F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This PDF comprises four worksheets that allow students to observe, investigate, manipulate and program simple line-following robots (Ozobots), engaging in the computational thinking process while working with data.
This PDF provides a line of sight from content descriptions to achievement standards.
This article explores the concept of computational thinking within computer science learning and in relation to other learning areas. The authors assert that because of its focus on analysis, computational thinking is not only suitable for computation but also the development of systems-based on computation.
This video provides suggestions for ways in which Digital Technologies can be used to develop students' learning in the Literacy and Numeracy Learning Progressions.
This PDF uses colour coding to provide a line of sight between key concepts, content descriptions and achievement standards in the Digital Technologies subject in the Australian Curriculum.
Russell Scott, Co-Founder of multimedia design company Vortals, demonstrates some of the ways he teaches students about augmented reality, virtual reality, 2D, 3D and game design.
This PDF provides activities for collecting, analysing and representing data about litter in the local community. It prompts students to consider the implications of rubbish in the local environment, and suggests actions students can take in order to reduce litter.
This video provides an introduction to the ways in which Digital Technologies can be used to develop students' learning in the Numeracy Learning Progression.
This tutorial provides detailed instructions to support the learning of Python, a general purpose programming language. The tutorial is designed for educators who are learning to use Python.
This planning resource for Year 4 is for the topic of Follow and create algorithms. Students create and follow algorithms involving a sequence of steps and decisions to generate number patterns involving addition or multiplication. They analyse the patterns generated and describe and explain them.
This PDF provides a sequence of activities in which students create algorithms to measure the time taken for a vehicle to travel from a starting line to a finish line. Students connect micro:bits and laser receiver sensors to measure time, then create programs to undertake the timing using visual and general-purpose programming.
This video takes viewers through the transition from visual programming (block-based environments) to general-purpose programming (text based environments). It guides teachers as they assist students to move from block-based programming used in primary schools to general-purpose programming languages used in secondary schools.
This document provides a scaffold to teach and assess students’ understanding of how digital systems can be used to monitor and collect information used for mapping and making judgements about the environment. Students record information using digital systems to investigate a school need, then design solutions to improve ...
In this video, Professor Tim Bell discusses helpful ways of understanding and teaching computational thinking, a key idea of the Australian Curriculum: Technologies.
This is the fourth 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.
Investigate home automation systems, including those powered by artificial intelligence (AI) with speech recognition capability. These suggested activities provide a level of differentiation to cater for students’ range of programming skills. They were developed in collaboration with the Digital Technologies Institute.
Sometimes we write and post things on social media in a hurry. Such posts can hurt people and even make them feel bullied. Wouldn't it be great if an Artificial Intelligence application could check our posts as we write them, and warn us if they were potentially hurtful?
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 ...