F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This document illustrates the network of people and resources that make up St James Catholic College's Professional Learning ecosystem.
This PowerPoint presentation includes ideas for planning and developing action research projects to facilitate implementation of digital technologies.
This document presents the milestones in Green Hill Public School's participation in the Digital Technologies in Focus project.
This article explores the challenges associated with using knowledge from different domains (and people) to work on a common problem, issue or puzzle. It acknowledges that the differences in how disciplines structure their knowledge raise challenges when working across disciplinary boundaries. The article identifies these ...
This webpage provides details of ten workshops that focus on understanding and implementing the Australian Curriculum: Digital Technologies. The workshops are provided for Digital Technologies in Focus project schools and, where possible, schools not involved in the project.
This video explains the progress that Bethany Christian School has made in the Digital Technologies in Focus project. It is the second in a series of three.
South Kalgoorlie Primary School is located in Kalgoorlie, Western Australia, on the Traditional Lands of the Wangkatja people of the North-Eastern Goldfields. It has about 450 students. Deanne Poole is the curriculum officer who works directly with the school to support the implementation of the Digital Technologies curriculum. ...
This document illustrates the network of people and resources that make up South Kalgoorlie Primary School's Professional Learning ecosystem.
This document presents the milestones in St Mary's Primary School's participation in the Digital Technologies in Focus project.
In this lesson students build a simple Pong game in Scratch and consider the physics involved in the game play. They then apply their understanding of force and motion to design their own video game concept. The resource includes links to downloadable lesson plan, websites, videos, apps and an assessment rubric. The lesson ...
As a general purpose programming language, python has a number of libraries that can be used for different purposes. PyGame is a free and open source python library that makes it easier to make multimedia applications like games.
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.
In this coding challenge, students learn about programming in JavaScript, including data representation, decomposition, design, branching, iteration, functions, variables, animations, tracing and evaluation.
This is a simple Boolean (true/false) application where its asks the user’s age - if you are over 15 then you can watch G and M rated movies - if you are under 15, then you can only watch G rated movies. This lesson was designed in collaboration with Jason Vearing QSITE (Gold Coast Chapter).
In this lesson, students explore how to design and implement a simple Augmented Reality (AR) poster experience using Unity 3D and Vuforia SDK for Unity 3D. This lesson is within the context of a Space-themed example, however, it could be used for other contexts such as Biology, Geography, Art or more.
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.
In this lesson, students design and implement a new user-interface that allows a user to interact with a digital program. This lesson idea was created by Rebecca Vivian.
Students use a visual programming language to create a game or quiz to help members of a community prepare for a severe weather event.
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.
In this lesson students understand design thinking as a process for solving problems creatively. Students explore the design thinking process of empathising and seek to understand more about the users and the problem they are trying to solve. This particular lesson explores reducing litter through the design brief although ...