F-10 Curriculum (V8)
F-10 Curriculum (V9)
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In this lesson, students are presented with the challenging problem of measuring a volume of water using containers that are not the exact measurement size. Students will decompose a complex problem into discrete steps, design an algorithm for solving the problem, and evaluate solution efficiencies and optimization in a ...
Create a computer program to learn a traditional Aboriginal or Torres Strait Islander language.
Wombot is hungry and wants a carrot! With simple code, help Wombot through mazes, and learn to draw lines and shapes with code. In this challenge you'll learn the fundamentals of programming by using instructions to position Wombot on the screen. You'll help Wombot move and turn, and along the way learn to draw lines, patterns ...
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 ...
In this lesson, we explore algorithms and how they can be used to provide instructions to play a First Nations Australian instructive game. We also learn about aspects of First Nations cultures.
This PDF provides a list of suggested books or similar that identify and discuss key concepts, key ideas and related ways of thinking about Digital Technologies.
This article explores how the relationship between systems thinking and computational thinking would provide a conceptual basis for transformational change – change that considers the social and environmental impact of technology.
Russell Scott, Co-Founder of multimedia design company Vortals, demonstrates some of the ways he teaches students about augmented reality, virtual reality, 2D, 3D and game design.
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.
Nathan Alison from Digital Learning and Teaching Victoria (DLTV) explains what systems thinking is and how it is used in the context of Digital Technologies. Nathan explains what we need to consider when teaching digital systems, covering topics such as networks, hardware and software protocols, people and processes.
This article explores the relationship between computational and critical thinking as it applies to solving technological problems. Research evidence derived from classroom experiments strongly suggests that using computers to solve problems enhances students’ abilities in solving real-world problems involving mathematical ...
This PDF provides instructions for students to create an interactive poster using a Makey Makey and the visual programming language Scratch. A Makey Makey is an electronic circuit board, which, when connected to a computer, allows everyday objects to function as keyboards.
This PDF is a booklet that accompanies the years 3-4 assessment task, Classifying living and non-living things.
This article explores the types of systems in our world, their characteristics and how our behaviour can initiate and respond to changes in their performance. The author differentiates between systems thinking and a system and elaborates on those factors that contribute to systemic behaviour.
This video provides an introduction to the ways in which Digital Technologies can be used to develop students' learning in the Numeracy Learning Progression.
This infographic provides an overview overview of the concepts related to computational thinking.
This webpage features newsletters from the Digital Technologies in Focus project. The newsletters include information about schools' projects, assessment tasks, the Australian Curriculum and resources.
This webpage features archived newsletters from the Digital Technologies in Focus project. The newsletters include information about schools' projects, assessment tasks, the Australian Curriculum and resources.
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.