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Beautiful biomes

In this lesson students learn the features of the five main biomes, and use ClassVR headsets and CoSpaces to design and create a virtual biome to explore. They research and identify the features of a biome and then create their own virtual environment. The resource explores the human impacts on biodiversity and explore ...

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Computational thinking poster

This infographic provides an overview overview of the concepts related to computational thinking.

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St Mary’s Primary School – Timeline

This document presents the milestones in St Mary's Primary School's participation in the Digital Technologies in Focus project.

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St James Catholic College – Timeline

This document presents the milestones in St James Catholic College's participation in the Digital Technologies in Focus project.

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DTiF Project report

The Leading Curriculum Change Using an Ecosystem Approach: Digital Technologies in focus: Supporting implementation of Digital Technologies evaluation report (June 2021) reports on ACARA’s National Innovation and Science Agenda funded project for the period June 2016 to June 2021. This report is highly relevant to those ...

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Tutorial: Scratch

This tutorial provides step-by-step instructions to support the learning of Scratch, a visual programming language that uses graphic elements rather than just text to translate logic. The tutorial is designed for educators who are learning to use Scratch.

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Wodonga South Primary School – Timeline

This document presents the milestones in Wodonga South Primary School's participation in the Digital Technologies in Focus project.

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Literature reviews: what, why and how

This PowerPoint explains the benefits and techniques of literature reviews.

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St Mary’s Primary School – PL ecosystem

This document illustrates the network of people and resources that make up St Mary's Primary School's Professional Learning ecosystem.

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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 11

This is the eleventh in a series of lessons to transition from visual coding to text-based coding with a General Purpose Programming language. It builds on the coding concept of functions. With the addition of parameters, functions allow the programmer to adapt their reusable code’s behaviour, tapping into the Computational ...

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Visual to text coding: Lesson 6

This is the sixth 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 builds on the previous introduction to arrays (also called lists) and brings in the length property.

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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: Lesson 2

This is the second 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 make decisions (branching) and identify data types.

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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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Visual to text coding: Index page

This lesson sequence provides a bridge between visual coding (eg. Scratch) and General Purpose Programming languages (eg. Python or JavaScript). This resource is most suitable if you have never done General Purpose Programming and/or you benefit from slow-paced, step-by-step video tutorials.

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Introduction to binary - catering for vision impaired students

This sequence of lessons focuses on what a binary number is, what a decimal number is, why binary numbers are important in digital systems and how to read and understand a binary number.

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When I post something online how permanent is it?

Students engage in a photo rip up activity to emphasize the permanency of online information, they explore factor trees, doubling and line graphs through the lens of sharing information, and they collaboratively develop a set of protocols around sharing information online.

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AI and image recognition

This lesson builds on How can an AI recognise what is sees? It focuses on image recognition that involves feature extraction, object detection and classification, and introduces the idea that computers store and use data using 0s and 1s.

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User interface design: Controllers for all

In this lesson, students design and implement a new user-interface that allows a user to interact with a digital program. This lesson idea was created by Rebecca Vivian.