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Ancient Roman Empire

This unit of work is organised around four inquiry questions about life in the ancient city of Pompeii based on the archaeological findings and evidence of the times. The unit includes five animated videos supported by structured inquiry questions and activities.

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Area and perimeter: Year 7 – planning tool

This planning resource for Year 7 is for the topic of Area and perimeter. Students should be familiar with the concept of area and how to find the area of a rectangle. They will extend this knowledge to find the formulas for the areas of other shapes, such as a parallelogram and triangles.

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Introduction to Ozobot and colour codes

Students are introduced to Ozobot and how drawing lines and colour codes can control it. This lesson allows students to experiment with different lines and codes to create a path for Ozobot to follow. This lesson idea was created by Steven Payne.

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Today’s traffic tale

Students collect simple data from opportunities to observe events and display it in a picture graph.

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Exploring digital systems with Makey Makey

In this activity, students learn about digital systems and how a circuit works using the Makey Makey toolkit. They sort conductive and nonconductive items into groups using an experimental approach. This lesson idea was created by Rebecca Vivian.

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Formulate and manipulate expressions: Year 7 – planning tool

This planning resource for Year 7 is for the topic of Formulate and manipulate expressions. Students find unknown quantities in numerical equations involving a combination of operations.

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Fencing the yard

Students review and calculate perimeters and areas of rectangles.

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Smart shopping

Students compare and evaluate different shopping options.

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Ups and downs

Students position positive and negative whole numbers on a number line.

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Exploring AR Space Rocks

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.

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Chances are!

Students calculate the sum of probabilities for a chance experiment and compare frequency predictions with actual data.

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Pencil code program: Chaos game

The ‘chaos game’ is a way to see how patterns can result from certain random events. Use this program to run the chaos game, randomly moving the turtle to create a pattern. Have students analyse or fill in or change parts of the pencil code program.

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Give it your best shot

Students calculate the mean, median and mode for sets of data and select the appropriate measure of centre.

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What are the odds?

Students calculate the probability for single-step events using sample spaces.

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How many in the queue?

Students use visualising and movement activities to develop an understanding of the relationship between variables.

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Lucky dip

Students conduct chance experiments and play chance-related games to generate data, which they represent and interpret.

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Put them together

Students rearrange the parts of an addition situation to show commutativity. They use appropriate thinking strategies to solve simple addition problems and record addition problems with numerals and symbols.

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Angle it

Students describe angles as the amount of turn between two lines and locate angles in the real world.

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Flying high

Students partition four-digit numbers into place-value parts.

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Cutting it up

Students represent fractions using linear materials and recognise key equivalent fractions. They share collections equally to solve simple problems (halves, quarters and eighths).