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Estimation and reasonableness: Year 7 – planning tool

This planning resource for Year 7 is for the topic of Estimation and reasonableness. Students round decimals to a specified number of decimal places and connect the process of rounding up or down to prior experiences in rounding.

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Light up soft toy with LilyPad

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 ...

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Transformation: Year 7 – planning tool

This planning resource for Year 7 is for the topic of Transformation. Students describe translations, reflections and rotations and identify line (mirror) and rotational symmetries. They will extend their understanding of transformations through exploring transformations on the Cartesian plane.

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The humanoid project

Students explore a large data set.

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Give it your best shot

Students calculate the mean, median and mode for sets of data and select the appropriate measure of centre.

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Acquire and record data: Year 7 – planning tool

This planning resource for Year 7 is for the topic of Acquire and record data. Students develop a robust statistical vocabulary. This includes defining and distinguishing between discrete numerical and continuous numerical data. To illustrate the differences students should be asked to collect sets of data from their peers. ...

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Algorithms: Year 7 – planning tool

This planning resource for Year 7 is for the topic of Algorithms. Students are introduced to the use of algorithms for sorting and classifying. They can use flow charts to do this. Algorithmic thinking is a design process and flow charts are used to show a sequence of steps and/or instructions and require decision making ...

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Describing an everyday object

In this lesson, students act like the inventor of an everyday object that does not yet exist. Students abstract the essential details, and describe what need would be fulfilled by the new object and how, specifically, it functions. They will then translate the description into a format appropriate for modeling the object ...

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Finding the shortest path

In this lesson, students will experiment with different ways of creating a path between two points with algorithm design and generalizing patterns. From the patterns, they will be able to generate an algorithm for efficiently traveling through cities in a region.

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Exploring AR Space Rocks

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.

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Game design

This sequence of lessons integrates game design using scratch and a Makey Makey programming board.

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Statistics and probability: Foundation to Year 9

This comprehensive resource describes the progression of ideas that cover statistics and probability. The resource demonstrates examples of relevant teaching strategies, investigations, activity plans and connected concepts in chance and data including teaching and cultural implications.

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Geometry: Foundation to Year 9

This comprehensive resource describes the progression of geometric reasoning. The resource demonstrates examples of relevant teaching strategies, investigations, activity plans and connected concepts in geometry including teaching and cultural implications.

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Algebra: Foundation to Year 9

This comprehensive resource describes the progression of algebra-related ideas and algebraic thinking. The resource demonstrates examples of relevant teaching strategies, investigations, activity plans and connected concepts in algebra including teaching and cultural implications.

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Coding for GUIs (JavaScript edition): Index page

This lesson sequence provides step-by-step video tutorials and challenges to incorporate Graphical User Interfaces (GUIs) into your General Purpose Programming. It follows on from the Visual To Text Coding lesson series.

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Coding a sentimental chatbot in Python

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 ...

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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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Data bias in AI

Artificial intelligence can sometimes be biased to certain shapes or colours. When such AI systems are applied to situations that involve people, then this bias can manifest itself as bias against skin colour or gender. This lesson explores bias in AI, where it comes from and what can be done to prevent it.

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Ubby’s Underdogs: The Legend of the Phoenix Dragon: Unit of work

This unit of work has been written to support the book Ubby’s Underdogs: The Legend of the Phoenix Dragon. The book interweaves Aboriginal and Chinese mythology to create an adventurous story filled with local-Broome culture. This unit includes practical ideas for using this book in your classroom.

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How to teach digital citizenship and online safety - Scope and sequence Australian curriculum

This resource provides links to lessons and activities at each level of schooling from Foundation to Year 10 in the area of online safety.