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Creating a yarning circle: yarning and wellbeing

This learning activity will help you make connections between yarning and wellbeing programs, and how you can use yarning circles to support respectful, honest and open communication to promote connectedness among students, particularly using the morning circle routine. It is part of a sequence of 8 individual learning ...

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Fractions and decimals: Year 4 – planning tool

This planning resource for Year 4 is for the topic of Fractions and decimals. Students continue working with the big idea of fraction equivalence and demonstrate their ability to express a part of a whole as being the same as other parts of a whole (e.g. one half is the same as 4 eighths).

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Efficient strategies: Year 4 – planning tool

This planning resource for Year 4 is for the topic of Efficient strategies. Students develop efficient strategies and use appropriate digital tools for solving problems involving addition and subtraction, and multiplication and division where there is no remainder. They choose and use estimation and rounding to check and ...

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Possible outcomes: Year 4 – planning tool

This planning resource for Year 4 is for the topic of Possible outcomes. Students build on their language of chance and ability to order outcomes or events based on their likelihood of occurring. They begin working with independent and dependent events – independent events occur when one event does not affect the other, ...

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Factors and multiples: Year 4 – planning tool

This planning resource for Year 4 is for the topic of Factors and multiples. Students solve problems involving multiplying or dividing natural numbers by multiples and powers of 10 without a calculator, using the multiplicative relationship between the place value of digits.

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Metric units and using instruments: Year 4 – planning tool

This planning resource for Year 4 is for the topic of Metric units and using instruments. Students develop understanding and use of metric units to measure, order and compare objects according to length, mass and capacity. Introduce students to measuring temperature.

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Shapes and objects: Year 4 – planning tool

This planning resource for Year 4 is for the topic of Shapes and objects. Students build on their knowledge of shape by combining and cutting 2D shapes.

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Note the music

We can program a computer to play music. Conventionally this is done by hard coding, which is the process of coding all possible expected behaviours. Alternatively, we can train an artificial intelligence (AI) computer about what notes go well with others, so it can play a duet with a human musician. Students can make their ...

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Can AI guess your emotion?

Discuss emotions as a class, and introduce the idea of artificial intelligence (AI). This lesson can also be used to introduce image classification – a key application of AI. Developed in collaboration with Digital Technologies Institute.

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Create a language learning program

Create a computer program to learn a traditional Aboriginal or Torres Strait Islander language.

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Create a board game that uses an Ozobot

Create a game board where the player is provided with a number of decisions. Using Scratch and Makey Makey, students add multimodal elements to the story. These elements are activated using an Ozobot.

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Mathematical modelling: Year 4 – planning tool

This planning resource for Year 4 is for the topic of Mathematical modelling. Students use mathematical modelling to solve practical problems involving additive and multiplicative situations including financial contexts. They formulate problems using number sentences and choose efficient calculation strategies.

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Area and perimeter: Year 4 – planning tool

This planning resource for Year 4 is for the topic of Area and perimeter. Students estimate and measure perimeter and area using informal and formal units.

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Conduct chance experiments: Year 4 – planning tool

This planning resource for Year 4 is for the topic of Conduct chance experiments. Students conduct repeated chance experiments. Students carry out an experiment multiple times, record the results, and identify and describe any variation in these results.

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Ozobot Maze Challenge

Students are introduced to Ozoblockly and basic programming concepts. Using Ozoblockly, students program Ozobot to follow a path and travel through a maze that they have created. This lesson idea was created by Steven Payne.

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Scratch Creative Computing Guide

There is also a series of units comprising learning activities, paired with assessment activities and templates that can be used to support use of the Scratch (MIT) platform. The Scratch Creative Computing Guide supports assessment activities with visual programming environments.

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MoneySmart: The house of needs and wants

This is a unit of work integrating aspects of the mathematics, English and science curriculums around planning a school breakfast. The unit was written for year 3 and is intended to take about 12 hours. It consists of 11 student activities supported by teacher notes on curriculum, pedagogy and assessment. Student activities ...

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Giving it: resources for primary schools

This series of resources explores the concept of philanthropy, and considers why and how active citizens participate in communities. Through a series of video case studies students are introduced to a variety of people who give and the contributions they make. An interactive 'Giving Wheel' provide a stimulus for researching ...

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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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Peripherals

In this sequence of lessons students explore different types of peripherals used every day in order to identify the data transmitted. A peripheral is an auxiliary device such as a computer mouse or keyboard that connects to and works with a device in some way.