F-10 Curriculum (V8)
F-10 Curriculum (V9)
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In this sequence of lessons students make a paper prototype of an eco-calculator to demonstrate human impact on the environment and suggest changes in behaviour. This is an unplugged activity with an opportunity to extend learning to create a digital solution using Scratch.
This unit of work introduces students to the potential of digital technologies to manage and conserve water resources in Australian agriculture. It assumes that students and teachers have little or no prior programming experience and provides a series of introductory activities to build students' understanding of the basic ...
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 PDF provides a line of sight from content descriptions to achievement standards.
This video provides suggestions for ways in which Digital Technologies can be used to develop students' learning in the Literacy and Numeracy Learning Progressions.
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 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 video provides suggestions for ways in which Digital Technologies can be used to develop students' learning in the Numeracy Learning Progression.
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 suggestions for introducing students to algorithms by sequencing words, images and actions.
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.
In this video, Professor Tim Bell discusses helpful ways of understanding and teaching computational thinking, a key idea of the Australian Curriculum: Technologies.
The Years 9-10 assessment task focuses on digital systems (integrating Digital Technologies and Science). The digital systems activity guide provides a scaffold to teach about and assess students’ understanding of how digital systems can be used to monitor the school environment. Students learn how to create environmental ...
This PDF provides a line of sight from content descriptions to achievement standards in the Digital Technologies subject in the Australian Curriculum.
This resource provides strategies for assessing students' ability to interpret, process, analyse and represent data using spreadsheets, pivot tables, plotting data and scripting activities. A link to a data set from a koala hospital provides extensive data for students to use. The resource includes maps, graphs and charts, ...
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 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 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.