F-10 Curriculum (V8)
F-10 Curriculum (V9)
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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.
This podcast includes information about the aims, challenges, insights and accomplishments of Bethany Christian School'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 resource provides examples of ways Aboriginal and Torres Strait Islander Histories and Cultures can be integrated into Digital Technologies. Examples include 'classification and sorting data' and 'designing solutions'.
This PDF gives an overview of the Australian Curriculum: Digital Technologies. It includes key points from the rationale and a step-by-step process for becoming familiar with the structure of the curriculum to assist planning. The document also provides links to key documents and sections of the Australian Curriculum as ...
This document illustrates the network of people and resources that make up South Kalgoorlie Primary School's Professional Learning ecosystem.
These matrices allow teachers to self-assess their proficiency with Digital Technologies. They include a notes section for teachers to plan future professional learning.
Wodonga South Primary School caters for students in years F-6 and has approximately 540 students. Simon Collier is the curriculum officer who works with the school to support implementation of the Australian Curriculum: Digital Technologies. Teachers at the school have chosen to focus their project on professional learning ...
This article explores how children’s innate understanding of systems can be developed through deliberate educational programs that support systems thinking. This can happen by encouraging students to identify patterns, consequences and feedback (loops) associated with social, environmental and economic problems; and by ...
This report provides details of St Mary's Primary School's participation in the Digital Technologies in Focus project, including a Research question, criteria for success, data collection, resources, challenges, milestones and next steps.
This podcast includes information about the aims, challenges, insights and accomplishments of Wodonga South Primary School's participation in the Digital Technologies in Focus project.
This PDF lists seven characteristics of good teaching practice in the Digital Technologies curriculum.
This webpage features newsletters from the Digital Technologies in Focus project. The newsletters include information about schools' projects, assessment tasks, the Australian Curriculum and resources.
This newsletter from the Digital Technologies in Focus project includes information about schools' projects, the Australian Curriculum and useful resources.
This is the fifth in a series of lessons to incorporate Graphical User Interfaces (GUIs) into your General Purpose Programming. The series follows on from the Visual To Text Coding lesson series.
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.
This is a simple Boolean (true/false) application where its asks the user’s age - if you are over 15 then you can watch G and M rated movies - if you are under 15, then you can only watch G rated movies. This lesson was designed in collaboration with Jason Vearing QSITE (Gold Coast Chapter).
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.
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 ...
Learn about the differences between animals, and how Biologists use programming to help them do science! We'll learn about the features of animals, structural and behavioural adaptation, and how to use these properties in order to identify them. So hop in and learn some science! This course is based on the Year 5 science ...