F-10 Curriculum (V8)
F-10 Curriculum (V9)
Tools and resources
Related links
Your search returned 53 results
This is a comprehensive education package based on of the world's most exciting ecological restoration projects that is happening right now in Western Australia! It features interactive virtual tours, 3D skulls, videos, real-action inquiry projects, research projects, native animal educational card games and activities, ...
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.
Browse assessment resources.
This sample assessment task has been prepared to assist teachers with the implementation of the Australian Curriculum: Digital Technologies, with a particular focus on data. It shows how aspects of the Digital Technologies curriculum related to data can be assessed using contexts from other learning areas and subjects. ...
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.
Compare algorithms designed to complete the same task, and evaluate each for efficiency.
Create a model using snap blocks 1 block high and create a code so someone else can build your model.
Retell a known nursery rhyme using ScratchJr to create an interactive animation.
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 ...
Explore the concept of sequencing steps, using Bee-Bots to measure length.
Order images to show a sequence of personal events or milestones such as birth, first tooth, beginning to crawl.
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.
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.
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.
Use the slide sorter function to arrange a set of presentation slides in correct sequence to retell a fairytale.
Students are introduced to Ozobot and how drawing lines and colour codes can control it. This lesson allows students to experiment with different lines and codes to create a path for Ozobot to follow. This lesson idea was created by Steven Payne.
In this activity, students learn about digital systems and how a circuit works using the Makey Makey toolkit. They sort conductive and nonconductive items into groups using an experimental approach. This lesson idea was created by Rebecca Vivian.
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 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.
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.