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Maps Year 3 & 4 - Calculate

The focus of this activity is to encourage students to use trial and error and persistence to solve a mathematical problem.

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Park Ranger Problem Solving: An ‘Addition & Subtraction’ Rich Task for Years 3–4 - Calculate

The aim of this task is to provide a rich, contextual activity through which students can begin to explore the addition and subtraction of one- and two-digit of numbers in everyday contexts.

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Bee Bot Balloon Pop

During this lesson, students will be required to consider the functions of the Bee-Bot and how a user can interact with this device. Students are asked to design a course challenge for another user which will result in the Bee-Bot, with a pin attached, reversing into a balloon to pop it. This lesson idea was created by ...

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Turtles: exploring data in turtle population dynamics

The number of eggs a female turtle lays in her lifetime influences the health of that species population. In this lesson we look at modelling data related to the number of eggs a female turtle lays in her lifetime, using real scientific data. Explore ways to model, interpret, represent and present data, creating an infographic ...

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DT Challenge - 5/6 Blockly - Space Invaders - Mini

Command an alien space fleet to save your home planet from global catastrophe. Build a fleet of drone ships using advanced top-secret technologies. On your journey to Earth, slingshot around a black hole and mine for valuable resources. Your mission is to outsmart Earth’s Global Defense System in your quest for precious ...

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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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Engineers are problem solvers

In this lesson, students find examples of engineering all around them and identify the importance of engineering in our daily lives. They explore the engineering design cycle through a simple hands-on challenge.

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How can I solve problems while moving? - Stage 2

In this unit students will test and create solutions to a variety of target games through modifying movement sequences tactical approaches. They predict the outcome of the way they propel an object at a target by considering how space, time, effort and equipment influence the accuracy.

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How can I solve problems while moving? - Stage 3

In this unit students recognise possible solutions to movement challenge and apply a variety of strategies. They reflect upon previous experiences and suggest ways to refine performance. Students create, adapt and apply rules to provide an inclusive learning environment that caters for individual strengths.

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How can I use tactics to be successful in games? – Stage 2

In this unit students test, apply and combine various tactics incorporating movement, space, time, equipment and rules to improve their chance of success in territory games. They perform and refine movement skills and sequences to solve games-based problems. For example, they may combine various movements, body positions ...

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How can I solve problems while moving? - Stage 1

In this unit students will test and create solutions to a variety of movement challenges through modifying movement sequences and games. For example, they may explore different ways to propel an object accurately within the playing area.

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How can I use tactics to be successful in games? Stage 3

In this unit students test, apply and combine various tactics incorporating movement, space, time, equipment and rules to improve their chance of success in territory games. They perform and refine movement skills and sequences to solve games-based problems. For example, they may combine various movements, body positions ...

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Mathematics – Multi-age – Year A – Unit 16

This two-week unit provides students with opportunities to explore different situations where you can use addition, subtraction, multiplication, and division.

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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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Augmented Reality Timelapse Artwork with Artivive

In this project, students build their own augmented reality (AR) artwork using free digital tools with Artivive. Students can augment an existing artwork or design their own. This new technology allows artists to create new dimensions of art by linking classical with digital art.

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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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Tuckshop orders

Students make calculations with money.

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Work sample Year 4 Mathematics: Odd and even

This work sample demonstrates evidence of student learning in relation to aspects of the achievement standards for Year 4 Mathematics. The primary purpose for the work sample is to demonstrate the standard, so the focus is on what is evident in the sample not how it was created. The sample is an authentic representation ...

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Work sample Year 6 Mathematics: How tall?

This work sample demonstrates evidence of student learning in relation to aspects of the achievement standards for Year 6 Mathematics. The primary purpose for the work sample is to demonstrate the standard, so the focus is on what is evident in the sample not how it was created. The sample is an authentic representation ...

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Work sample Year 6 Mathematics: Fundraiser

This work sample demonstrates evidence of student learning in relation to aspects of the achievement standards for Year 6 Mathematics. The primary purpose for the work sample is to demonstrate the standard, so the focus is on what is evident in the sample not how it was created. The sample is an authentic representation ...