F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This PDF suggests board and card games that are useful for exploring Digital Technologies key concepts and key ideas.
This PDF provides a list of books that are useful for exploring key concepts and ideas in Digital Technologies.
This PowerPoint explains the benefits and techniques of literature reviews.
This article explores the types of systems in our world, their characteristics and how our behaviour can initiate and respond to changes in their performance. The author differentiates between systems thinking and a system and elaborates on those factors that contribute to systemic behaviour.
Digital Technologies in Focus curriculum officers discuss a lesson about Artificial Intelligence with Simon Collier and a student.
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.
This PDF lists seven ways in which schools can support the Digital Technologies curriculum
Dr Karen Joyce from STEM education provider She Maps discusses geospatial mapping and methods for teaching underpinning concepts to primary, secondary and tertiary students. Her presentation provides opportunities to think about how we might teach digital systems, data collection and interpretation to our students in context.
This newsletter from the Digital Technologies in Focus project includes information about schools' projects, assessment tasks, artificial intelligence, augmented and virtual reality, the Australian Curriculum, and useful resources.
This newsletter from the Digital Technologies in Focus project includes information about schools projects, the Australian Curriculum, and useful resources.
Alyangula Area School is a government school located in Alyangula on Groote Eylandt, in the Northern Territory on the Traditional Lands of the Anindilyakwa People. Martin Levins is one of ACARA’s curriculum officers who works directly with the school to support the implementation of the Australian Curriculum: Digital Technologies. ...
This newsletter from the Digital Technologies in Focus project includes information about schools' projects, workshops, computational thinking, the Australian Curriculum, and useful resources.
Game Builder is an online resource for teachers and students making their very first videogame, and for those who have some experience already. There’s more to a good game than good code! As with most creative projects, success comes from good ideas and thorough preparation. This resource will take you through the building ...
In this lesson students engage in a hands-on exploration of local diversity. Students research and record local wildlife, learn about biodiversity in Australia, and conduct a ‘bush blitz’. They learn how to create dichotomous keys and translate their keys into a wildlife discovery app prototype. The resource includes links ...
Dr Rebecca Vivian provides an overview of the CSER Digital Technologies Education Project from The University of Adelaide. The project includes free professional learning, a digital equipment lending library and a range of resources designed to support teachers in the implementation of the Australian Curriculum: Digital ...
This PDF lists eight ways in which Digital Technologies in Focus (DTiF) supported the implementation of Digital Technologies in disadvantaged schools.
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 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 report provides details of St James Catholic College's participation in the Digital Technologies in Focus project, including a Research question, criteria for success, data collection, resources, challenges, milestones and next steps.
This set of printable cards provides definitions of six aspects of computational thinking.