F-10 Curriculum (V8)
F-10 Curriculum (V9)
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In this lesson, students undertake a research project about “space rocks”. They devise a research question to investigate something they would like to know about space rocks and communicate their ideas within an AR or Virtual Reality (VR) experience.
This unit of work is intended to teach years 9–10 students basic programming, using general purpose programming language.
In this lesson, students create a 360 educational Google Tour about Uluru and the Aboriginal peoples who are the traditional owners of the land.
This is the second in a series of lessons to incorporate graphical user interfaces (GUIs) into your general-purpose programming. The series follows on from the Visual To Text Coding lesson series.
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.
This lesson sequence provides step-by-step video tutorials and challenges to incorporate Graphical User Interfaces (GUIs) into your General Purpose Programming. It follows on from the Visual To Text Coding lesson series.
This is the third in a series of lessons to incorporate graphical user interfaces (GUIs) into your general-purpose programming. The series follows on from the Visual to text coding lesson series.
This PDF provides a list of books that are useful for exploring key concepts and ideas in Digital Technologies.
This PDF provides a line of sight from content descriptions to achievement standards in the Digital Technologies subject in the Australian Curriculum.
This document includes ideas for planning and developing action research projects to facilitate implementation of digital technologies.
This is the fourth in a series of lessons to incorporate graphical user interfaces (GUIs) into your general-purpose programming. The series follows on from the Visual to text coding lesson series.
Learn about the differences between animals, and how Biologists use programming to help them do science! We'll learn about the features of animals, structural and behavioural adaptation, and how to use these properties in order to identify them. So hop in and learn some science! This course is based on the Year 5 science ...
Kevin Bradley, CEO of Save the Bilby Fund, and Cassandra Arkinstall, a researcher and volunteer at Save the Bilby Fund, explain why the bilby is an important indicator of the health of an ecosystem, and how their decline impacts other wildlife. This video gives an overview of what the Save the Bilby Fund does as they work ...
In this challenge students use the BBC micro:bit as an embedded system to create different pieces of a virtual pet game. Students in the process learn about the micro:bit’s features and can think about how to make their own version of a virtual pet game, or even an entirely new project. Discover how embedded hardware (micro:bit) ...
In this coding challenge, students learn about programming in Blockly, including data representation, decomposition, design, branching, iteration, functions, variables, animations, tracing and evaluation.
This video explains the progress that Bethany Christian School has made in the Digital Technologies in Focus project. It is the third in a series of four.
This report provides details of Bethany Christian 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.
This document presents the milestones in South Kalgoorlie Primary School's participation in the Digital Technologies in Focus project.
This podcast includes information about the aims, challenges, insights and accomplishments of South Kalgoorlie Primary School's participation in the Digital Technologies in Focus project.
This sequence of lessons explores how conditions in the environment can impact on learning. Through investigating the environmental influences on our classroom, and learning environments such as light, noise and temperature, students collect data and identify the optimal learning environment.