F-10 Curriculum (V8)
F-10 Curriculum (V9)
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Design your own Australian flag by firstly examining common elements of flags, creating a step by step process (algorithm) to program your design after exploring a ‘block-based’ turtle drawing program such as Pencil Code.
Create a model using snap blocks 1 block high and create a code so someone else can build your model.
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) ...
This resource provides strategies for assessing aspects of the Digital Technologies subject in the Australian Curriculum that relate to data using contexts from other learning areas and General Capabilities, including Science, Mathematics, Numeracy and Literacy. The resource includes an assessment planner and rubric, as ...
This PDF provides a sequence of activities that allow students to view and create planning templates and algorithms when making 'Choose Your Own Adventure' stories. Older students can use the visual programming language Scratch to build their stories.
This document provides a scaffold to teach and assess students’ understanding of how digital systems can be used to monitor and collect information used for mapping and making judgements about the environment. Students record information using digital systems to investigate a school need, then design solutions to improve ...
Dr Michelle Ellis gives a demonstration of the Edith Cowan University Makerspace visual and general-purpose programming environment. She also shows a range of materials to support the implementation of the Australian Curriculum: Digital Technologies. This includes teaching resources and lesson plans.
This video provides suggestions for ways in which Digital Technologies can be used to develop students' learning in the Numeracy Learning Progression.
This tutorial provides detailed instructions to support the learning of Python, a general purpose programming language. The tutorial is designed for educators who are learning to use Python.
This PDF provides activities for collecting, analysing and representing data about litter in the local community. It prompts students to consider the implications of rubbish in the local environment, and suggests actions students can take in order to reduce litter.
This PDF provides suggestions for organising and classifying discrete items according to different criteria, for example, shape, size, colour and type, and prompts students to identify ways in which school resources have been classified.
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 and visual programming.
This PDF provides suggestions for introducing students to algorithms by sequencing words, images and actions.
This PDF provides activities in which students identify features of digital systems, and create models to demonstrate their operations. Students are encouraged to demonstrate their understanding of Domain Name Servers (DNS), routing, and transmission control and internet protocols (TCP/IP).
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 includes a self-assessment task for students and a marking guide for teachers.
This video takes viewers through the transition from visual programming (block-based environments) to general-purpose programming (text based environments). It guides teachers as they assist students to move from block-based programming used in primary schools to general-purpose programming languages used in secondary schools.
This resource comprises two activities that allow students to explore the concept of chance in Mathematics. Students use computational thinking while using a micro:bit as a digital system to generate and collect data. Students implement programs involving branching and iteration in visual and general-purpose programming languages.
This video provides an overview of computational thinking and how it can be taught in the context of other learning areas.
This tutorial provides step-by-step instructions to support the learning of Scratch, a visual programming language. The tutorial is designed for educators who would like to learn how to use Scratch.