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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, ...

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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 ...

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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 ...

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Skip-counting with Bee-bots

Play a skip counting game where students program the Bee-Bot to stop at multiples of a set number, eg 2, 4, 5, 10 on a number grid.

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First to finish

Compare algorithms designed to complete the same task, and evaluate each for efficiency.

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Communicating safely online

In this sequence of lessons, use a game to explore the nature of personal information, how data can be recorded to reflect individual identity and how students might protect their personal information.

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Buzzing with Bee-Bots

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 ...

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Data detective

In this sequence of lessons students conduct a simple survey to collect, organise and present data. In doing so, they demonstrate their understanding of how to use patterns to represent data symbolically.

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Planting fruit and vegetables

In this sequence of lessons students grow a plant from seed, capturing each step and decision as an algorithmic process and recording data for future learning.

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Clever computers

In this sequence of lessons explore how to help students understand the elements of a digital system including hardware, software and some commonly used peripheral devices. Investigate how these elements work together.

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Whose Country: exploring First Nations peoples languages map (0-7yrs)

Learning about Aboriginal and Torres Strait Islander languages can help children build their understanding of land, water and people. This activity helps to assist the identification of the language group/s on which the school or home is situated. To understand local perspectives and support these activities, we recommend ...

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Introduction to Ozobot and colour codes

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.

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Time to rhyme

Retell a known nursery rhyme using ScratchJr to create an interactive animation.

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Basic ball control with Sphero

Students are introduced to Sphero and its main features – direction, speed and colour. This lesson allows students to experiment through playing with Sphero and controlling it with the Sphero app. This lesson idea was created by Steven Payne.

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Schoolyard biodiversity detectives

Collect data on the biodiversity in garden beds around your school to measure the biodiversity (that is the different types of plants and animals). Explore ways to represent and present data. This lesson was devised by Linda McIver, Australian Data Science Education Institute.

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Three little pigs

Retell the story of the Three Little pigs using a light sensing robot such as Ozobot.

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Can an AI recognise what you are drawing

This lesson provides an opportunity to incorporate representation of data using a relevant context being studied in the classroom. Students represent an object using a line drawing, focusing on the features of the object that enable it to be easily recognised. Students experiment with creating representations using an AI ...

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What's the buzz?

In this lesson students use BeeBots and Scratch Junior to synthesize what they know about Bees and are introduced to mapping concepts. This lesson idea was created by Karen Butler.

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Getting to know Bee-Bot

Students are introduced to the Bee-Bot as a robotic device. They learn about what the Bee-Bot is, the functions and how the Bee-Bot can be used for specific purposes. They learn how to develop a sequence of steps for the Bee-Bot to follow. This lesson idea was created by Rebecca Vivian.

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Programming people

Play a variation of the game ‘Simon Says’ to develop understanding of sequencing and instructions in programming.