F-10 Curriculum (V8)
F-10 Curriculum (V9)
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In this lesson students engage in a hands-on exploration of local diversity. Students research and record local wildlife, learn about biodiversity in Australia, and conduct a ‘bush blitz’. They learn how to create dichotomous keys and translate their keys into a wildlife discovery app prototype. The resource includes links ...
Build a simple yet engaging game from the ground up, all within the free block coding program Scratch.Scratch is a browser-based open-source game engine free for anyone to use. Scratch uses block coding, meaning you can learn how to code us-ing pre-programmed blocks, rather than typing out long lines of code to create a ...
In this lesson students build a simple Pong game in Scratch and consider the physics involved in the game play. They then apply their understanding of force and motion to design their own video game concept. The resource includes links to downloadable lesson plan, websites, videos, apps and an assessment rubric. The lesson ...
Game Builder is an online resource for teachers and students making their very first videogame, and for those who have some experience already. There’s more to a good game than good code! As with most creative projects, success comes from good ideas and thorough preparation. This resource will take you through the building ...
This resource provides examples of ways Aboriginal and Torres Strait Islander Histories and Cultures can be integrated into Digital Technologies. Examples include 'classification and sorting data' and 'designing solutions'.
This PowerPoint presentation includes ideas for planning and developing action research projects to facilitate implementation of digital technologies.
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.
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.
This three-page document gives suggestions for selecting and organising Digital Technologies resources, including physical equipment, unplugged activities and online links. It includes a simple template that may be helpful in documenting these.
This document includes ideas for planning and developing action research projects to facilitate implementation of digital technologies.
This PowerPoint explains the benefits and techniques of literature reviews.
This article provides a literature review of how computational thinking fits into a school curriculum. The aim of the report is to provide educators with an overview of the current research in this field and the work that is being done in teaching computational thinking.
This PDF is an extensive report on the success of the Digital Technologies in Focus (DTiF) project, with a focus on curriculum and pedagogy and learning outcomes. The evaluation gathered qualitative data to create rich case study accounts of six schools' engagement in the project and its impacts and outcomes.
This newsletter from the Digital Technologies in Focus project includes information about schools' projects, workshops, computational thinking, the Australian Curriculum, and useful resources.
This newsletter from the Digital Technologies in Focus project includes information about schools' projects, the Australian Curriculum and useful resources.
This PDF provides a line of sight from content descriptions to achievement standards in the Digital Technologies subject in the Australian Curriculum.
This PDF assists teachers in thinking about when and how to introduce Digital Technologies discipline-specific vocabulary.
These matrices allow teachers to self-assess their ICT Capability and Digital Technologies proficiency. They include a notes section for teachers to plan future professional learning.
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.