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Questacon Cyber Castle Challenge

Embark on an exhilarating virtual adventure that will ignite young minds and equip them for the digital frontier. The Questacon Cyber Castle Challenge is a FREE Minecraft: Education game and resources to engage students in cyber security concepts and skills of the future.

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When the dam runs dry

This is an illustrated story retelling the real-life engineering decisions made to provide water to a Queensland town when its dam, the only source of water, ran dry. It shows the creativity, innovation and collaboration required to provide a solution that delivers a sustainable water supply. The downloadable PDF includes ...

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Engineering a reef

This is an illustrated narrative describes the engineering decisions made when building an artificial reef to slow coastal erosion issues encountered on the Gold Coast. It shows the creativity, innovation and community collaboration required, focusing on the value being an engineer brings to the individual and the local ...

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If only animals could talk

This is an illustrated narrative describing the engineering decisions made to create wildlife corridors for safe passage for Australian fauna to protect them and the stormwater networks they had been traveling through. It shows the creativity, innovation and collaboration required, and focuses on the value being an engineer ...

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digIT Robotics workbook

This brief lesson provides an introduction to coding MakerBots (mBots) using a block language. It provides introductory information about the robot's sensors, motors and microcontroller so students can control the mBot.

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Two-up - The fairest game of all?

In this lesson, students look at the history and mathematics of Two-Up, exploring why it is considered such a fair game, and how the ‘boxer’ or game runner makes a profit. The lesson is outlined in detail including NSW curriculum links, learning intentions, discussion points, materials required, links to supporting videos ...

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Should you swap?

This lesson explores the classic probability problem, commonly known as the Monty Hall problem: having chosen what you think is the winning door with the money behind it, should you swap to another door when Monty offers you the opportunity? Students will first use probability language to define the problem. Students will ...

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Assessment task: Non-transitive dice

This assessment includes a number of questions to enable students to demonstrate their understanding and learning in probability. Students will be asked to explore the outcomes of a set of non-transitive dice using probability tree diagrams, and discover their unique features. The assessment task is outlined in detail including ...

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Poker machines (simulation)

This lesson explores how poker machines work and what is meant by the term Return to Player (RTP) percentage. Students run simulations to determine how small betting amounts can lead to a large cumulative loss over time and examine how reinvesting profits or wins from playing the poker machine back into the machine has ...

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What’s the cost?

This lesson explores gambling losses by comparing losses to other average household purchases. Students then explore how this money could be more profitably invested in a compound interest scheme over time. Finally, students are asked to critically reflect on the true social and financial cost of gambling and to consider ...

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Lucky lottery

In this lesson, students play a simple lottery game, analyse their odds of winning and how this influences the decisions they made. Students determine the differences between experimental and mathematical probability, conduct a simulation modelling an event and critically evaluate the odds of winning the lottery. The lesson ...

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Sports betting

In this lesson students will take ownership of a gambling organisation. They will look at long term statistics of various sporting matches to set the initial odds and then monitor live betting to adjust the odds they are offering gamblers, in order to demonstrate how sports betting organisations guarantee they always make ...

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Unit for Year 3 to 4 Butterflies: Engaging with nature

This unit of work engages students in preparing butterfly gardens in their schoolgrounds. It explores scientific entomology, features of caterpillars and butterflies, the lifecycle of butterflies, survival requirements, and the characteristics of butterfly gardens. The unit includes worksheets, assessment ideas, pictures, ...

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DT Challenge - 5/6 Blockly - Space Invaders - Mini

Command an alien space fleet to save your home planet from global catastrophe. Build a fleet of drone ships using advanced top-secret technologies. On your journey to Earth, slingshot around a black hole and mine for valuable resources. Your mission is to outsmart Earth’s Global Defense System in your quest for precious ...

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Patterns & Algebra Year 6 - Frogs Lesson - Calculate

This activity is designed to encourage students to engage with a problem, before they overthink it. Too often in class we begin with what is familiar to students and gradually increase the challenge. This problem begins with a challenge and encourages students to work backwards to solve a simpler problem, before applying ...

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Linear Relationships (and how Maths can help you choose a great car) - Calculate

The activity has students collecting their own information from a well-known Australia car buying website and using this to find an estimated relationship between the ‘asking price’ for a used car and the distance it has traveled in kilometres.

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Throw a Shape - Calculate

In this game, students throw dice to determine the number of edges and vertices of a 3D shape, they then use physical materials to build their shapes. The game gives them an opportunity to practise geometric reasoning, identifying shapes based on their properties and visualising objects in three dimensions.

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Location Year 5 & 6 - Calculate

The focus of this activity is for students demonstrate a systematic approach to trialing and recording possible solutions. Students are encouraged to explain the method they used, compare solutions and prove they have found all the possible solutions.

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Park Ranger Problem Solving: An ‘Addition & Subtraction’ Rich Task for Years 3–4 - Calculate

The aim of this task is to provide a rich, contextual activity through which students can begin to explore the addition and subtraction of one- and two-digit of numbers in everyday contexts.

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Patterns Year 2 - Calculate

The focus of this activity is on patterns and algorithmic thinking. The lesson aims to encourage students to explore problems with limited assistance from the teacher. Although the teacher asks questions and can prompt learning, the students will investigate the problem using their own strategies.