F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This PDF provides a list of books that are useful for exploring key concepts and ideas in Digital Technologies.
This PowerPoint presentation includes ideas for planning and developing action research projects to facilitate implementation of digital technologies.
This PDF is an extensive report on the success of the Digital Technologies in Focus (DTiF) project, with a focus on supporting the Implementation of Digital Technologies in disadvantaged schools. The evaluation gathered qualitative data to create rich case study accounts of six schools' engagement in the project and its ...
This video provides suggestions for ways in which Digital Technologies can be used to develop students' learning in the Numeracy Learning Progression.
This article explores the challenges associated with using knowledge from different domains (and people) to work on a common problem, issue or puzzle. It acknowledges that the differences in how disciplines structure their knowledge raise challenges when working across disciplinary boundaries. The article identifies these ...
This newsletter from the Digital Technologies in Focus project includes information about schools' projects, workshops, computational thinking, the Australian Curriculum, and useful resources.
This newsletter from the Digital Technologies in Focus project includes information about schools' projects, the Australian Curriculum and useful resources.
Students are introduced to Ozobot and how drawing lines and colour codes can control it. This lesson allows students to experiment with different lines and codes to create a path for Ozobot to follow. This lesson idea was created by Steven Payne.
A glyph is a pictorial representation of data, in this case, to be presented as a digital artwork. The task caters for students at different levels. Teachers use the checklist provided to assess students and record observations.
Explore the concept of sequencing steps, using Bee-Bots to measure length.
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 ...
In this video Professor Stephen Heppell, discusses the aggregation of marginal gains in learning environments. He provides examples from the Learnometer project, designed to help students monitor their classroom environment for factors that may hinder learning.
Play a variation of the game ‘Simon Says’ to develop understanding of sequencing and instructions in programming.
This newsletter from the Digital Technologies in Focus project includes information about schools projects, the Australian Curriculum, and useful resources.
Write a set of instructions that program a Bee-Bot to move to letters to spell out a word on an alphabet grid.
This document presents the milestones in St James Catholic College's participation in the Digital Technologies in Focus project.
This lesson sequence is a cross-age project that can be used for students in year 5/6 in collaboration with students from years 1-2. In this project, students collaborate on a code for an unplugged robot. They design, test and modify the robot and create instruction manuals.
This PDF assists teachers in thinking about when and how to introduce Digital Technologies discipline-specific vocabulary.
This article explores ways of building integrated STEM programs so that students have opportunities to make connections to crosscutting concepts and real-world problems. This is proposed through the lens of a framework.
Dr Karen Joyce from STEM education provider She Maps discusses geospatial mapping and methods for teaching underpinning concepts to primary, secondary and tertiary students. Her presentation provides opportunities to think about how we might teach digital systems, data collection and interpretation to our students in context.