F-10 Curriculum (V8)
F-10 Curriculum (V9)
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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 ...
In this lesson students explore slalom sports and how competitors maximise speed when completing a course. Students research different slalom sports and then share their findings with the class. Students investigate the impact of distance and friction on time to complete a course through digital and unplugged activities. ...
ASIC's Be MoneySmart is an online training resource for VET students and senior high school students. It helps students to develop money management skills which support their future careers in small business or as contractors. It consists of five online modules: Saving, budgeting and spending; Personal tax; Superannuation; ...
This resource book includes ideas to support students’ involvement in investigating, exploring, experimenting, designing, creating and communicating their understandings about game changers and change makers from the past who have solved some of the seemingly unsolvable problems, to game changers and change makers of today, ...
Find out about Design thinking. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.
Find out about Computational thinking. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.
Find out about Game-based learning. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.
Find out about robotics. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.
This website provides teacher notes and student materials to introduce students to Alice, a object-oriented 3D programming environment designed specifically to engage students with computer programming using a story-telling context. The resources are provided in a downloadable zipped package that includes the free Java-based ...
Find out about algorithms. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.
Find out about Maker spaces. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.
This is a teacher resource containing a series of inquiry teaching sequences relating to seafood production and marketing in Australia. It contains material to assist planning, implementing and assessing a research task about the technologies and methods used in the fishing and aquaculture industries to catch and farm seafood, ...
This is a teacher resource containing a series of inquiry teaching sequences about the role that technologies play in the production of food and fibre in Australia. It contains material to assist the planning, implementing and assessing a study of a range of primary industries and the innovative methods and equipment they ...
In this lesson sequence students learn to code separate modules that perform discrete functions but collectively meet the needs of the solution. They select the most appropriate algorithm based on the type of problem.
Find out about General-purpose programming. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.
Reducing carbon dioxide emissions and sustainable energy use and are two of the major issues facing the world today. This project explores energy use in homes, and compares individual energy use with the class average and calculate and graph CO2 emissions.
In this sequence of lessons students make a paper prototype of an eco-calculator to demonstrate human impact on the environment and suggest changes in behaviour. This is an unplugged activity with an opportunity to extend learning to create a digital solution using Scratch.