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South Kalgoorlie Primary School – Final report

This report provides details of South Kalgoorlie Primary School's participation in the Digital Technologies in Focus project, including a Research question, criteria for success, data collection, resources, challenges, milestones and next steps.

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Newsletter – June 2021

This newsletter from the Digital Technologies in Focus project includes information about schools' projects, assessment tasks, artifical intelligence (AI), the Australian Curriculum, useful links, and resources.

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St Mary’s Primary School – PL ecosystem

This document illustrates the network of people and resources that make up St Mary's Primary School's Professional Learning ecosystem.

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St Mary’s Primary School – Final report

This report provides details of St Mary's Primary School's participation in the Digital Technologies in Focus project, including a Research question, criteria for success, data collection, resources, challenges, milestones and next steps.

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Newsletter – April 2018

This newsletter from the Digital Technologies in Focus project includes information about schools' projects, the Australian Curriculum and useful resources.

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Wodonga South Primary School – Timeline

This document presents the milestones in Wodonga South Primary School's participation in the Digital Technologies in Focus project.

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St Mary’s Primary School – Project proposal

This PDF outlines St Mary's Primary School's proposal to participate in the Digital Technologies in Focus project.

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Teaching and supporting project management in the F-6 classroom

This PDF gives educators an overview of what project management is and ideas on how they can implement project management skills in the F-6 classroom.

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Supporting Digital Technologies curriculum in schools

This PDF lists seven ways in which schools can support the Digital Technologies curriculum

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Growing healthy plants using natural pesticides

Plants are vulnerable to pests and diseases. This learning activity is designed for children to: understand how to cultivate healthy plants using organic gardening methods; look to natural ingredients as a solution to ridding plants of unwanted pests and diseases; and know how to make a natural pesticide and evaluate the ...

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Newsletter – December 2020

This newsletter from the Digital Technologies in Focus project includes information about schools' projects, assessment tasks, the Australian Curriculum, useful links, and resources.

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Newsletter – December 2018

This newsletter from the Digital Technologies in Focus project includes information about schools projects, the Australian Curriculum, and useful resources.

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Newsletter – December 2017

This newsletter from the Digital Technologies in Focus project includes information about schools' projects, the Australian Curriculum and useful resources.

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Visual to text coding: Lesson 3

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.

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Analysis of AI applications, drawing on ethical understandings

This lesson plan explores the ethical aspects of artificial intelligence and the implications on our future lives. This lesson was developed by the Digital Technologies Institute in collaboration with the DT Hub.

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Recognising AI

Use the tasks in this lesson to introduce concepts that underpin artificial intelligence (AI). The majority of the tasks are unplugged (do not require a digital device). Use the downloadable AI cards with your students to explore what they know about AI.

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Check out the checkout

This sequence of lessons explores how to incorporate user input, decision-making and loops in programming using the context of a shopping experience, particularly the checkout. It combines data in the form of a barcode and programming choices.

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Visual to text coding: Lesson 7

This is the seventh 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 iteration (also called loops).

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User interface design: Controllers for all

In this lesson, students design and implement a new user-interface that allows a user to interact with a digital program. This lesson idea was created by Rebecca Vivian.

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I am an inventor lesson

In this lesson, students explore the life, work and times of Rube Goldberg. The lesson uses Rube Goldberg’s work to teach students about simple machines, how they function and their design principles. Working in groups, the students then design and create a Rube Goldberg machine that can complete a simple task. Students ...