F-10 Curriculum (V8)
F-10 Curriculum (V9)
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These seven learning activities, which focus on 'games, simulations and modelling' using a variety of tools (software) and devices (hardware), illustrate the ways in which content, pedagogy and technology can be successfully and effectively integrated in order to promote learning. In the activities, teachers use games, ...
In ASIC's MoneySmart Teaching Never too young to be MoneySmart with clothes students will investigate the influences on 10 to 12 year old consumers when selecting clothes and accessories. Students will share stories about their choice of clothes and accessories and what influences them when making purchases. They will collect ...
This is a resource about consumer choices and the difference between needs and wants. It is presented as a teacher guide with learning activities that include making decisions about purchasing items based on available resources and defining and identifying needs and wants. The resource includes: learning outcomes; a description; ...