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Listed under:  Technologies  >  Information and communication technologies  >  User interfaces
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Coding for GUIs Lesson 1: Structure, style and function

This is the first in a series of lessons to incorporate Graphical User Interfaces (GUIs) into your General Purpose Programming. It follows on from the Visual To Text Coding lesson series.

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AI image recognition - exploring limitations and bias

A hands-on activity to practise training and testing an artificial intelligence (AI) model, using cartoon faces, including a discussion about sources of potential algorithmic bias and how to respond to these sources.

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Recognising AI

Use the tasks in this lesson to introduce concepts that underpin artificial intelligence (AI). The majority of the tasks are unplugged (do not require a digital device). Use the downloadable AI cards with your students to explore what they know about AI.

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Hot or not?

This lesson sequence focuses on the incremental or Agile approach to development and encourages students to follow the evolution of a temperature conversion tool for a Food Technology teacher. It uses an Excel spreadsheet application as the prototyping tool.

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Design and deliver

In this lesson sequence students create a website that acts as a showcase for a portfolio of their digital work. They learn about flexible design and how to design a site that can be viewed on a browser using any size of screen.

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Design Thinking Process - Ideation

Students explore the design thinking process of ideation and reflect on different ways we can generate ideas in order to solve a problem with a design brief. This particular lesson explores healthy eating through the design brief although the activities can be used to ideate any design.

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Storm survivor: Input, decision-making and loops

Students use a visual programming language to create a game or quiz to help members of a community prepare for a severe weather event.

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Coding for GUIs Final project: A complete application with GUI

This is the final project in a series of lessons to incorporate Graphical User Interfaces (GUIs) into your General Purpose Programming. The series follows on from the Visual To Text Coding lesson series.

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Digital Technologies resource types and resource mapping template

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.

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Literature reviews: what, why and how

This PowerPoint explains the benefits and techniques of literature reviews.

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Easterbrook review: Systems thinking and Computational thinking

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.

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Archived newsletters

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.

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Computational thinking poster

This infographic provides an overview overview of the concepts related to computational thinking.

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Classroom ideas: Micro:bit environmental measurement (visual and general-purpose programming): years 5-8

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, visual programming and general-purpose programming.

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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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Planning an action research project to facilitate implementation of Digital Technologies

This document includes ideas for planning and developing action research projects to facilitate implementation of digital technologies.

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Volmert et al. review: STEM learning

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 ...

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Supporting the Implementation of Digital Technologies in Disadvantaged Schools: Case study of impact, outcomes and sustainability (2020)

This PDF is an extensive report on the success of the Digital Technologies in Focus (DTiF) project, with a focus on supporting the Implementation of Digital Technologies in disadvantaged schools. The evaluation gathered qualitative data to create rich case study accounts of six schools' engagement in the project and its ...

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Newsletter – June 2021

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.

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Newsletter – October 2019

This newsletter from the Digital Technologies in Focus project includes information about schools' projects, visual programming, the Australian Curriculum, and useful resources.