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Australian Curriculum: Digital Technologies Years F-6 achievement standards and aligned content descriptions on a page

This PDF presents content descriptions and achievement standards for the Digital Technologies subject in the Australian Curriculum

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Australian Curriculum: Digital Technologies years 3-4 Digital Systems sample assessment task: Cooling the school

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 ...

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Kim review: Systems thinking

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.

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Expert webinar video: Professor Tim Bell – Computational thinking

In this video, Professor Tim Bell discusses helpful ways of understanding and teaching computational thinking, a key idea of the Australian Curriculum: Technologies.

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Expert webinar video: Nathan Alison, Digital Learning and Teaching Victoria (DLTV): Focus on systems thinking. How do we teach it well?

Nathan Alison from Digital Learning and Teaching Victoria (DLTV) explains what systems thinking is and how it is used in the context of Digital Technologies. Nathan explains what we need to consider when teaching digital systems, covering topics such as networks, hardware and software protocols, people and processes.

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Computational thinking cut out cards

This set of printable cards provides definitions of six aspects of computational thinking.

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Teaching and supporting project management in the F-6 classroom

This PDF gives educators an overview of what project management is and ideas on how they can implement project management skills in the F-6 classroom.

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Visual programming with Scratch: years 3-6

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.

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Australian Curriculum: Digital Technologies: years 3-4

This PDF provides a line of sight from content descriptions to achievement standards.

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Mossman State School – Project proposal

This PDF outlines Mossman State School's proposal to participate in the Digital Technologies in Focus project.

Online

The wizard of Ozo

Using OzoBots students move an Ozobot about a map with coordinates. This lesson idea was created by Ben Jucius.

Online

Create a board game that uses an Ozobot

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.

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Have fun with flowcharts

Create a flowchart to represent a sequence of (branching) steps and decisions needed to solve a mathematical problem.

Assessment

Assessment resources

Browse assessment resources.

Online

Computer Science Fundamentals

This curriculum provides a teacher guidebook for implementing lessons, with learning and teaching activities, content, printable worksheets and some assessment lessons.

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Pattern & Algebra Year 4 - Calculate

The focus of this activity is to discover if students can use numbers to describe a pattern created with objects. We want to encourage students to record what they know about the pattern in a table and then use this information to help predict future terms and identify the rule or function for the pattern. By recording ...

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Space Race Game (Introducing Algorithmic Thinking) - Calculate

Space Race is a simple board game that teachers can use to introduce the concept of algorithmic sequencing to students. The teaching points provided with the game assist teachers to introduce the use of an algorithm (a simple set of mathematical instructions) to describe the trajectory of an object across a grid plane from ...

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Algorithms: Ngarrindjeri weaving

In this lesson, students will practise breaking down a process into smaller parts or steps as an introduction to computational thinking.

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Computational thinking poster

This infographic provides an overview overview of the concepts related to computational thinking.

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Robots, data and computational thinking: years 2-4

This PDF comprises four worksheets that allow students to observe, investigate, manipulate and program simple line-following robots (Ozobots), engaging in the computational thinking process while working with data.