coding: Lesson 1

This is the first 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 create variables, get user input and perform maths operations.

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Makey Makey Orchestra

In this learning sequence students explore an orchestra and use Makey Makey to make a musical instrument for an ensemble.

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Visual to text coding: Setting Up

This series of lessons is to help students to transition from visual coding to text-based coding with a general-purpose programming language. This section provides guidance on how to set-up the particular programming environment including Scratch, Python and JavaScript.

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Visual to text coding: Index page

This lesson sequence provides a bridge between visual coding (eg. Scratch) and General Purpose Programming languages (eg. Python or JavaScript). This resource is most suitable if you have never done General Purpose Programming and/or you benefit from slow-paced, step-by-step video tutorials.

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Scratch Creative Computing Guide

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.

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Sphero: Catch me if you can

By years 5 and 6 many students may have had some experience with a visual programming language such as Scratch or Blockly that is the basis of the Hour of Code. Sphero will take the screen based control of an image to the next level by introducing a robotic device controlled by a visual programming language. This lesson ...

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Storm survivor: Input, decision-making and loops

Students use a visual programming language to create a game or quiz to help members of a community prepare for a severe weather event.

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Teaching kids about money

This web page is about how to talk to your child about money, encourage them to save, make a budget and much more. This page is designed to help you have conversations with children about how money is earned, needs versus wants, how money is spent, earning pocket money and making decisions about how many is spent or saved.

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Creating your own potato chips: marketing

Learn how to make an advertisement! In this activity young learners will produce a short (30-60 second) advertisement to promote potato chips. This learning activity is the final part of a sequence of 3 individual learning activities focused on creating your own potato chips. The order of these learning activities are: ...

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Focus on Indonesia: Cross Curriculum Connections in Primary Schools

Ideas and resources that connect the learning of Indonesian language with other learning areas.

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Focus on Japan: Cross Curriculum Connections in Primary Schools

Ideas and resources that connect the learning of Japanese language with other learning areas.

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When I post something online how permanent is it?

Students engage in a photo rip up activity to emphasize the permanency of online information, they explore factor trees, doubling and line graphs through the lens of sharing information, and they collaboratively develop a set of protocols around sharing information online.