F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This PowerPoint explains the benefits and techniques of literature reviews.
This document presents the milestones in St James Catholic College's participation in the Digital Technologies in Focus project.
This document presents the milestones in Wodonga South Primary School's participation in the Digital Technologies in Focus project.
This document illustrates the network of people and resources that make up St Mary's Primary School's Professional Learning ecosystem.
This infographic provides an overview overview of the concepts related to computational thinking.
The Leading Curriculum Change Using an Ecosystem Approach: Digital Technologies in focus: Supporting implementation of Digital Technologies evaluation report (June 2021) reports on ACARA’s National Innovation and Science Agenda funded project for the period June 2016 to June 2021. This report is highly relevant to those ...
This document presents the milestones in St Mary's Primary School's participation in the Digital Technologies in Focus project.
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 design and implement a new user-interface that allows a user to interact with a digital program. This lesson idea was created by Rebecca Vivian.
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 ...
Students use a visual programming language to create a game or quiz to help members of a community prepare for a severe weather event.
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.
A hands-on activity to practise training and testing an artificial intelligence (AI) model, using cartoon faces, including a discussion about sources of potential algorithmic bias and how to respond to these sources.
Use the tasks in this lesson to introduce concepts that underpin artificial intelligence (AI). The majority of the tasks are unplugged (do not require a digital device). Use the downloadable AI cards with your students to explore what they know about AI.
This lesson sequence allows students to explore design thinking processes to investigate how games are designed, created and played. Students analyse the audience of games, understanding the importance of empathy in the design process. The learning sequence culminates in a showcase: students sharing the games they have ...
In this lesson sequence students understand the importance of data in effective decision-making, and are able to find, sort and interpret Bureau of Meteorology (BOM) rainfall data, and to collect their own data and analyse the resulting datasets.
In this lesson sequence students investigate the importance of quality design and design principles in creating an efficient and effective user interface.
Find out about Digital systems. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.
Find out about Systems thinking. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.
Find out about User interface. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.