Search results

Online

Have fun with flowcharts

Create a flowchart to represent a sequence of (branching) steps and decisions needed to solve a mathematical problem.

Online

MoneySmart: How teachers can use MoneySmart

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 ...

Online

Koorie Cross-Curricular Protocols for Victorian Government Schools

The Koorie Cross-Curricular Protocols for Victorian Government Schools are applicable to schools intending to develop activities that involve the use of Koorie cultural expressions, including stories, songs, instrumental music, dances, plays, ceremonies, rituals, performances, symbols, drawings, designs, paintings, poetry, ...

Online

Introducing algorithms

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.

Online

Rubbish recording and reduction: Part 1

In this lesson sequence students survey and collect data concerning what is brought to school each day and subsequently becomes rubbish. They then use Excel to represent that data in a variety of different ways.

Online

Getting started with sustainability in schools

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 ...

Online

Rubbish recording and reduction: Part 2

In this lesson sequence students use Excel to represent data in a variety of ways.

Video

MathXplosion, Ep 20: Crack an ancient Roman code

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 ...

Online

Intro to programming

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 ...

Online

Communicate ideas and information

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 ...

Text

Computational thinking poster

This infographic provides an overview overview of the concepts related to computational thinking.

Text

Understanding digital systems

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.

Text

Computational thinking cut out cards

This set of printable cards provides definitions of six aspects of computational thinking.

Text

Digital systems cards

This PDF and accompanying cards provide suggestions for ways in which students can identify and explain digital systems in their environment. Students determine whether digital systems include inputs, outputs, or both, and whether they feature software, hardware or peripheral devices. The resource includes useful links ...

Text

Planning an action research project to facilitate implementation of Digital Technologies

This PowerPoint presentation includes ideas for planning and developing action research projects to facilitate implementation of digital technologies.

Text

Board and card games for exploring Digital Technologies concepts

This PDF suggests board and card games that are useful for exploring Digital Technologies key concepts and key ideas.

Text

Planning an action research project to facilitate implementation of Digital Technologies

This document includes ideas for planning and developing action research projects to facilitate implementation of digital technologies.

Text

Asunda review: STEM integration

This article explores the benefits of an interdisciplinary STEM program in the quest for providing students with a holistic approach to problem-solving that reflects real-world practice. This is supported by a conceptual framework that comprises four constructs: systems thinking, situation learning theory, constructivism ...

Text

Classroom ideas: Choose your own adventure: years 3-6

This PDF provides a sequence of activities that allow students to view and create planning templates and algorithms when making 'Choose Your Own Adventure' stories. Older students can use the visual programming language Scratch to build their stories.

Video

Computational thinking in the Australian Curriculum: Digital Technologies

This video provides an overview of computational thinking and how it can be taught in the context of other learning areas.