F-10 Curriculum (V8)
F-10 Curriculum (V9)
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In this lesson students learn the features of the five main biomes, and use ClassVR headsets and CoSpaces to design and create a virtual biome to explore. They research and identify the features of a biome and then create their own virtual environment. The resource explores the human impacts on biodiversity and explore ...
Students design and create a simple game/quiz to demonstrate convict crimes and punishments.
In this lesson, students will practise breaking down a process into smaller parts or steps as an introduction to computational thinking.
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.
Order images to show a sequence of personal events or milestones such as birth, first tooth, beginning to crawl.
In this sequence of lessons students make a paper prototype of an eco-calculator to demonstrate human impact on the environment and suggest changes in behaviour. This is an unplugged activity with an opportunity to extend learning to create a digital solution using Scratch.
This PDF provides suggestions for introducing students to algorithms by sequencing words, images and actions.
This PDF provides activities in which students identify features of digital systems, and create models to demonstrate their operations. Students are encouraged to demonstrate their understanding of Domain Name Servers (DNS), routing, and transmission control and internet protocols (TCP/IP).
This set of printable cards describe ways in which computational thinking can be applied when carrying out simple everyday tasks.
This video demonstrates ways in which data can be analysed and visualised. It is the final in a series of four.
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.
Dr Michelle Ellis gives a demonstration of the Edith Cowan University Makerspace visual and general-purpose programming environment. She also shows a range of materials to support the implementation of the Australian Curriculum: Digital Technologies. This includes teaching resources and lesson plans.
This video provides suggestions for ways in which Digital Technologies can be used to develop students' learning in the Numeracy Learning Progression.
This PDF presents content descriptions and achievement standards for the Digital Technologies subject in the Australian Curriculum
This PDF provides instructions for students to create an interactive poster using a Makey Makey and the visual programming language Scratch. A Makey Makey is an electronic circuit board, which, when connected to a computer, allows everyday objects to function as keyboards.
In this lesson students explore slalom sports and how competitors maximise speed when completing a course. Students research different slalom sports and then share their findings with the class. Students investigate the impact of distance and friction on time to complete a course through digital and unplugged activities. ...
This PDF provides a line of sight from content descriptions to achievement standards in the Digital Technologies subject in the Australian Curriculum.
This PDF is a booklet that accompanies the years 3-4 assessment task, Classifying living and non-living things.
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.