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Habits of a Systems Thinker

This lesson introduces some of the skills and concepts involved with Systems Thinking. Students are introduced to a number of Habits of a System Thinker, positive and negative feedback loops and the concept of supra- and subsystems.

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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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Focus on China: Cross Curriculum Connections in Secondary Schools

Ideas and resources that connect the learning of Chinese language with other learning areas.

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Building a virtual tour about Uluru

In this lesson, students create a 360 educational Google Tour about Uluru and the Aboriginal peoples who are the traditional owners of the land.

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Newsletter – July 2019

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.

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Coding for GUIs Lesson 1: Structure, style and function

This is the first in a series of lessons 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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Visual to text coding: Lesson 5

This is the fifth in a series of lessons to transition from visual coding to text-based coding with a general purpose programming language. This lesson may take two to three 45-minute periods. It introduces how to create and use arrays (also called lists).

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Visual to text coding: Setting Up

This series of lessons is to help students to transition from visual coding to text-based coding with a general-purpose programming language. This section provides guidance on how to set-up the particular programming environment including Scratch, Python and JavaScript.

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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.

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Find advice as to how to help your students learn to creatively critique each other's work

Find advice as to how to help your students learn to creatively critique each other's work. The resource includes useful questions that can be used as a structure for critique and review.

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Risks, gambling and reducing harm

In this lesson, students explore the risks of gambling by creating a risk matrix to compare gambling to risk-taking behaviours. Following this, students work together to explore the facets of gambling and activities that can be considered gambling. The lesson is outlined in detail including NSW curriculum links, learning ...

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Cartooning Political and Social Issues

In this lesson, students will examine the role of cartoons play in presenting viewpoints about political or social issues. Students gather and organize information about a current or past issue and analyze the different sides. They plan, design, and illustrate a political cartoon that presents a position on a political ...

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Graphs: formulas and variables

In this lesson, students use algebra and linear equations to model two real-world scenarios to find information to make the best choice. Students set the aim of saving for a mobile phone (or similar goal) and use linear equations to model the pay rates of two part-time jobs to help make the better decision. This lesson ...

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DT Challenge - 7/8 Python - Sport Micro:Bit

Use Python to program a micro:bit for sport! Get excited about coding even if you have no experience. You'll use the Python language to write your own programs, and make interactive games and tools to improve your health.

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Coding for GUIs Lesson 2: Controls for input

This is the second in a series of lessons to incorporate graphical user interfaces (GUIs) into your general-purpose programming. The series follows on from the Visual To Text Coding lesson series.

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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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Visual to text coding: Lesson 9

This is the ninth in a series of lessons to transition from visual coding to text-based coding with a General Purpose Programming language. This lesson may take two to three 45-minute periods. It explores creating powerful programs for managing and analysing data, by combining the previous skills of using loops and working ...

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AI quiz

This lesson provides an opportunity for students to draw on their ethical understanding when asked to respond to different scenarios. The scenarios feature information systems that incorporate an AI application. Students are given four options to select which one they believe to be the ‘right’ thing to do. Students develop ...

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Coding for GUIs Lesson 5: GUIfy my program!

This is the fifth in a series of lessons to incorporate Graphical User Interfaces (GUIs) into your General Purpose Programming. The series follows on from the Visual To Text Coding lesson series.

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Gambling support and services

In this lesson, students practise and apply skills and strategies to seek help for themselves and others through discussing a range of gambling-related scenarios. Students apply empathy, focussing on solutions and identifying services available to support people experiencing gambling harm. The lesson is outlined in detail ...