F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This set of printable cards provides definitions of six aspects of computational thinking.
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 tutorial provides step-by-step instructions to support the learning of Scratch, a visual programming language. The tutorial is designed for educators who would like to learn how to use Scratch.
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 an introduction to the ways in which Digital Technologies can be used to develop students' learning in the Numeracy Learning Progression.
There is also a series of units comprising learning activities, paired with assessment activities and templates that can be used to support use of the Scratch (MIT) platform. The Scratch Creative Computing Guide supports assessment activities with visual programming environments.
This article explores the types of systems in our world, their characteristics and how our behaviour can initiate and respond to changes in their performance. The author differentiates between systems thinking and a system and elaborates on those factors that contribute to systemic behaviour.
Browse assessment resources.
Andrew Harris from the Hagley Farm School in Tasmania shares ways in which the school is teaching Digital Technologies and its meaningful use in agriculture . For example, Andrew provides examples of ways students learn about digital systems and data collection.
This video provides an overview of computational thinking and how it can be taught in the context of other learning areas.
In this video, Professor Tim Bell discusses helpful ways of understanding and teaching computational thinking, a key idea of the Australian Curriculum: Technologies.
Dr Michelle Ellis gives a demonstration of the Edith Cowan University Makerspace visual and general-purpose programming environment. She also shows a range of materials to support the implementation of the Australian Curriculum: Digital Technologies. This includes teaching resources and lesson plans.
This article explores the relationship between computational and critical thinking as it applies to solving technological problems. Research evidence derived from classroom experiments strongly suggests that using computers to solve problems enhances students’ abilities in solving real-world problems involving mathematical ...
Nathan Alison from Digital Learning and Teaching Victoria (DLTV) explains what systems thinking is and how it is used in the context of Digital Technologies. Nathan explains what we need to consider when teaching digital systems, covering topics such as networks, hardware and software protocols, people and processes.
This infographic provides an overview overview of the concepts related to computational thinking.
This PDF provides a list of suggested books or similar that identify and discuss key concepts, key ideas and related ways of thinking about Digital Technologies.
Paul Mead, from STEM education provider She Maps, discusses unconscious bias in young students and how She Maps is spreading the word about women who work with technologies in the field. He discusses digital systems and explains how geospatial systems and geographical information systems are used to collect, analyse and ...
This comprises a collection of sample activities that incorporate visual programming (Scratch) into teaching and learning programs. They show the possibilities Scratch offers for integration. The projects are incomplete and are designed to be used as samples for inspiration or modification by teachers.
This tutorial shows ways in which environmental factors such as lighting and temperature can be measured and improved using micro:bits and sensor boards, and programmed using pseudocode, visual programming and general-purpose programming.