F-10 Curriculum (V8)
F-10 Curriculum (V9)
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Do you know what a fractal is? Basically, fractals are never-ending patterns created by repeated mathematical equations. In this clip, Yuliya, a student at MIT (in the USA) describes the properties of fractals and shows you where they can be found in technology and nature. Have a good look at the world around you and see ...
This is a unit for Year 2 from the Scope and sequence resources from the DT Hub. The topic of algorithms and programming is organised into four key elements. Use this flow of activities to plan and assess students against the relevant achievement standards. Students learn some basic computational skills such as working ...
Learn programming skills by snapping together programming blocks. Make characters walk, jump, dance and sing. Add your own voice or modify your own characters and make your own interactive story. Free when reviewed on 12/5/2015.
Find out about Maker spaces. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.
Selected links to a range of interactive online resources for the study of number in Foundation to Year 6 Mathematics.
This learning object is designed around a series of videos with Lisa Shanahan, author, and Emma Quay, illustrator, including a reading experience of their collaborative work, Bear and Chook by the Sea. Taken as a whole, this sequence of lessons is a Stage 1 unit of work that results in students working in pairs to produce ...
This website provides teacher notes and student materials to introduce students to Alice, a object-oriented 3D programming environment designed specifically to engage students with computer programming using a story-telling context. The resources are provided in a downloadable zipped package that includes the free Java-based ...
In this sequence students plan, create and edit a program that will ask maths questions that are harder or easier depending on user performance.
In this sequence of lessons students make a paper prototype of an eco-calculator to demonstrate human impact on the environment and suggest changes in behaviour. This is an unplugged activity with an opportunity to extend learning to create a digital solution using Scratch.
Find out about algorithms. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.
Selected links to a range of interactive online resources for the study of patterns and algebra in Foundation to Year 6 Mathematics.
Bubble Popper is a game that combines computer gaming and sport. Listen to Chad and Joshua as they explain their aim in designing this game. What kind of equipment is needed to play it? Why might it be a good idea to make games that involve physical exertion? Use your imagination and think up your own game that combines ...
This resource is a web page containing a sample flow chart. The flow chart shows multiple pathways depending on the answer to questions identified as a decision (diamond shape). A printable resource is also available to support the task. This resource is an activity from the NRICH website.
Learn programming skills by animating characters in the puzzle levels. Use your new programming skills to create interactions between characters in the 'toy box' area. Free when reviewed on 12/5/2015.
In this sequence of lessons, students design a sequence of steps for others to follow. They convey their instructions to peers and evaluate the work of others to determine if the outcome was successful.
This is a unit for Year 5 from the Scope and sequence resources from the DT Hub. The topic of creating a digital solution is organised into four key elements. Use this flow of activities to plan and assess students against the relevant achievement standards. Students follow the problem solving process to design and create ...
This learning sequence Buzzing with Bee-Bots can be used to develop foundation skills in computational thinking and to develop an awareness of personal experiences using digital technologies. Students follow and describe a series of steps to program a floor robot. They plan a route to program a robot to follow a path and ...
In this sequence students implement a digital solution for a maths quiz. They test and assess how well it works.
In this lesson sequence, students use big data sets and school surveys, to design (and as an extension activity, make) a new digital communication solution for the school.