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Listed under:  Technologies  >  Information and communication technologies  >  Data processing  >  Algorithms
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Classroom ideas: exploring digital technologies through shopping: years 3-6

This PDF demonstrates how using concepts derived from age-appropriate content, combined with multiple points of entry to and exit from a shopping-related task might remove barriers to learning. Students engage in purposeful and authentic open-ended explorations that require critical and creative thinking and incorporate ...

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Books for exploring Digital Technologies concepts

This PDF provides a list of suggested books or similar that identify and discuss key concepts, key ideas and related ways of thinking about Digital Technologies.

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Scratch 3.0 tutorial

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.

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Voskoglou & Buckley review: Problem solving and computational thinking

This article explores the relationship between computational and critical thinking as it applies to solving technological problems. Research evidence derived from classroom experiments strongly suggests that using computers to solve problems enhances students’ abilities in solving real-world problems involving mathematical ...

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Australian Curriculum: Digital Technologies years 3-4 Digital Systems sample assessment task: Cooling the school

This document provides a scaffold to teach and assess students’ understanding of how digital systems can be used to monitor and collect information used for mapping and making judgements about the environment. Students record information using digital systems to investigate a school need, then design solutions to improve ...

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Makey Makey interactive poster: years 3-4

This PDF provides instructions for students to create an interactive poster using a Makey Makey and the visual programming language Scratch. A Makey Makey is an electronic circuit board, which, when connected to a computer, allows everyday objects to function as keyboards.

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Australian Curriculum: Digital Technologies Years 3–4 assessment task: Living and non-living things booklet

This PDF is a booklet that accompanies the years 3-4 assessment task, Classifying living and non-living things.

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Mossman State School

Mossman State School is a government school located in Mossman, Queensland, on the Traditional Lands of the Kuku Yalanji Peoples. Beth Claydon is the curriculum officer who works directly with the school to support the implementation of the Australian Curriculum: Digital Technologies. Teachers at the school have chosen ...

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Mossman State School – Project proposal

This PDF outlines Mossman State School's proposal to participate in the Digital Technologies in Focus project.

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Australian Curriculum: Digital Technologies: years 3-4

This PDF provides a line of sight from content descriptions to achievement standards.

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Teaching and supporting project management in the F-6 classroom

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.

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Follow and create algorithms: Year 3 – planning tool

This planning resource for Year 3 is for the topic of Follow and create algorithms. Students create and follow algorithms involving a short sequence of steps to generate number patterns. They use digital tools such as spreadsheets and calculators to explore algorithms with larger sets of numbers. Students identify any patterns ...

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Fun projects with language translation

Natural language processing is growing in importance. We often converse with automatic chatbots for customer service without even knowing. We also use online translation services or mobile apps. But how do these services work? Is there artificial intelligence (AI) in them? Three projects are offered to cater for student ...

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The wizard of Ozo

Using OzoBots students move an Ozobot about a map with coordinates. This lesson idea was created by Ben Jucius.

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Have fun with flowcharts

Create a flowchart to represent a sequence of (branching) steps and decisions needed to solve a mathematical problem.

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Take a LEGO building challenge

In pairs, explore giving and following a sequence of steps and decisions to build a LEGO® toy.

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ACARA sample assessment task: years 3-4: Classifying living or non-living things

This resource provides strategies for assessing aspects of the Digital Technologies subject in the Australian Curriculum that relate to data using contexts from other learning areas and General Capabilities, including Science, Mathematics, Numeracy and Literacy. The resource includes an assessment planner and rubric, as ...

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Design a quiz - Convicts: crime and punishment

Students design and create a simple game/quiz to demonstrate convict crimes and punishments.

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Sphero and the chocolate factory

This activity allows students to use the visual programming software Lightning Lab to control Sphero to act out the role of a fictional character. This activity uses Charlie and the Chocolate Factory by Roald Dahl as an example. This lesson idea was created by Steven Payne.

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Computer Science Fundamentals

This curriculum provides a teacher guidebook for implementing lessons, with learning and teaching activities, content, printable worksheets and some assessment lessons.