F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This document illustrates the network of people and resources that make up Mossman State School's Professional Learning ecosystem.
This document illustrates the network of people and resources that make up St James Catholic College's Professional Learning ecosystem.
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.
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.
St James Catholic College is a K–10 school located about 50 kilometres south of Hobart, Tasmania on the Traditional Lands of the Mellukurdee Peoples. Peter Lelong is the curriculum officer who works directly with the school to support the implementation of the Digital Technologies curriculum. Teachers at the school have ...
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.
This is the second 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.
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.
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.
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.
Learn about the differences between animals, and how biologists use programming to help them do science! We'll learn about the features of animals, and how to use their differences in order to classify them. So hop in and learn some science!
Use this program to create an interactive chat bot who answers questions as if she is Lady Macbeth. Have students analyze, fill in or change parts of, or use the program to create their own variation and rendition of a character. This program could be used to further your understanding of how you could use Pencil Code in ...
In this coding challenge, students learn about programming in JavaScript, including data representation, decomposition, design, branching, iteration, functions, variables, animations, tracing and evaluation.
This lesson provides an introduction and overview to learning HTML and CSS. It provides guidance and tips to help students to create and design their own website.
This PDF is a one-page summary of the key findings of an external evalation of the Digital Technologies in Focus project in Australia’s most disadvantaged schools.
This set of printable cards provides definitions of six aspects of computational thinking.
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.
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.
These matrices allow teachers to self-assess their ICT Capability and Digital Technologies proficiency. They include a notes section for teachers to plan future professional learning.
This report reviews recent research literature in the areas of teacher capacity, integration of STEM disciplines, active learning and student engagement and participation to help inform the world of practice. The literature review was restricted to STEM practices in primary schools.