F-10 Curriculum (V8)
F-10 Curriculum (V9)
Tools and resources
Related links
Your search returned 214 results
This article explores the challenges associated with using knowledge from different domains (and people) to work on a common problem, issue or puzzle. It acknowledges that the differences in how disciplines structure their knowledge raise challenges when working across disciplinary boundaries. The article identifies these ...
This PDF provides a line of sight from content descriptions to achievement standards.
This PowerPoint explains the benefits and techniques of literature reviews.
This PDF uses colour coding to provide a line of sight between key concepts, content descriptions and achievement standards in the Digital Technologies subject in the Australian Curriculum.
This newsletter from the Digital Technologies in Focus project includes information about schools' projects, assessment tasks, artificial intelligence, augmented and virtual reality, the Australian Curriculum, and useful resources.
The Years 7-8 assessment task focuses on digital systems (integrating Digital Technologies and Science). The digital systems assessment task activity guide can teach and assess students’ understanding of how digital systems can be used to monitor the classroom learning environment. Students will learn how to create environmental ...
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 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.
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 create a 360 educational Google Tour about Uluru and the Aboriginal peoples who are the traditional owners of the land.
In this lesson students engage in a hands-on exploration of local diversity. Students research and record local wildlife, learn about biodiversity in Australia, and conduct a ‘bush blitz’. They learn how to create dichotomous keys and translate their keys into a wildlife discovery app prototype. The resource includes links ...
In this lesson sequence students create a website that acts as a showcase for a portfolio of their digital work. They learn about flexible design and how to design a site that can be viewed on a browser using any size of screen.
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.
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!
As a general purpose programming language, python has a number of libraries that can be used for different purposes. PyGame is a free and open source python library that makes it easier to make multimedia applications like games.
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 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 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 ...
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.
In this lesson students build a simple Pong game in Scratch and consider the physics involved in the game play. They then apply their understanding of force and motion to design their own video game concept. The resource includes links to downloadable lesson plan, websites, videos, apps and an assessment rubric. The lesson ...