F-10 Curriculum (V8)
F-10 Curriculum (V9)
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In this lesson, students will practise breaking down a process into smaller parts or steps as an introduction to computational thinking.
In this lesson students learn the features of the five main biomes, and use ClassVR headsets and CoSpaces to design and create a virtual biome to explore. They research and identify the features of a biome and then create their own virtual environment. The resource explores the human impacts on biodiversity and explore ...
Students create algorithms with a condition that tells the computer to repeat a sequence of instructions.
Students design and create a simple game/quiz to demonstrate convict crimes and punishments.
Design your own Australian flag by firstly examining common elements of flags, creating a step by step process (algorithm) to program your design after exploring a ‘block-based’ turtle drawing program such as Pencil Code.
Order images to show a sequence of personal events or milestones such as birth, first tooth, beginning to crawl.
This learning object is designed around a series of videos with Lisa Shanahan, author, and Emma Quay, illustrator, including a reading experience of their collaborative work, Bear and Chook by the Sea. Taken as a whole, this sequence of lessons is a Stage 1 unit of work that results in students working in pairs to produce ...
This PDF is a booklet that accompanies the years 3-4 assessment task, Classifying living and non-living things.
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. ...
In this lesson sequence, students identify characteristics of living things and distinguish living things from non-living things. They identify and describe patterns and understand how scientists use external features to group living and non-living things. Students describe and follow a sequence of steps involving decisions ...
This 12 page guide explains how to set up a micro:bit as a mini seismometer that will detect shaking, and how to collect and display the data. The guide also includes classroom-ready activities on how to introduce and explore vibrations and earthquake monitoring.
In this lesson sequence, students work in pairs to explore how light energy from the sun is converted to heat energy to cook food using a solar oven. They investigate types of solar oven designs while exploring materials that are the most efficient in achieving heat absorption and insulation. Students collect, analyse ...
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 ...
Learn about the differences between animals, and how biologists use programming to help them do science! We'll learn about the features of animals, and how to use their differences in order to classify them. So hop in and learn some science!
In this lesson sequence, students focus on the observable features of living things and their environment. Students follow and represent sequences of steps and decisions (algorithms) to solve problems.
The soil moisture sensor project integrates science understandings and computational thinking to solve a problem about sustainable watering practices. This lesson was devised by Trudy Ward, Clarendon Vale Primary School, Tasmania.
Learn about the differences between animals, and how Biologists use programming to help them do science! We'll learn about the features of animals, structural and behavioural adaptation, and how to use these properties in order to identify them. So hop in and learn some science! This course is based on the Year 5 science ...
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.
Imagine you are a salesperson having to travel between multiple locations. How would you achieve this in the quickest way possible? This is a problem that has stumped mathematicians for decades, and there is even a prize for anyone who can come up with an algorithm to solve it. In this video, three methods are used to try ...
This PDF provides suggestions for organising and classifying discrete items according to different criteria, for example, shape, size, colour and type, and prompts students to identify ways in which school resources have been classified.