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Australian Curriculum: Digital Technologies: years 3-4

This PDF provides a line of sight from content descriptions to achievement standards.

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St Mary’s Primary School – Final report

This report provides details of St Mary's Primary School's participation in the Digital Technologies in Focus project, including a Research question, criteria for success, data collection, resources, challenges, milestones and next steps.

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If only animals could talk

This is an illustrated narrative describing the engineering decisions made to create wildlife corridors for safe passage for Australian fauna to protect them and the stormwater networks they had been traveling through. It shows the creativity, innovation and collaboration required, and focuses on the value being an engineer ...

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Conduct statistical investigations: Year 5 – planning tool

This planning resource for Year 5 is for the topic of Conduct statistical investigations. Students plan and conduct a statistical investigation. They pose questions and collect data using simple surveys or checklists. They select appropriate ways to display the data, interpret the represented data, and communicate their findings.

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Find unknown values: Year 6 – planning tool

This planning resource for Year 6 is for the topic of Find unknown values. Students find unknown quantities in numerical equations involving a combination of operations.

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Mathematical modelling: Year 6 – planning tool

This planning resource for Year 6 is for the topic of Mathematical modelling. Students use mathematical modelling to solve practical problems involving natural and rational numbers and percentages, including in financial contexts. They formulate the problem, choose operations and efficient calculation strategies, and use ...

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Conduct chance experiments: Year 7 – planning tool

This planning resource for Year 7 is for the topic of Conduct chance experiments. Students predict the frequency of an outcome of repeated chance experiments. They conduct simulations using digital tools to generate and record the outcomes, and observe the effect of many trials on the outcome. They then compare observed ...

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Back to the books

In this lesson, students will explore how bookmakers set odds, and how these odds are carefully determined in order to guarantee the bookmaker the best chance of making a profit. Students learn how to convert between odds and probabilities and calculate the expected profit or loss based on odds. The lesson is outlined in ...

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Mathematical modelling (Algebra): Year 8 – planning tool

This planning resource for Year 8 is for the topic of Mathematical modelling. Students model linear relationships to solve real-world applications that they can relate to, such as financial contexts (for example, pay rates for part-time work) or measurements (for example, cooking, constant speed and distance/time graphs, ...

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All operations: Year 8 – planning tool

This planning resource for Year 8 is for the topic of All operations. Students use all four operations to solve problems with integers and rational numbers. They can use a range of written strategies and mental computation to demonstrate their understanding.

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Coding for GUIs Lesson 1: Structure, style and function

This is the first in a series of lessons to incorporate Graphical User Interfaces (GUIs) into your General Purpose Programming. It follows on from the Visual To Text Coding lesson series.

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digIT Robotics workbook

This brief lesson provides an introduction to coding MakerBots (mBots) using a block language. It provides introductory information about the robot's sensors, motors and microcontroller so students can control the mBot.

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Finding the shortest path

In this lesson, students will experiment with different ways of creating a path between two points with algorithm design and generalizing patterns. From the patterns, they will be able to generate an algorithm for efficiently traveling through cities in a region.

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Human Anatomy with Virtuali-tee

In this learning activity, students explore human organ systems using Virtuali-tee. This t-shirt provides an Augmented Reality (AR) experience and deeper 360 degrees Virtual Reality (VR) experience to explore human anatomy.

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What makes a good game?

This lesson sequence allows students to explore design thinking processes to investigate how games are designed, created and played. Students analyse the audience of games, understanding the importance of empathy in the design process. The learning sequence culminates in a showcase: students sharing the games they have ...

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Multi-bets

In this lesson, students will calculate both the payout and the odds for various multi-bets, demonstrating how even this increased payout does not match the probability of achieving such a bet, and therefore the risk and appeal of the bet should be weighed up. The lesson is outlined in detail including NSW curriculum links, ...

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How does gambling on the races work?

This lesson simulates the operation of a bookmaker to illustrate to students how easy it is to get swept up in the excitement of a race, and to show how the bookmakers are always coming out having made a profit. The lesson is outlined in detail including NSW curriculum links, learning intentions, discussion points, materials ...

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Two-up - The fairest game of all?

In this lesson, students look at the history and mathematics of Two-Up, exploring why it is considered such a fair game, and how the ‘boxer’ or game runner makes a profit. The lesson is outlined in detail including NSW curriculum links, learning intentions, discussion points, materials required, links to supporting videos ...

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Australian Curriculum: Digital Technologies: years 5-6

This PDF provides a line of sight from content descriptions to achievement standards.

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Australian Curriculum: Digital Technologies: years 9-10

This PDF provides a line of sight from content descriptions to achievement standards in the Digital Technologies subject in the Australian Curriculum.