F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This article explores the benefits of an interdisciplinary STEM program in the quest for providing students with a holistic approach to problem-solving that reflects real-world practice. This is supported by a conceptual framework that comprises four constructs: systems thinking, situation learning theory, constructivism ...
This PDF lists seven characteristics of good teaching practice in the Digital Technologies curriculum.
This newsletter from the Digital Technologies in Focus project includes information about schools projects, the Australian Curriculum, and useful resources.
This webpage provides users with a menu of schools whose experiences with Digital Technologies are described in detail.
This video is a summary of a progress report into the implementation of Digital Technologies in the Alyangula Area School.
This PDF assists teachers in thinking about when and how to introduce Digital Technologies discipline-specific vocabulary.
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 ...
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 webpage features archived newsletters from the Digital Technologies in Focus project. The newsletters include information about schools' projects, assessment tasks, the Australian Curriculum and resources.
This document illustrates the network of people and resources that make up St James Catholic College's Professional Learning ecosystem.
This report examines the similarities and differences in the understandings about STEM education between experts and the general public in some American states. The authors contend that one of the most interesting findings is the role of Science: the general public equates STEM as Science, whereas the experts view all STEM ...
Kevin Bradley, CEO of Save the Bilby Fund, and Cassandra Arkinstall, a researcher and volunteer at Save the Bilby Fund explain how important digital technologies are in the campaign to save the bilby from extinction. The video explains how digital systems are used to collect and visualise data and help eradicate threats ...
This newsletter from the Digital Technologies in Focus project includes information about schools' projects, the Australian Curriculum, and useful resources.
This newsletter from the Digital Technologies in Focus project includes information about schools' projects, assessment tasks, artifical intelligence (AI), the Australian Curriculum, useful links, and resources.
This PDF outlines St James Catholic College's proposal to participate in the Digital Technologies in Focus project.
This three-page document gives suggestions for selecting and organising Digital Technologies resources, including physical equipment, unplugged activities and online links. It includes a simple template that may be helpful in documenting these.
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.
This PDF is an extensive report on the success of the Digital Technologies in Focus (DTiF) project, with a focus on curriculum and pedagogy and learning outcomes. The evaluation gathered qualitative data to create rich case study accounts of six schools' engagement in the project and its impacts and outcomes.
This video explains ways in which the Digital Technologies curriculum and the Information and Communication Technology (ICT) General Capability can be implemented in schools. This video is the second in a series of three.
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.