F-10 Curriculum (V8)
F-10 Curriculum (V9)
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Embark on an exhilarating virtual adventure that will ignite young minds and equip them for the digital frontier. The Questacon Cyber Castle Challenge is a FREE Minecraft: Education game and resources to engage students in cyber security concepts and skills of the future.
This unit of work is intended to teach years 9–10 students basic programming, using general purpose programming language.
This PDF suggests board and card games that are useful for exploring Digital Technologies key concepts and key ideas.
This lesson will explore how to program the Sphero using functions and show the benefits of decomposing the behaviour of the Sphero into functions, instead of writing line by line repeated behaviours. This lesson idea was created by Celia Coffa.
Students create algorithms with a condition that tells the computer to repeat a sequence of instructions.
In this second of two lessons, students create a visual representation of the data collected and recorded while playing a First Nations Australian children’s instructive game of throwing skill called Kolap.
In this unit students develop skills through participation in a range of rhythmic and expressive activities. Students use the elements of composition to create and perform compositions and sequences and identify the relevant components of fitness.
In this first of two lessons, students investigate and play a First Nations Australian children’s instructive game of throwing skill called Kolap. They collect and represent data, and discuss their findings.
This sequence of lessons integrates game design using scratch and a Makey Makey programming board.
In this unit students develop a wide range of skills including running, jumping and throwing using a wide range of activity styles, including an inquiry-based approach. Students make connections to how these skills may transfer to other movement activities including a school-based athletics carnival. They apply this knowledge ...
In this lesson, we explore algorithms and how they can be used to provide instructions to play a First Nations Australian instructive game. We also learn about aspects of First Nations cultures.
In this unit students will learn and refine fundamental movement skills in a range of game contexts. Students will participate in a variety of movement activities to demonstrate and enhance body control, body awareness, object manipulation, anticipation and timing. Students will participate in competitive and non-competitive, ...
The cards include a variety of games designed to develop the skills of a range of sports and to encourage children to have fun and get active by focusing on skills not drills. The activities are based on the Game Sense approach, with the objective to develop in school-aged children a love of physical activity that will ...
Make the images and objects in your project change colour when they are clicked!
Grab a deck of cards and a bunch of friends and create your own card game. What sort of rules will you decide on? Get a pen and some paper out and brainstorm some possibilities. You might decide on something like 'If I draw a red card, I get a point' and 'If I draw a black card, you get a point.' What other rules can you ...
This collection of interactive and printable resources introduces ways of expressing simple likes and dislikes using 'mi piace' or 'non mi piace' and the core question 'Che cosa ti piace?' It focuses on hobbies, sports and simple everyday activities to contextualise questions and answers. Translations, solutions and hints ...
Make your Sprite look its best by learning how to change its costume.
Spinning balls or tops of various kinds were used as an amusement by Aboriginal people in most parts of Australia and by Torres Strait Islanders. The spin-ball used in the northwest central districts of Queensland was a round ball of about 2 to 3 centimetres in diameter. It was made of lime, ashes, sand, clay and sometimes ...