F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This PDF provides activities for collecting, analysing and representing data about litter in the local community. It prompts students to consider the implications of rubbish in the local environment, and suggests actions students can take in order to reduce litter.
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.
This tutorial shows ways in which environmental factors such as lighting and temperature can be measured and improved using micro:bits and sensor boards, and programmed using pseudocode, visual programming and general-purpose programming.
This PDF demonstrates how using concepts derived from age-appropriate content, combined with multiple points of entry to and exit from a shopping-related task might remove barriers to learning. Students engage in purposeful and authentic open-ended explorations that require critical and creative thinking and incorporate ...
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.
In this video, Professor Tim Bell discusses helpful ways of understanding and teaching computational thinking, a key idea of the Australian Curriculum: Technologies.
This infographic provides an overview overview of the concepts related to computational thinking.
This PDF provides suggestions for introducing students to algorithms by sequencing words, images and actions.
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.
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.
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 PDF provides a line of sight from content descriptions to achievement standards.
This set of printable cards describe ways in which computational thinking can be applied when carrying out simple everyday tasks.
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 tutorial provides step-by-step instructions to support the learning of Scratch, a visual programming language. The tutorial is designed for educators who would like to learn how to use Scratch.
Andrew Harris from the Hagley Farm School in Tasmania shares ways in which the school is teaching Digital Technologies and its meaningful use in agriculture . For example, Andrew provides examples of ways students learn about digital systems and data collection.
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.