F-10 Curriculum (V8)
F-10 Curriculum (V9)
Tools and resources
Related links
Your search returned 52 results
This is an illustrated narrative describing the engineering decisions made to create wildlife corridors for safe passage for Australian fauna to protect them and the stormwater networks they had been traveling through. It shows the creativity, innovation and collaboration required, and focuses on the value being an engineer ...
This lesson sequence is designed to introduce students to data analysis using a spreadsheet such as MS Excel. The project is based on a real world problem and a real data set from a weather balloon launched in Australia earlier this year. The project consists of 5 lessons of variable length, each with a different focus. ...
By years 5 and 6 many students may have had some experience with a visual programming language such as Scratch or Blockly that is the basis of the Hour of Code. Sphero will take the screen based control of an image to the next level by introducing a robotic device controlled by a visual programming language. This lesson ...
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.
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.
In this lesson, students undertake a research project about “space rocks”. They devise a research question to investigate something they would like to know about space rocks and communicate their ideas within an AR or Virtual Reality (VR) experience.
The soil moisture sensor project integrates science understandings and computational thinking to solve a problem about sustainable watering practices. This lesson was devised by Trudy Ward, Clarendon Vale Primary School, Tasmania.
In pairs, explore giving and following a sequence of steps and decisions to build a LEGO® toy.
Humans are constantly working to develop and improve our technology and understanding. This resource provides step-by-step instructions to help students consider why innovative design and improvement is important. Students firstly identify as many types of transport they can think of and then discuss why new types of transport ...
This is an illustrated story of a real-life engineering solution designed to recycle glass waste and reuse it as reinforcement for concrete used in footpaths. The book explains the process of innovation to reach a viable solution. It shows the creativity, innovation and collaboration required to provide a solution that ...
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. ...
This is an illustrated story retelling the real-life engineering decisions made to provide water to a Queensland town when its dam, the only source of water, ran dry. It shows the creativity, innovation and collaboration required to provide a solution that delivers a sustainable water supply. The downloadable PDF includes ...
In this lesson students will create a personalised musical buzzer by programming the LilyPad Arduino to play a sound using the Main board, Buzzer and Button, coding the note frequency in Arduino IDE. The lesson can be extended to include LED’s that light up or flash according to the note played to enable the buzzer to be ...
In this lesson, students explore how to design and implement a simple Augmented Reality (AR) world to project DNA model using Unity 3D and Vuforia SDK for Unity 3D.
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.
This is the first in a series of lessons to incorporate Graphical User Interfaces (GUIs) into your General Purpose Programming. It follows on from the Visual To Text Coding lesson series.
Life would be very different today if we did not have modern transport. In this activity, students calculate the time it would take for humans to travel long distances through different modes of transport. They then analyse the impact of these technological developments.
This is an illustrated narrative describes the engineering decisions made when building an artificial reef to slow coastal erosion issues encountered on the Gold Coast. It shows the creativity, innovation and community collaboration required, focusing on the value being an engineer brings to the individual and the local ...
In this lesson students learn the features of the five main biomes, and use ClassVR headsets and CoSpaces to design and create a virtual biome to explore. They research and identify the features of a biome and then create their own virtual environment. The resource explores the human impacts on biodiversity and explore ...