F-10 Curriculum (V8)
F-10 Curriculum (V9)
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In this project, students build their own augmented reality (AR) artwork using free digital tools with Artivive. Students can augment an existing artwork or design their own. This new technology allows artists to create new dimensions of art by linking classical with digital art.
This cross-curriculum resource is designed to introduce Stage 2, 3 and 4 students to the design thinking process through a series of videos and interactive activities. This resource is also downloadable as a SCORM file: the downloaded version will only work if you upload it to a webserver, such as Moodle or Canvas.
Bubble Popper is a game that combines computer gaming and sport. Listen to Chad and Joshua as they explain their aim in designing this game. What kind of equipment is needed to play it? Why might it be a good idea to make games that involve physical exertion? Use your imagination and think up your own game that combines ...
This unit of work introduces students to the potential of digital technologies to manage and conserve water resources in Australian agriculture. It assumes that students and teachers have little or no prior programming experience and provides a series of introductory activities to build students' understanding of the basic ...
Decrypt the ancient cipher box used by Julius Caesar over 2,000 years ago! By shifting the alphabet or replacing one letter for another further down the alphabetical sequence, you can crack a coded message. The secret to a cipher is one special piece of shared information, known as a key. This shared key is required for ...
This is a unit for Year 3 from the Scope and sequence resources from the DT Hub. The topic of algorithms and programming is organised into four key elements. Use this flow of activities to plan and assess students against the relevant achievement standards. Students follow the problem solving process to design and create ...
This is a unit for Year 4 from the Scope and sequence resources from the DT Hub. The topic of programming is organised into four key elements. Use this flow of activities to plan and assess students against the relevant achievement standards. Students develop an understanding of computer programming as a series of instructions.
This is a unit for Year 3 from the Scope and sequence resources from the DT Hub. The topic of managing a project and communicating online is organised into four key elements. Use this flow of activities to plan and assess students against the relevant achievement standards. Students manage a project and follow the problem ...
This resource is a web page containing a sample flow chart. The flow chart shows multiple pathways depending on the answer to questions identified as a decision (diamond shape). A printable resource is also available to support the task. This resource is an activity from the NRICH website.
This learning sequence Buzzing with Bee-Bots can be used to develop foundation skills in computational thinking and to develop an awareness of personal experiences using digital technologies. Students follow and describe a series of steps to program a floor robot. They plan a route to program a robot to follow a path and ...
Learn programming skills by snapping together programming blocks. Make characters walk, jump, dance and sing. Add your own voice or modify your own characters and make your own interactive story. Free when reviewed on 12/5/2015.
This learning object is designed around a series of videos with Lisa Shanahan, author, and Emma Quay, illustrator, including a reading experience of their collaborative work, Bear and Chook by the Sea. Taken as a whole, this sequence of lessons is a Stage 1 unit of work that results in students working in pairs to produce ...
In this sequence of lessons, students design a sequence of steps for others to follow. They convey their instructions to peers and evaluate the work of others to determine if the outcome was successful.
In this sequence students implement a digital solution for a maths quiz. They test and assess how well it works.
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.
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.
In this sequence students plan, create and edit a program that will ask maths questions that are harder or easier depending on user performance.
This resource provides strategies for assessing aspects of the Digital Technologies subject in the Australian Curriculum that relate to data using contexts from other learning areas and General Capabilities, including Science, Mathematics, Numeracy and Literacy. The resource includes an assessment planner and rubric, as ...
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.