F-10 Curriculum (V8)
F-10 Curriculum (V9)
Tools and resources
Related links
Your search returned 66 results
Students work together to brainstorm the dangers, problems and pitfalls in using ICT and online spaces. They collaboratively agree upon a set of protocols and rules for using technology, and develop processes and procedures to follow when using ICT.
This lesson provides an opportunity for students to draw on their ethical understanding when asked to respond to different scenarios. The scenarios feature information systems that incorporate an AI application. Students are given four options to select which one they believe to be the ‘right’ thing to do. Students develop ...
This lesson sequence aims to identify strengths and weaknesses of past, present and future methods of data storage and recognise the risks and benefits for users. Students explore specific “data dilemmas”.
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 supports the assessment task, Staying fit, healthy and sun-safe. It is the third in a series of four resources.
This unit plan outlines how digital systems can be used to encourage fit and healthy activity. It is the first in a series of four resources.
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.
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 lesson takes a systems thinking approach to understanding the place of artificial intelligence (AI) as a component within solutions to real world problems, such as predicting bushfire hotspots, spotting and monitoring animals in the wild, automated horticulture and agriculture, and early detection of medical issues.
Dr Michelle Ellis gives a demonstration of the Edith Cowan University Makerspace visual and general-purpose programming environment. She also shows a range of materials to support the implementation of the Australian Curriculum: Digital Technologies. This includes teaching resources and lesson plans.
This PDF outlines Faith Lutheran College's proposal to participate in the Digital Technologies in Focus project.
This podcast includes information about the aims, challenges, insights and accomplishments of Faith Lutheran College's participation in the Digital Technologies in Focus project.
This report provides details of Faith Lutheran 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 PDF provides a line of sight from content descriptions to achievement standards.
Faith Lutheran College is a secondary co-educational independent school in Plainland, Queensland. It has more than 700 students and was established in 1999. Sarah Atkins is the curriculum officer who works with the school to support implementation of the Australian Curriculum: Digital Technologies. Teachers at the school ...
This comprises a collection of sample activities that incorporate visual programming (Scratch) into teaching and learning programs. They show the possibilities Scratch offers for integration. The projects are incomplete and are designed to be used as samples for inspiration or modification by teachers.
This resource provides strategies for assessing students' understanding of the ways in which data can be sourced, organised and represented to maximise options for analysis, evaluation, decomposition and visualisation in order to create digital solutions. The context of the resource is the liveability of the places in which ...
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.