F-10 Curriculum (V8)
F-10 Curriculum (V9)
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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 final project 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 tutorial shows ways in which environmental factors such as lighting and temperature can be measured and improved using micro:bits and sensor boards, and programmed using pseudocode, visual programming and general-purpose programming.
This resource provides examples of ways Aboriginal and Torres Strait Islander Histories and Cultures can be integrated into Digital Technologies. Examples include 'classification and sorting data' and 'designing solutions'.
This PDF provides a line of sight from content descriptions to achievement standards in the Digital Technologies subject in the Australian Curriculum.
This article explores how children’s innate understanding of systems can be developed through deliberate educational programs that support systems thinking. This can happen by encouraging students to identify patterns, consequences and feedback (loops) associated with social, environmental and economic problems; and by ...
Simon Collier, Digital Technologies in Focus Curriculum Officer, takes viewers though a lesson from the Digital Technologies Hub exploring how machine learning can be used to organise photographs.
Digital Technologies in Focus curriculum officers discuss a lesson about Artificial Intelligence with Simon Collier and a student.
Dr Karen Joyce from STEM education provider She Maps discusses geospatial mapping and methods for teaching underpinning concepts to primary, secondary and tertiary students. Her presentation provides opportunities to think about how we might teach digital systems, data collection and interpretation to our students in context.
This PDF is an extensive report on the success of the Digital Technologies in Focus (DTiF) project, with a focus on supporting the Implementation of Digital Technologies in disadvantaged schools. The evaluation gathered qualitative data to create rich case study accounts of six schools' engagement in the project and its ...
This newsletter from the Digital Technologies in Focus project includes information about schools' projects, assessment tasks, artifical intelligence (AI), the Australian Curriculum, useful links, and resources.
This newsletter from the Digital Technologies in Focus project includes information about schools' projects, visual programming, the Australian Curriculum, and useful resources.
This newsletter from the Digital Technologies in Focus project includes information about schools' projects, the Australian Curriculum and useful resources.
This set of printable cards provides definitions of six aspects of computational thinking.
These matrices allow teachers to self-assess their ICT Capability and Digital Technologies proficiency. They include a notes section for teachers to plan future professional learning.
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.
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 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.
This is the fifth 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.
In this coding challenge, students learn about programming in JavaScript, including data representation, decomposition, design, branching, iteration, functions, variables, animations, tracing and evaluation.