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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.

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Symmetry Year 4 - Calculate

This activity is about symmetry and transformations. The aim is for students not simply find solutions but to think about a way to record their discoveries in a systematic way. How can students share their thinking and compare their answers to someone else?

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Catch the Moon - Calculate

This game applies students' knowledge of location on a grid and practises directional language. Students develop a strategy to make effective moves, using two dice, counters and a 10 by 10 grid.

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How Full Is a Bucket? - Calculate

This team-based game challenges students to use metric units of volume and to make capacity estimates for various containers.

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How can I develop a wide range of skills while moving? – Stage 2

In this unit students develop a wide range of skills including running, jumping and throwing using a wide range of activity styles, including an inquiry-based approach. Students make connections to how these skills may transfer to other movement activities including a school-based athletics carnival. They apply this knowledge ...

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Work sample Year 3 - 4 Chinese Second-Language Learner Pathway: Chinese dictionary

This work sample demonstrates evidence of student learning in relation to aspects of the achievement standards for Year 3 and 4 Chinese dictionary. The primary purpose for the work sample is to demonstrate the standard, so the focus is on what is evident in the sample not how it was created. The sample is an authentic ...

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Subtraction Strategies - Calculate

This game gives students opportunities to practice subtraction skills and to learn subtraction strategies, including the jump strategy, the split (or partition) strategy, compensation and the count-up to strategy (sometimes called the Shopkeeper’s method).

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Subtraction Year 3 & 4 - Calculate

This activity is designed to encourage students to develop and explain different strategies to solve subtraction problems.

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ROWCO - Calculate

ROWCO is a card game that will help students practice their addition facts while playing an engaging strategy game.

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Work sample Year 3 – 4 Japanese: Body language role play

This work sample demonstrates evidence of student learning in relation to aspects of the achievement standards for Year 3 - 4: Body language role play. The primary purpose for the work sample is to demonstrate the standard, so the focus is on what is evident in the sample not how it was created. The sample is an authentic ...

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Dirk Hartog 1616 – 2016: A Resource for Year 3 and 4 History Teaching

This resource uses the story of Dirk Hartog, in the context of the Dutch East India Company and journeys to the Spice Islands, to develop historical inquiry skills as well as sequencing and use of historical terms. A shorter resource has also been included to support Year 3 teachers to explore the significance of Hartog's ...

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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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Australian Curriculum: Digital Technologies Years F-6 achievement standards and aligned content descriptions on a page

This PDF presents content descriptions and achievement standards for the Digital Technologies subject in the Australian Curriculum

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Biosecurity surveillance at school

This activity outlines the process to undertake a biosecurity surveillance of a school environment. The teacher guide, slides and student sheets identify some invasive pests that represent a threat to NSW agriculture including cane toads, fire ants and exotic bees. The activity could be adapted for other locations.

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Kim review: Systems thinking

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.

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Classroom ideas: exploring digital technologies through shopping: years 3-6

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 ...

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Lockwood & Mooney review: Computational thinking

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.

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Good teaching practice with Digital Technologies

This PDF lists seven characteristics of good teaching practice in the Digital Technologies curriculum.

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School stories

This webpage provides users with a menu of schools whose experiences with Digital Technologies are described in detail.

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Faith Lutheran College – Timeline

This document presents the milestones in Faith Lutheran College's participation in the Digital Technologies in Focus project.