F-10 Curriculum (V8)
F-10 Curriculum (V9)
Tools and resources
Related links
Describe position and movement (ACMMG010)
Location (Geometry), Displacement (Motion)
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This sequence of two lessons engages students in comparing lengths of pieces of wool: 'woolly worms'. Students use direct comparison to order their collection of worms from shortest to longest. They learn to order their collection of worms using a variety of strategies, to record lengths using informal units, to draw worms ...
This lesson engages students in gathering and representing data on the shoes that students wear to school. Students work together as a class to sort their shoes into different categories of their choosing. They organise and represent their data using a picture graph, then use the graph to answer questions and make simple ...
This sequence of two lessons explores the similarity and differences of objects based on attributes. The sequence begins by looking at the attributes of colour and shape and then introduces a third attribute of size. Students are asked to determine what an object might look like when one or two of its attributes are changed. ...
This sequence of lessons explores the various possibilities for constructing a circular pattern using different colours. Students decorate party hats using two and then three different coloured pompoms and investigate the combinations that arise. They then create circular patterns using four colours and identify similarities ...
This work sample demonstrates evidence of student learning in relation to aspects of the achievement standards for Foundation Year Mathematics. The primary purpose for the work sample is to demonstrate the standard, so the focus is on what is evident in the sample not how it was created. The sample is an authentic representation ...
Use this diagnostic task in the style of a one-on-one interview to assess a student's knowledge and understanding of an object's properties, and their use of comparative language.
Use this diagnostic task to assess what students know about volume and units to compare volumes.
Kyle talks about today, tomorrow and yesterday as he waits for the day he is having his friend over.
This resource is a web page containing a short task to explore counting patterns. Dominoes are used to make counting patterns, add the next two dominoes that follow the pattern. A printable resource is also available to support the task. This resource is an activity from the NRICH website.
Learn programming skills by animating characters in the puzzle levels. Use your new programming skills to create interactions between characters in the 'toy box' area. Free when reviewed on 12/5/2015.
Selected links to online resources that can support the teaching and learning of geometry for primary-aged students.
Selected links to a range of interactive online resources for the study of patterns and algebra in Foundation to Year 6 Mathematics.
Selected links to a range of interactive online resources for the study of number in Foundation to Year 6 Mathematics.
Selected links to a range of interactive and print resources for Measurement topics in K-6 Mathematics.
This planning resource for Foundation is for the topic of Shapes and objects. Students learn to identify, name and sort common shapes such as circles, triangles, squares and rectangles.
Identify shapes that surround you every day. Look at the bedroom and the playground. What shapes can you see?
Students compare shapes. In small groups, students are taken on a 'Sensational shape hunt' outside in the school grounds. They look around, observe and describe the shapes they see in the environment. They may stop to feel the straight or curved edges, the flat or rounded sides or surfaces. They compare shapes and find ...
Learn programming skills by snapping together programming blocks. Make characters walk, jump, dance and sing. Add your own voice or modify your own characters and make your own interactive story. Free when reviewed on 12/5/2015.
These seven learning activities, which focus on 'games, simulations and modelling' using a variety of tools (software) and devices (hardware), illustrate the ways in which content, pedagogy and technology can be successfully and effectively integrated in order to promote learning. In the activities, teachers use games, ...