F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This is a unit for Year 6 from the Scope and sequence resources from the DT Hub. The topic of creating a digital solution is organised into four key elements. Use this flow of activities to plan and assess students against the relevant achievement standards. Students follow the problem solving process to design and create ...
Learn programming skills by snapping together programming blocks. Make characters walk, jump, dance and sing. Add your own voice or modify your own characters and make your own interactive story. Free when reviewed on 12/5/2015.
This app is made to be used in conjunction with the TTS floor robot, Blue-Bot. Write an algorithm and Blue-bot follows your instructions. Learn how to code using directional language. Free when reviewed on 12/5/2015.
This learning object is designed around a series of videos with Lisa Shanahan, author, and Emma Quay, illustrator, including a reading experience of their collaborative work, Bear and Chook by the Sea. Taken as a whole, this sequence of lessons is a Stage 1 unit of work that results in students working in pairs to produce ...
In this lesson sequence, students use big data sets and school surveys, to design (and as an extension activity, make) a new digital communication solution for the school.
This is a unit for Year 5 from the Scope and sequence resources from the DT Hub. The topic of creating a digital solution is organised into four key elements. Use this flow of activities to plan and assess students against the relevant achievement standards. Students follow the problem solving process to design and create ...
This learning sequence Buzzing with Bee-Bots can be used to develop foundation skills in computational thinking and to develop an awareness of personal experiences using digital technologies. Students follow and describe a series of steps to program a floor robot. They plan a route to program a robot to follow a path and ...
Find out about Maker spaces. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.
In this sequence students implement a digital solution for a maths quiz. They test and assess how well it works.
This unit of work introduces students to the potential of digital technologies to manage and conserve water resources in Australian agriculture. It assumes that students and teachers have little or no prior programming experience and provides a series of introductory activities to build students' understanding of the basic ...
Find out about algorithms. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.
In this sequence of lessons students make a paper prototype of an eco-calculator to demonstrate human impact on the environment and suggest changes in behaviour. This is an unplugged activity with an opportunity to extend learning to create a digital solution using Scratch.
In this sequence students plan, create and edit a program that will ask maths questions that are harder or easier depending on user performance.
In this sequence of lessons, students design a sequence of steps for others to follow. They convey their instructions to peers and evaluate the work of others to determine if the outcome was successful.
Learn programming skills by animating characters in the puzzle levels. Use your new programming skills to create interactions between characters in the 'toy box' area. Free when reviewed on 12/5/2015.
This website provides teacher notes and student materials to introduce students to Alice, a object-oriented 3D programming environment designed specifically to engage students with computer programming using a story-telling context. The resources are provided in a downloadable zipped package that includes the free Java-based ...
This resource is a web page containing a sample flow chart. The flow chart shows multiple pathways depending on the answer to questions identified as a decision (diamond shape). A printable resource is also available to support the task. This resource is an activity from the NRICH website.