F-10 Curriculum (V8)
F-10 Curriculum (V9)
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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.
This comprises a collection of sample activities that incorporate visual programming (Scratch) into teaching and learning programs. They show the possibilities Scratch offers for integration. The projects are incomplete and are designed to be used as samples for inspiration or modification by teachers.
Kevin Bradley, CEO of Save the Bilby Fund, and Cassandra Arkinstall, a researcher and volunteer at Save the Bilby Fund explain how important digital technologies are in the campaign to save the bilby from extinction. The video explains how digital systems are used to collect and visualise data and help eradicate threats ...
This podcast includes information about the aims, challenges, insights and accomplishments of Green Hill Public School's participation in the Digital Technologies in Focus project.
This report provides details of Faith Lutheran College's participation in the Digital Technologies in Focus project, including a Research question, criteria for success, data collection, resources, challenges, milestones and next steps.
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.
Embark on an exhilarating virtual adventure that will ignite young minds and equip them for the digital frontier. The Questacon Cyber Castle Challenge is a FREE Minecraft: Education game and resources to engage students in cyber security concepts and skills of the future.
This planning resource for Year 3 is for the topic of Conduct statistical investigations. Students conduct guided statistical investigations, collecting data through survey responses and other methods. They record and display data using digital tools, interpret the data and communicate their results.
During this lesson, students will be required to consider the functions of the Bee-Bot and how a user can interact with this device. Students are asked to design a course challenge for another user which will result in the Bee-Bot, with a pin attached, reversing into a balloon to pop it. This lesson idea was created by ...
This small group game challenges students to use logic and problem solving strategies to name multi-digit numbers.
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.
Space Race is a simple board game that teachers can use to introduce the concept of algorithmic sequencing to students. The teaching points provided with the game assist teachers to introduce the use of an algorithm (a simple set of mathematical instructions) to describe the trajectory of an object across a grid plane from ...
The focus of this activity is to encourage students to use trial and error and persistence to solve a mathematical problem.
The aim of this task is to provide a rich, contextual activity through which students can begin to explore the addition and subtraction of one- and two-digit of numbers in everyday contexts.
This infographic provides an overview overview of the concepts related to computational thinking.
This PDF comprises four worksheets that allow students to observe, investigate, manipulate and program simple line-following robots (Ozobots), engaging in the computational thinking process while working with data.
This video provides an overview of computational thinking and how it can be taught in the context of other learning areas.
This PDF presents content descriptions and achievement standards for the Digital Technologies subject in the Australian Curriculum
This resource provides strategies for assessing aspects of the Digital Technologies subject in the Australian Curriculum that relate to data using contexts from other learning areas and General Capabilities, including Science, Mathematics, Numeracy and Literacy. The resource includes an assessment planner and rubric, as ...
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 ...