F-10 Curriculum (V8)
F-10 Curriculum (V9)
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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 iPad app provides an experience of Taronga Zoo's stunning Wild Asia rainforest trail. Guided by volunteer researcher Heidi Greentree and a GPS map, students create a PDF field report using the photographs they have taken, observations made and information collected. This can be emailed for further research and discussion ...
This iPad app is designed for Stage 2 students to use while on excursion in the Wild Australia area in Taronga Zoo Sydney and at the Taronga Western Plains Zoo, Dubbo. Students create a field report from observations and can email and review their editable summary poster for further study back at school. The app has intuitive ...
In this sequence of lessons students grow a plant from seed, capturing each step and decision as an algorithmic process and recording data for future learning.
This is a collection of eight articles that mark the 60th anniversary of the first computer in an Australian university. The series covers topics from the history of computing, its role in studying global health or species conservation, and how computers can help understand the brain.
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 gives educators an overview of what project management is and ideas on how they can implement project management skills in the F-6 classroom.
This PDF provides a list of books that are useful for exploring key concepts and ideas in Digital Technologies.
This PDF uses colour coding to provide a line of sight between key concepts, content descriptions and achievement standards in the Digital Technologies subject in the Australian Curriculum.
This PDF provides a sequence of content for 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.
These matrices allow teachers to self-assess their proficiency with Digital Technologies. They include a notes section for teachers to plan future professional learning.
This PDF provides a line of sight from content descriptions to achievement standards.
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 ...
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.
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.
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.
Martin Richards manages the Digital Technologies Hub. He discusses the relationship between artificial intelligence and the Australian Curriculum: Digital Technologies. Martin also shows some useful resources for teachers.
This article explores ways of building integrated STEM programs so that students have opportunities to make connections to crosscutting concepts and real-world problems. This is proposed through the lens of a framework.