F-10 Curriculum (V8)
F-10 Curriculum (V9)
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The satisfaction of eating straight from the garden is one of life’s best learning experiences, however we need to be respectful and mindful to only harvest what we need to allow the plant to continue to thrive for generations to come. This activity involves the assessment and mapping of local environments to create a successful ...
The outcomes of this learning activity are for children to: follow instructions and a planting plan; understand the steps involved in planting out and maintaining a successful Indigenous plant-use garden enjoy being active and productive outdoors and build their social and teamwork skills; physically be involved in the ...
Planning for an Indigenous plant-use garden is a good way to develop a connection with and respect for First Nations people's perspectives. Use this learning activity to explore exciting ideas, create goals and understand more about successful Indigenous plant-use garden projects. Outcomes of this learning activity are ...
For thousands of years, First Nations peoples across Australia have been growing and cultivating plants. Plants are grown for many different purposes, including food, tools, medicine, shelter, clothing, hunting, carrying, water craft, ceremony and land management. Everything they needed to survive is provided by the bush. ...
This is a digital resource containing information and resources, such as printable games, that relate to biodiversity and farming, and how food and materials can be produced while protecting the Earth's natural resources. It includes an extensive glossary of important terms, and external links to teacher and student resources ...
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 resource provides strategies for assessing students' understanding of the ways in which data can be sourced, organised and represented to maximise options for analysis, evaluation, decomposition and visualisation in order to create digital solutions. The context of the resource is the liveability of the places in which ...
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 presents content descriptions and achievement standards for the Digital Technologies subject in the Australian Curriculum
This PDF provides suggestions for teaching digital systems to students in years F-2. The resource includes useful links to websites that provide information about digital systems as well as relevant teaching and learning material.
This video takes viewers through the transition from visual programming (block-based environments) to general-purpose programming (text based environments). It guides teachers as they assist students to move from block-based programming used in primary schools to general-purpose programming languages used in secondary schools.
This document includes ideas for planning and developing action research projects to facilitate implementation of digital technologies.
This PDF lists seven characteristics of good teaching practice in the Digital Technologies curriculum.
This webpage features newsletters from the Digital Technologies in Focus project. The newsletters include information about schools' projects, assessment tasks, the Australian Curriculum and resources.
Green Hill Public School is a small school located in Kempsey, New South Wales, on the Traditional Lands of the Djangadi/Dhangatti Peoples. It has recently expanded from a K–4 to a K–6 school. It has 28 students, 96 per cent of whom identify as Aboriginal and or Torres Strait Islander. Green Hill Public School was a finalist ...
This document illustrates the network of people and resources that make up Bethany Christian School's Professional Learning ecosystem.
This PDF provides a sequence of activities in which students create algorithms to measure the time taken for a vehicle to travel from a starting line to a finish line. Students connect micro:bits and laser receiver sensors to measure time, then create programs to undertake the timing using visual and general-purpose programming.
This PDF suggests board and card games that are useful for exploring Digital Technologies key concepts and key ideas.