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Mastermind - Calculate

This small group game challenges students to use logic and problem solving strategies to name multi-digit numbers.

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Movie magic

This resource provides eight lessons about the process of movie making in Australia through the various production steps from writing, shooting and editing the film to promotion of the finished film. It considers the legal rights of the creators and the responsibilities of consumers. The lesson plans are accompanied by ...

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'Mission to Mars' - An AMSI Schools 'Rich Task' in Number & Place Value - Calculate

This task aims provide a rich, contextual activity through which students can gain an understanding of the distances relevant to the size of our solar system, and how an understanding of place value, metric measurement systems and time measurement can be used to represent these large distances and convert calculations ...

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Inquiry Prompt Ribbon Bow - Calculate

This open-ended task challenges students to carry out a mathematical investigation using a ribbon-bow as a stimulus. They are encouraged to develop their own research questions and investigate possible solutions using using mathematical problem solving and modelling strategies.

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'Dog In, Cat Out' - Time Unit - Calculate

Using the Australian children's book 'Dog In, Cat Out' (written by Gillian Rubinstein and illustrated by Ann James) the lesson sequences and activities in this unit are a way to help children from Foundation to Grade 2 level gain an understanding of the concept of time, its measurement and its numeration.

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The Geometry and Algebra of Honeycomb - Calculate

This integrated unit of work explores the amazing structures of honeycomb by examining the properties of regular and irregular polygons and polyhedra. Students then move on to solve problems using geometric and algebraic reasoning.

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ROWCO - Calculate

ROWCO is a card game that will help students practice their addition facts while playing an engaging strategy game.

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No water today – with a puppet

In this lesson, students consider what would happen if there was no water. They explore how our actions can either waste water or save water.

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Mathematics – Multi-age – Year A – Unit 8

This sample multi-age unit explores the big idea 'what needs to be measured determines the unit of measurement'.

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Mathematics – Multi-age – Year A – Unit 7

This sample multi-age unit explores the big idea 'data helps describe and wonder about the world'.

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Mathematics – Multi-age – Year A – Unit 5

New shapes can be made by joining (combining) or partitioning (breaking apart) existing shapes – exploring two-dimensional shapes' attributes and features.

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Mathematics – Multi-age – Year A – Unit 3

What needs to be measured determines the unit of measurement– this unit introduces students to measurement using direct and indirect comparison.

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Mathematics – Multi-age – Year A – Unit 10

This unit develops understanding and skills of position and chance.

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Visualising data for a game of Kolap: Part 2

In this second of two lessons, students create a visual representation of the data collected and recorded while playing a First Nations Australian children’s instructive game of throwing skill called Kolap.

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Recording data in a game of Kolap: Part 1

In this first of two lessons, students investigate and play a First Nations Australian children’s instructive game of throwing skill called Kolap. They collect and represent data, and discuss their findings.

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Algorithms: storytelling sequence

In this lesson, students will explore a story by an Aboriginal or Torres Strait Islander author that has a sequence that can be followed. Students will sequence the main elements or steps in the story in their own way and share with peers.

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Representing images using binary: totems

In this lesson, students will interpret a First Nations Australian artwork by representing an image they create as a binary image with accompanying code.

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Engineers are problem solvers

In this lesson, students find examples of engineering all around them and identify the importance of engineering in our daily lives. They explore the engineering design cycle through a simple hands-on challenge.

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Nets, shapes … and donuts!

In this lesson, students learn about industrial engineering and explore designing cardboard packaging nets that can be folded into innovative packages.

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Designing a school tuckshop app

In this lesson students think like software engineers and engage in user-centred design to conceptualise and prototype an app that could be used in their school tuckshop.