F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This MoneySmart web page is designed to enable teachers to get the most out of ASIC's MoneySmart Teaching program and resources. It guides teachers on where to find information on being a MoneySmart teacher, professional development for teachers, primary and secondary teaching resources, and tips and tools to help with ...
The Koorie Cross-Curricular Protocols for Victorian Government Schools are applicable to schools intending to develop activities that involve the use of Koorie cultural expressions, including stories, songs, instrumental music, dances, plays, ceremonies, rituals, performances, symbols, drawings, designs, paintings, poetry, ...
This is a website to help teachers implement an Education for Sustainability (EfS) approach in their professional practice. The multi-layered site is organised into five main sections. The first (Steps) identifies four key EfS contexts and provides support for each, including 11 case studies and five teacher profiles that ...
Create a flowchart to represent a sequence of (branching) steps and decisions needed to solve a mathematical problem.
Create a game board where the player is provided with a number of decisions. Using Scratch and Makey Makey, students add multimodal elements to the story. These elements are activated using an Ozobot.
In this lesson sequence students survey and collect data concerning what is brought to school each day and subsequently becomes rubbish. They then use Excel to represent that data in a variety of different ways.
In this sequence of lessons, students design a sequence of steps for others to follow. They convey their instructions to peers and evaluate the work of others to determine if the outcome was successful.
In this lesson sequence students use Excel to represent data in a variety of ways.
In this sequence of lessons students explore different types of peripherals used every day in order to identify the data transmitted. A peripheral is an auxiliary device such as a computer mouse or keyboard that connects to and works with a device in some way.
This lesson is an introduction to the way in which a computer sees. It focuses on image recognition that involves feature extraction, object detection and classification. This lesson was developed in collaboration with Dr Karsten Schulz, Digital Technologies Institute.
We can program a computer to play music. Conventionally this is done by hard coding, which is the process of coding all possible expected behaviours. Alternatively, we can train an artificial intelligence (AI) computer about what notes go well with others, so it can play a duet with a human musician. Students can make their ...
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 ...
Discuss emotions as a class, and introduce the idea of artificial intelligence (AI). This lesson can also be used to introduce image classification – a key application of AI. Developed in collaboration with Digital Technologies Institute.
Use this assessment task to explore data collection, analysis and presentation.
In pairs, explore giving and following a sequence of steps and decisions to build a LEGO® toy.
The soil moisture sensor project integrates science understandings and computational thinking to solve a problem about sustainable watering practices. This lesson was devised by Trudy Ward, Clarendon Vale Primary School, Tasmania.
Students design and create a simple game/quiz to demonstrate convict crimes and punishments.
Students are introduced to Ozoblockly and basic programming concepts. Using Ozoblockly, students program Ozobot to follow a path and travel through a maze that they have created. This lesson idea was created by Steven Payne.
Using OzoBots students move an Ozobot about a map with coordinates. This lesson idea was created by Ben Jucius.
Create a computer program to learn a traditional Aboriginal or Torres Strait Islander language.