F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This PDF lists seven characteristics of good teaching practice in the Digital Technologies curriculum.
This video provides suggestions for ways in which Digital Technologies can be used to develop students' learning in the Literacy and Numeracy Learning Progressions.
This newsletter from the Digital Technologies in Focus project includes information about schools' projects, assessment tasks, artifical intelligence (AI), the Australian Curriculum, useful links, and resources.
This newsletter from the Digital Technologies in Focus project includes information about an On Country staff development day with Leonara District High School, cybersecurity, the Australian Curriculum, and useful resources.
This webpage provides users with a menu of schools whose experiences with Digital Technologies are described in detail.
This document presents the milestones in Faith Lutheran College's participation in the Digital Technologies in Focus project.
This podcast includes information about the aims, challenges, insights and accomplishments of Mossman State School's participation in the Digital Technologies in Focus project.
This video explains the progress that Wodonga South Primary School has made in the Digital Technologies in Focus project. It is the second in a series of four.
In this lesson students use BeeBots and Scratch Junior to synthesize what they know about Bees and are introduced to mapping concepts. This lesson idea was created by Karen Butler.
Students explore a sequence of steps using Bee-Bots in the context of familiar narratives. They navigate a Bee-Bot to events within the story, first as a whole class and then in small groups. This activity can be integrated with English and the exploration of narratives. This lesson idea was created by Rebecca Vivian.
Browse assessment resources.
Play a skip counting game where students program the Bee-Bot to stop at multiples of a set number, eg 2, 4, 5, 10 on a number grid.
Retell a known nursery rhyme using ScratchJr to create an interactive animation.
Find resources related to developing a positive digital footprint, helping students discern the difference in being online and offline, methods of protecting passwords and identity, and strategies for socialising safely.
This lesson provides an opportunity to incorporate representation of data using a relevant context being studied in the classroom. Students represent an object using a line drawing, focusing on the features of the object that enable it to be easily recognised. Students experiment with creating representations using an AI ...
Students are introduced to Sphero and its main features – direction, speed and colour. This lesson allows students to experiment through playing with Sphero and controlling it with the Sphero app. This lesson idea was created by Steven Payne.
A glyph is a pictorial representation of data, in this case, to be presented as a digital artwork. The task caters for students at different levels. Teachers use the checklist provided to assess students and record observations.
Collect data on the biodiversity in garden beds around your school to measure the biodiversity (that is the different types of plants and animals). Explore ways to represent and present data. This lesson was devised by Linda McIver, Australian Data Science Education Institute.
Retell the story of the Three Little pigs using a light sensing robot such as Ozobot.
Students are introduced to the Bee-Bot as a robotic device. They learn about what the Bee-Bot is, the functions and how the Bee-Bot can be used for specific purposes. They learn how to develop a sequence of steps for the Bee-Bot to follow. This lesson idea was created by Rebecca Vivian.