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Create a board game that uses an Ozobot

Create a game board where the player is provided with a number of decisions. Using Scratch and Makey Makey, students add multimodal elements to the story. These elements are activated using an Ozobot.

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Fun projects with language translation

Natural language processing is growing in importance. We often converse with automatic chatbots for customer service without even knowing. We also use online translation services or mobile apps. But how do these services work? Is there artificial intelligence (AI) in them? Three projects are offered to cater for student ...

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Expert webinar video: Nathan Alison, Digital Learning and Teaching Victoria (DLTV): Focus on systems thinking. How do we teach it well?

Nathan Alison from Digital Learning and Teaching Victoria (DLTV) explains what systems thinking is and how it is used in the context of Digital Technologies. Nathan explains what we need to consider when teaching digital systems, covering topics such as networks, hardware and software protocols, people and processes.

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Activities that promote Digital Technologies concepts and incorporate Numeracy: part 3: Compass rose

This video provides suggestions for ways in which Digital Technologies can be used to develop students' learning in the Numeracy Learning Progression.

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Classroom ideas: exploring digital technologies through shopping: years 3-6

This PDF demonstrates how using concepts derived from age-appropriate content, combined with multiple points of entry to and exit from a shopping-related task might remove barriers to learning. Students engage in purposeful and authentic open-ended explorations that require critical and creative thinking and incorporate ...

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Expert webinar video: In conversation with Paul Mead from She Maps: A wide-ranging discussion from women in Technology and unconscious bias to digital systems and the ethical and safety considerations of using drone technologies

Paul Mead, from STEM education provider She Maps, discusses unconscious bias in young students and how She Maps is spreading the word about women who work with technologies in the field. He discusses digital systems and explains how geospatial systems and geographical information systems are used to collect, analyse and ...

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Australian Curriculum: Digital Technologies Years F-6 achievement standards and aligned content descriptions on a page

This PDF presents content descriptions and achievement standards for the Digital Technologies subject in the Australian Curriculum

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Expert webinar video: Dr Michelle Ellis: Learning resources for using micro:bits

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.

Online

Odd and even: Year 4 – planning tool

This planning resource for Year 4 is for the topic of Odd and even. Students investigate the properties of odd and even numbers. They learn to identify and explain patterns that emerge when odd and even numbers are used in computation problems.

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Follow and create algorithms: Year 4 – planning tool

This planning resource for Year 4 is for the topic of Follow and create algorithms. Students create and follow algorithms involving a sequence of steps and decisions to generate number patterns involving addition or multiplication. They analyse the patterns generated and describe and explain them.

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Mossman State School

Mossman State School is a government school located in Mossman, Queensland, on the Traditional Lands of the Kuku Yalanji Peoples. Beth Claydon is the curriculum officer who works directly with the school to support the implementation of the Australian Curriculum: Digital Technologies. Teachers at the school have chosen ...

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Create a language learning program

Create a computer program to learn a traditional Aboriginal or Torres Strait Islander language.

Online

Have fun with flowcharts

Create a flowchart to represent a sequence of (branching) steps and decisions needed to solve a mathematical problem.

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Plan a 'choose your own adventure' story

Students create a storyboard to plan a ‘choose your own adventure' story, where the reader is provided with a number of decisions that lead to alternative endings.

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Scratch Creative Computing Guide

There is also a series of units comprising learning activities, paired with assessment activities and templates that can be used to support use of the Scratch (MIT) platform. The Scratch Creative Computing Guide supports assessment activities with visual programming environments.

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Take a LEGO building challenge

In pairs, explore giving and following a sequence of steps and decisions to build a LEGO® toy.

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Work sample Year 4 Mathematics: Number: addition and subtraction

This work sample demonstrates evidence of student learning in relation to aspects of the achievement standards for Year 4 Mathematics. The primary purpose for the work sample is to demonstrate the standard, so the focus is on what is evident in the sample not how it was created. The sample is an authentic representation ...

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Space Race Game (Introducing Algorithmic Thinking) - Calculate

Space Race is a simple board game that teachers can use to introduce the concept of algorithmic sequencing to students. The teaching points provided with the game assist teachers to introduce the use of an algorithm (a simple set of mathematical instructions) to describe the trajectory of an object across a grid plane from ...

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Even and Odd Orcharding - Calculate

What makes even numbers special? What makes odd numbers… well… odd? Help these farmers plant their fruit trees in rows and patterns, and see what happens when we add, subtract and multiply different combinations of these numbers together! Use this low threshold, high ceiling task to explore the properties of even and odd numbers.

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Pattern & Algebra Year 4 - Calculate

The focus of this activity is to discover if students can use numbers to describe a pattern created with objects. We want to encourage students to record what they know about the pattern in a table and then use this information to help predict future terms and identify the rule or function for the pattern. By recording ...