F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This set of printable cards provides definitions of six aspects of computational thinking.
This PDF gives educators an overview of what project management is and ideas on how they can implement project management skills in the F-6 classroom.
This article explores the concept of computational thinking within computer science learning and in relation to other learning areas. The authors assert that because of its focus on analysis, computational thinking is not only suitable for computation but also the development of systems-based on computation.
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 infographic provides an overview overview of the concepts related to computational thinking.
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 PDF presents content descriptions and achievement standards for the Digital Technologies subject in the Australian Curriculum
This newsletter from the Digital Technologies in Focus project includes information about schools' projects, workshops, computational thinking, the Australian Curriculum, and useful resources.
This webpage features archived newsletters from the Digital Technologies in Focus project. The newsletters include information about schools' projects, assessment tasks, the Australian Curriculum and resources.
Mossman State School is a government school located in Mossman, Queensland, on the Traditional Lands of the Kuku Yalanji Peoples. Beth Claydon is the curriculum officer who works directly with the school to support the implementation of the Australian Curriculum: Digital Technologies. Teachers at the school have chosen ...
This PDF outlines Mossman State School's proposal to participate in the Digital Technologies in Focus project.
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.
This article explores how the relationship between systems thinking and computational thinking would provide a conceptual basis for transformational change – change that considers the social and environmental impact of technology.
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 article explores the relationship between computational and critical thinking as it applies to solving technological problems. Research evidence derived from classroom experiments strongly suggests that using computers to solve problems enhances students’ abilities in solving real-world problems involving mathematical ...
This webpage features newsletters from the Digital Technologies in Focus project. The newsletters include information about schools' projects, assessment tasks, the Australian Curriculum and resources.
Space Race is a simple board game that teachers can use to introduce the concept of algorithmic sequencing to students. The teaching points provided with the game assist teachers to introduce the use of an algorithm (a simple set of mathematical instructions) to describe the trajectory of an object across a grid plane from ...
This PDF provides suggestions for teaching digital systems to students in years F-2. 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 introducing students to algorithms by sequencing words, images and actions.
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.