F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This PDF provides activities in which students identify features of digital systems, and create models to demonstrate their operations. Students are encouraged to demonstrate their understanding of Domain Name Servers (DNS), routing, and transmission control and internet protocols (TCP/IP).
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.
This video provides suggestions for ways in which Digital Technologies can be used to develop students' learning in the Numeracy Learning Progression.
This PDF provides a sequence of activities that allow students to view and create planning templates and algorithms when making 'Choose Your Own Adventure' stories. Older students can use the visual programming language Scratch to build their stories.
This PDF demonstrates how using concepts derived from age-appropriate content, combined with multiple points of entry to and exit from a shopping-related task might remove barriers to learning. Students engage in purposeful and authentic open-ended explorations that require critical and creative thinking and incorporate ...
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 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 and visual programming.
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 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 set of printable cards describe ways in which computational thinking can be applied when carrying out simple everyday tasks.
The Digital systems presentation materials to support the assessment task provides a scaffold to teach about and assess students’ understanding of how digital systems can be used to collect data about the school environment. Students are guided to use digital systems such as photo apps on digital devices and online maps ...
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 ...
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.
This is the third 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 generate and use random numbers.
This PDF provides suggestions for organising and classifying discrete items according to different criteria, for example, shape, size, colour and type, and prompts students to identify ways in which school resources have been classified.
This PDF provides a line of sight from content descriptions to achievement standards.
This PDF outlines a way in which students can use micro:bits and magnets to create and program metal detectors.
This PDF provides suggestions for introducing students to algorithms by sequencing words, images and actions.
This resource comprises two activities that allow students to explore the concept of chance in Mathematics. Students use computational thinking while using a micro:bit as a digital system to generate and collect data. Students implement programs involving branching and iteration in visual and general-purpose programming languages.
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.