F-10 Curriculum (V8)
F-10 Curriculum (V9)
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In this sequence of lessons students conduct a simple survey to collect, organise and present data. In doing so, they demonstrate their understanding of how to use patterns to represent data symbolically.
This app is made to be used in conjunction with the TTS floor robot, Blue-Bot. Write an algorithm and Blue-bot follows your instructions. Learn how to code using directional language. Free when reviewed on 12/5/2015.
In this lesson sequence, students use big data sets and school surveys, to design (and as an extension activity, make) a new digital communication solution for the school.
Learn programming skills by animating characters in the puzzle levels. Use your new programming skills to create interactions between characters in the 'toy box' area. Free when reviewed on 12/5/2015.
This MoneySmart web page is designed to enable teachers to get the most out of ASIC's MoneySmart Teaching program and resources. It guides teachers on where to find information on being a MoneySmart teacher, professional development for teachers, primary and secondary teaching resources, and tips and tools to help with ...
In this sequence students implement a digital solution for a maths quiz. They test and assess how well it works.
This is a website to help teachers implement an Education for Sustainability (EfS) approach in their professional practice. The multi-layered site is organised into five main sections. The first (Steps) identifies four key EfS contexts and provides support for each, including 11 case studies and five teacher profiles that ...
In this sequence of lessons, use a game to explore the nature of personal information, how data can be recorded to reflect individual identity and how students might protect their personal information.
Find resources teaching students about copyright and plagiarism, support for efficient online search skills, and resources about digital privacy.
This set of printable cards provides definitions of six aspects of computational thinking.
This resource provides strategies for assessing students' ability to interpret, process, analyse and represent data using spreadsheets, pivot tables, plotting data and scripting activities. A link to a data set from a koala hospital provides extensive data for students to use. The resource includes maps, graphs and charts, ...
This resource provides activities in which students collect, represent and interpret data about the fruit and vegetables they bring to school.
This PDF provides suggestions for introducing students to algorithms by sequencing words, images and actions.
This PDF provides activities for collecting, analysing and representing data about litter in the local community. It prompts students to consider the implications of rubbish in the local environment, and suggests actions students can take in order to reduce litter.
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 tutorial provides detailed instructions to support the learning of Python, a general purpose programming language. The tutorial is designed for educators who are learning to use Python.
This PDF provides a sequence of activities in which students create algorithms to measure the time taken for a vehicle to travel from a starting line to a finish line. Students connect micro:bits and laser receiver sensors to measure time, then create programs to undertake the timing using visual and general-purpose programming.
This infographic provides an overview overview of the concepts related to computational thinking.
This PDF provides suggestions for teaching digital systems in the classroom. The resource includes useful links to websites that provide information about digital systems as well as relevant teaching and learning material.
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.