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Audio

Green Hill Public School – Podcast

This podcast includes information about the aims, challenges, insights and accomplishments of Green Hill Public School's participation in the Digital Technologies in Focus project.

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Faith Lutheran School

Faith Lutheran College is a secondary co-educational independent school in Plainland, Queensland. It has more than 700 students and was established in 1999. Sarah Atkins is the curriculum officer who works with the school to support implementation of the Australian Curriculum: Digital Technologies. Teachers at the school ...

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St Mary’s Primary School – Timeline

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

Audio

Faith Lutheran College – Podcast

This podcast includes information about the aims, challenges, insights and accomplishments of Faith Lutheran College's participation in the Digital Technologies in Focus project.

Text

Australian Curriculum: Digital Technologies Years 7-8 Sample Assessment Task: Digital Systems

The Years 7-8 assessment task focuses on digital systems (integrating Digital Technologies and Science). The digital systems assessment task provides a scaffold to teach about and assess students’ understanding of how digital systems can be used to monitor the classroom learning environment. learn how to create environmental ...

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Professional learning workshops

This webpage provides details of ten workshops that focus on understanding and implementing the Australian Curriculum: Digital Technologies. The workshops are provided for Digital Technologies in Focus project schools and, where possible, schools not involved in the project.

Online

Bee Bot Balloon Pop

During this lesson, students will be required to consider the functions of the Bee-Bot and how a user can interact with this device. Students are asked to design a course challenge for another user which will result in the Bee-Bot, with a pin attached, reversing into a balloon to pop it. This lesson idea was created by ...

Online

Pencil code program: Chaos game

The ‘chaos game’ is a way to see how patterns can result from certain random events. Use this program to run the chaos game, randomly moving the turtle to create a pattern. Have students analyse or fill in or change parts of the pencil code program.

Online

Level Up: Game design

This unit of work is intended to teach years 9–10 students basic programming, using general purpose programming language.

Assessment

Network infographic

Throughout the lesson sequence, students keep and maintain a reflection log with key content to inform the development of an infographic.

Online

Design a flag with Pencil Code

Design your own Australian flag by firstly examining common elements of flags, creating a step by step process (algorithm) to program your design after exploring a ‘block-based’ turtle drawing program such as Pencil Code.

Downloadable

Make your own microbit seismometer instructions and classroom activities

This 12 page guide explains how to set up a micro:bit as a mini seismometer that will detect shaking, and how to collect and display the data. The guide also includes classroom-ready activities on how to introduce and explore vibrations and earthquake monitoring.

Online

Solar energy installations

This lesson uses data about solar energy installations to investigate data analysis. The dataset shows how many solar systems were installed, in each postcode, from 2001 to 2016. It is a useful way to understand how to explore and characterise datasets as well as to explore the use of data in the media. This lesson was ...

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Physical world – design and production investigation

In this lesson sequence, students work in pairs to explore how light energy from the sun is converted to heat energy to cook food using a solar oven. They investigate types of solar oven designs while exploring materials that are the most efficient in achieving heat absorption and insulation. Students collect, analyse ...

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Living world – Stage 2

In this lesson sequence, students identify characteristics of living things and distinguish living things from non-living things. They identify and describe patterns and understand how scientists use external features to group living and non-living things. Students describe and follow a sequence of steps involving decisions ...

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Living world – Stage 1

In this lesson sequence, students focus on the observable features of living things and their environment. Students follow and represent sequences of steps and decisions (algorithms) to solve problems.

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Living world – ES1

In this lesson sequence, students learn about the characteristics and needs of living things. They recognise that living things have basic needs including air, food and water. Students apply their learning by investigating the growth of a living thing.

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The maths behind RGB images

In this lesson, students explore the RGB (Red, Green, Blue) colour model commonly used in digital imaging and display systems. They learn how each colour in the RGB model is represented by 8 bits and understand why there are 256 color intensities for each channel. Students will represent the 8 bits using their mathematical ...

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Algorithms: Ngarrindjeri weaving

In this lesson, students will practise breaking down a process into smaller parts or steps as an introduction to computational thinking.

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Algorithms for First Nations Australian games

In this lesson, we explore algorithms and how they can be used to provide instructions to play a First Nations Australian instructive game. We also learn about aspects of First Nations cultures.