F-10 Curriculum (V8)
F-10 Curriculum (V9)
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In this lesson sequence, students focus on the observable features of living things and their environment. Students follow and represent sequences of steps and decisions (algorithms) to solve problems.
In this lesson, we explore algorithms and how they can be used to provide instructions to play a First Nations Australian instructive game. We also learn about aspects of First Nations cultures.
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.
In this lesson, students will practise breaking down a process into smaller parts or steps as an introduction to computational thinking.
This activity challenges students to unpack a rule and see if it is being used correctly. Often students will just learn a rule and blindly use it. This task asks students to stop and think and then make corrections to ensure the rule works in all cases (generalise).
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 ...
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 ...
This set of printable cards provides definitions of six aspects of computational thinking.
This PDF provides suggestions for introducing students to algorithms by sequencing words, images and actions.
This PDF provides instructions for students to create an interactive poster using a Makey Makey and the visual programming language Scratch. A Makey Makey is an electronic circuit board, which, when connected to a computer, allows everyday objects to function as keyboards.
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 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.
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 is a booklet that accompanies the years 3-4 assessment task, Classifying living and non-living things.
This PDF comprises four worksheets that allow students to observe, investigate, manipulate and program simple line-following robots (Ozobots), engaging in the computational thinking process while working with data.
This video provides suggestions for ways in which Digital Technologies can be used to develop students' learning in the Numeracy Learning Progression.
This PDF provides a list of suggested books or similar that identify and discuss key concepts, key ideas and related ways of thinking about Digital Technologies.
This PDF provides a line of sight from content descriptions to achievement standards in the Digital Technologies subject in the Australian Curriculum.
This video provides an introduction to the ways in which Digital Technologies can be used to develop students' learning in the Numeracy Learning Progression.