F-10 Curriculum (V8)
F-10 Curriculum (V9)
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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.
This sequence of lessons explores how conditions in the environment can impact on learning. Through investigating the environmental influences on our classroom, and learning environments such as light, noise and temperature, students collect data and identify the optimal learning environment.
Investigate home automation systems, including those powered by artificial intelligence (AI) with speech recognition capability. These suggested activities for year levels 7-8 are designed for students using general purpose programming languages JavaScript and Python, with similar content to the visual coding lesson Home ...
Investigate home automation systems, including those powered by artificial intelligence (AI) with speech recognition capability. These suggested activities provide a level of differentiation to cater for students’ range of programming skills. They were developed in collaboration with the Digital Technologies Institute.
In this lesson students explore slalom sports and how competitors maximise speed when completing a course. Students research different slalom sports and then share their findings with the class. Students investigate the impact of distance and friction on time to complete a course through digital and unplugged activities. ...
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 ...
In this lesson, students explore our Solar System in Augmented Reality (AR). Students start by exploring a set of AR flashcards that present the Sun and Planets in our Solar System and then go on to use the Metaverse App to create their own AR solar system experience based on research.
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.
Create a game board where the player is provided with a number of decisions. Using Scratch and Makey Makey, students add multimodal elements to the story. These elements are activated using an Ozobot.
Students design and create a simple game/quiz to demonstrate convict crimes and punishments.
In this hypothetical exercise, young learners will explore what they would need to establish if they were to grow their very own pizza. The OUTCOMES of this learning activity are for children to: investigate where and how food is produced; appreciate the complexities of food manufacturing; expand their knowledge of food ...
Home automation is all the rage. You talk to your mobile phone to control the lights, the fan, the air conditioner, or your pool pump. But how does it work? In this lesson, we explore the AI that could power a home automation system.
This project creates opportunities for students to design, create, market and sell a plastic wrap alternative, and to work with a local business or community group that supplies some materials. This lesson was devised by Trudy Ward, Clarendon Vale Primary School, Tasmania.
In this lesson sequence students investigate the CSIRO indigenous seasons calendars and produce a searchable database that will capture data using two data sources.
This sequence of lessons explores how to incorporate user input, decision-making and loops in programming using the context of a shopping experience, particularly the checkout. It combines data in the form of a barcode and programming choices.
This lesson sequence is a cross-age project that can be used for students in year 5/6 in collaboration with students from years 1-2. In this project, students collaborate on a code for an unplugged robot. They design, test and modify the robot and create instruction manuals.
In this lesson students will explore the use of Sphero in the everyday world by adding accessories to invent solutions to workplace or other problems or simply by inventing an adaptation to the device. In each case, they are to build the accessory and create the code required for the device to serve a particular purpose. ...
In pairs, explore giving and following a sequence of steps and decisions to build a LEGO® toy.
This lesson plan introduces students to the practice and applications of using drones to take aerial photographs. Students learn safety procedures regarding the use of drones then capture images of simulated disaster areas. Students observe the use of drones in science and technology-based endeavours and suggest new applications ...
This lesson plan engages students in finding ways to reduce plastic waste in food packaging. Students investigate problems created by plastic waste then observe ways these issues are being addressed. They design new packaging for food items that currently produce excessive waste then test their designs objectively. The ...