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Please determine age appropriateness

http://creepquiz.eq.edu.au/

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https://esafety.gov.au/detectives

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Cybersmart Detectives | eSafety Commissioner

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Take up the challenge! Be smart about protecting yourself from inappropriate contact online.

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https://www.esafety.gov.au/education-resources/classroom-resources/hectors-world

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Protecting personal information

Key issues

Personal information, online safety, trust, seeking advice.

Key outcomes

Outcomes will differ for lower primary and middle primary. By the end of this unit of work, students will be able to:

identify personal information

demonstrate an awareness of why it may be unwise to disclose their personal information online

learn how to protect their personal information online

understand the importance of seeking advice from a trusted adult before participating online or if they feel unsafe online

feel encouraged to be open about their online experiences with a trusted adult

Lesson 1: Details, details... (45mins)

Media
Details, details... video(5:22): Hector and his friends learn about their personal information - what it is, who it should be shared with and how can it be used.

Activities
Lower primary: Students learn about their personal information by grouping themselves according to their characteristics. Students then watch and discuss the video as a class.

Middle primary: Watch the video as a class and use the discussion points in the lesson plan. Students then play a guessing game where they try to identify the secret identity of their classmates using pieces of personal information.

Downloads

Lesson 2: Welcome to the carnival (45mins)

Media
Go to Welcome to the carnival video(8:34): Hector and his friends visit the Silicon Deep carnival and learn how to protect themselves and their personal information.

Activities
Lower primary: Watch the video as a class and use the discussion points in the lesson plan. Students decide which characters are trustworthy on the 'Who do we trust in Hectors World™?' worksheet by grouping themselves according to whether they think each character is to be trusted or not.

Middle primary: Before watching the video students decide which characters are trustworthy on the 'Who do we trust in Hectors World™?' worksheet. Watch the video as a class then ask students to decide which characters are trustworthy based on what they now know about the characters. Discussion points included in the lesson plan.

Downloads

Lesson 3: It's a serious game (45mins)

Media
Go to Your personal information online (7:59): When Hector and his friends sign up for the games arcade, will they be signing up for more than they expect?

Activities
Lower primary: Watch the video as a class and use the discussion points in the lesson plan to emphasise the importance of being careful about who we share our personal details with. Students learn what makes someone trustworthy or untrustworthy.

Middle primary: Watch the video as a class and use the discussion points in the lesson plan. Students complete 'Sign up for Squid's birthday bonus' worksheet in small groups. They identify different types of personal details and think about why someone would give the website that information.
Downloads
Lesson 4: The info gang (45mins)

Media
Go to The info gang video (9:28): Tama uncovers the info gang's evil plans to sell her friends' personal information. Will Constable Solosolave save the day?

Activities
Lower primary: Watch the video as a class and use the discussion points and character feelings illustrations in the lesson plan. Students identify feelings that signal something is unsafe or someone is not to be trusted.

Middle primary: Watch the video as a class and use the discussion points and character feelings illustrations in the lesson plan. In groups or as a class, students identify how a character feels at different points in the story. They learn that their feelings let them know when a situation or person is unsafe, and can help them decide whether a person can be trusted.
Downloads
Lesson 5: Heroes (45mins)

Media
Go to Heroes video(8:03): Hector and his friends are rewarded for their courage and quick thinking. Kui guides Hector in the right direction and helps him to learn from his mistake.

Activities
Lower primary: Watch the video as a class and use the discussion points in the lesson plan. Students take the 'An important thing for me to remember' worksheet home as a reminder to always ask an adult before doing anything online and to get help from a trusted adult if anything worries them online.

Middle primary: Watch the video as a class and use the discussion points in the lesson plan. Students complete 'Hector's Helpline' worksheet individually or in small groups to help a character decide whether to give out personal details to enter an online competition.
Downloads

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Protecting personal information Personal information, online safety, trust, seeking advice. Outcomes will differ for lower primary and middle primary.

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https://youtu.be/_o8auwnJtqE

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Copyright, Creative Content, Making Movies, Online Piracy & more.  The curriculum linked resources on this site assist teachers and students to understand intellectual property and copyright – especially in the context of movies and TV – and promote academic integrity and good digital citizenship.

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These are hot-button issues for educators. Digital disruption has transformed the way we access and disseminate information. Educators play a critical role in guiding students through the ever-changing digital landscape.

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Supporting primary school teaching | Barefoot Computing

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DISCOVER how Barefoot Computing equips teachers with the confidence, knowledge, skills and resources to teach computer science in primary schools.

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Royal Society report, After the Reboot – Computing Education in UK Schools

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This Royal Society report, After the Reboot - Computing Education in UK Schools, explores the challenges and issues facing the subject in primary and secondary schools since the subject was introduced in English schools in 2014.

Why computing education?

Computing is a subject that all young people should learn in order for them to have a well-informed understanding of the increasingly digital world that surrounds them. Employers project that the number of careers depending on computing skills will grow. Many pupils currently starting out in school today could end up in jobs that do not currently exist.

Computing for all

Young people should have the opportunity to study computing and it is vitally important that all pupils have equal access to computing, so that they are equipped with the necessary skills for the future. Many schools are making significant progress, as our case studies show. Our research identified an upward but fragile trend in the uptake of computing qualifications, and the qualifications on offer need to be reviewed. Addressing the gender imbalance we and others have identified is essential and will require innovative approaches.

Supporting our teachers

We need confident, trained and supported teachers if all students are to have the opportunity to study computing. Our research highlighted that moving to curricula with a stronger computer science focus from curricula dominated by information communication technology to is a difficult transition to make. To truly transform computing education, teachers need unhindered access to a structured programme of professional development.

Improving computing education through research

We need to understand how to teach computing effectively, in order to have the best possible impact on students' learning and lifelong outcomes. Our evidence gathering showed that pedagogies for computing in schools remain less developed than those for other subjects, as computing education research in the past has focused on higher education. Significant investment is needed in a new research strategy for computing education.

A coherent strategy

Our report, After the Reboot, identifies the next steps needed to support the growth of this new school subject, so that young people are equipped with the skills to be effective in an increasingly digital world. Governments, industry and academia must continue to support computing education in schools, and address these priorities, to ensure that the subject grows and flourishes.

Computing education - 1 year on event

One year on from the Royal Society's report on computing education 'After the reboot', the Royal Society, alongside the Digital Skills Partnership, hosted an event to discuss how the landscape has changed, and what more there is to do.

Professor Simon Peyton-Jones has produced a blog reflection on the day.

Find out more about the event, along with the materials presented throughout the morning.

GCSE Computing

Through our research we found that the provision of the subject at GCSE was sporadic. Explore our local authority map to see the breakdown throughout the country in 2015-16.

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This Royal Society report, After the Reboot - Computing Education in UK Schools, explores the challenges and issues facing the subject in primary and secondary schools since the subject was introduced in English schools in 2014. Computing is a subject that all young people should learn in order for them to have a well-informed understanding of the increasingly digital world that surrounds them.

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Computer Science and Coding resources from Google

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Computer Science and Coding resources from Google

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Google for Education: Computer Science Learning

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Find all of Google's Computer Science Education resources in one place. For resources, programs, and funding opportunities visit g.co/csedu.

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Whether you're new to coding, studying it in school, or planning your career, you can dream big, build creatively and boldly bring your ideas to life.

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Maths and DT - cipher and code activities

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Maths and DT - cipher and code activities

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National Maths Day 2012 / National Maths Day / Student activities / Home - Australian Association of Mathematics Teachers

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So often, technology news is the same thing over and over: headlines about Silicon Valley juggernauts, breathless updates about the latest smartphone, bleak forecasts of robots snatching away our livelihoods.

But all over the world, advances in science and technology are directly affecting under-reported communities - changing how people live, work and interact with one another.

Technology triggers seismic societal shifts on a continual basis, so it's important to know where this is happening

That's why we're launching Untold World: a new section of BBC Future that will highlight the inspiring humans in every corner of the globe who are harnessing new technologies to improve their lives - or grappling with the disruption and challenges that the same technology thrusts upon them.

Today on Untold World, we've assembled the best of our archive stories in this vein, and in the coming months we'll be publishing fresh, on-the-ground reporting from around the globe.

For starters, we'll be focusing on a group of all-female professional video gamers in China - overcoming sexism in the nation's booming billion-dollar e-sports industry. Then we'll have a dispatch from Somaliland, the semi-desert territory in eastern Africa that's a surprising pioneer for digital payments, poised to become Earth's first truly cash-free society. Later, we'll examine how one Indian company is plastering karaoke-style subtitles on Bollywood TV and films to promote adult literacy.

In this day and age, in which technology triggers seismic societal shifts on a continual basis, it's important to know where this is happening - and to whom it's happening to.

Join us as we tap into our international team of correspondents, who will bring articles and videos taking you closer to real people whose lives are being transformed by technology. We'll feature dispatches from far-flung locales and from your own backyard - all with the depth of trusted, global reporting that only the BBC provides.

It's a big world out there. We're making sure the important stories don't go untold.

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Welcome to Untold World - a new section on BBC Future

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So often, technology news is the same thing over and over: headlines about Silicon Valley juggernauts, breathless updates about the latest smartphone, bleak forecasts of robots snatching away our livelihoods. But all over the world, advances in science and technology are directly affecting under-reported communities - changing how people live, work and interact with one another.

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DigCit Landing Page | Common Sense Education

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Common Sense is the nation's leading nonprofit organization dedicated to improving the lives of all kids and families by providing the trustworthy information, education, and independent voice they need to thrive in the 21st century.

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Computational thinking course for teachers

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Computational thinking course for teachers

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Computational Thinking (CT) is a problem solving process that includes a number of characteristics and dispositions. CT is essential to the development of computer applications, but it can also be used to support problem solving across all disciplines, including math, science, and the humanities. Students who learn CT across the curriculum can begin to see a relationship between subjects as well as between school and life outside of the classroom.

CT involves a number of skills, including:

Formulating problems in a way that enables us to use a computer and other tools to help solve them

Logically organizing and analyzing data

Representing data through abstractions such as models and simulations

Automating solutions through algorithmic thinking (a series of ordered steps)

Identifying, analyzing, and implementing possible solutions with the goal of achieving the most efficient and effective combination of steps and resources

Generalizing and transferring this problem solving process to a wide variety of problems

These skills are supported and enhanced by a number of dispositions or attitudes that include:

Confidence in dealing with complexity

Persistence in working with difficult problems

Tolerance for ambiguity

The ability to deal with open ended problems

The ability to communicate and work with others to achieve a common goal or solution

CT concepts are the mental processes (e.g. abstraction, algorithm design, decomposition, pattern recognition, etc) and tangible outcomes (e.g. automation, data representation, pattern generalization, etc) associated with solving problems in computing. These include and are defined as follows:

Abstraction: Identifying and extracting relevant information to define main idea(s)

Algorithm Design: Creating an ordered series of instructions for solving similar problems or for doing a task

Automation: Having computers or machines do repetitive tasks

Data Analysis: Making sense of data by finding patterns or developing insights

Data Collection: Gathering information

Data Representation: Depicting and organizing data in appropriate graphs, charts, words, or images

Decomposition: Breaking down data, processes, or problems into smaller, manageable parts

Parallelization: Simultaneous processing of smaller tasks from a larger task to more efficiently reach a common goal

Pattern Generalization: Creating models, rules, principles, or theories of observed patterns to test predicted outcomes

Pattern Recognition: Observing patterns, trends, and regularities in data

Simulation: Developing a model to imitate real-world processes

See our Computational Thinking Concepts Guide for a printable version of this list, along with teaching tips for each concept.

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Google for Education: Computational Thinking

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Computational Thinking (CT) is a problem solving process that includes a number of characteristics and dispositions. CT is essential to the development of computer applications, but it can also be used to support problem solving across all disciplines, including math, science, and the humanities.

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Playgrounds for iPad gains new Swift courses with Sphero & R2-D2

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Earlier this summer Apple updated its Playgrounds iPad app with the ability to control drones and robots through coding courses that help users learn Apple's Swift software development langua...

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Today is Indigenous Literacy Day - a national celebration of Indigenous culture, stories, language and literacy.

The Indigenous Literacy Foundation (ILF) work with over 230 remote communities to engage children and their families in Indigenous literacy by gifting new culturally appropriate books to communities, through an early literacy program, and by publishing books written by the Indigenous community.

In this post, we share some examples of Digital Technologies lesson ideas that celebrate Indigenous languages, stories and literacy.

[Please note: Aboriginal and Torres Strait Islander readers are advised that the following content or links to external content may contain images and voices of people who have died.]

Digital Technologies celebrating Indigenous cultures

Find examples of digital technology that celebrates Indigenous languages, cultures and stories or share stories Indigenous peoples who are creating digital technology innovations for their community. Some examples are:

Old Ways New - a company of Indigenous Consultants and Technologists who draw upon Indigenous Knowledge, tapping into tens of thousands of years of culture, research, iterative design and innovation of technology.

Translation App to preserve endangered Indigenous Queensland languages.

Indigital - bringing Indigenous cultures digitally alive with an Augmented Reality App

Can your students recommend other examples of digital technology for celebrating Australian Indigenous cultures, stories and languages?

Unplugged

Our CSER team from the Northern Territory, Western Australia and South Australia worked together to hold a joint event based in Yulara (Northern Territory), attended by teachers and Aboriginal Education Workers from the 3 regions. This event incorporated in-language discussion and workshops, facilitated by Indigenous translators.

During the event, Education workers, Indigenous translators and CSER team members worked together to translate the instructions for a familiar Computer Science activity, " My Robotic Friend ", into Pitjantjatjara.

In this activity, students use Pitjantjatjara languages to construct their algorithms, that provide instructions for a peer to follow. This simple idea, of translating instructions (whether it be the Robotic Friend page or sequencing cards), could be adopted for other communities and Indigenous languages, by working with Aboriginal and Torres Strait Islander peoples.

From our free CSER Digital Technologies F-6: Foundations MOOC (online course), educators are sharing some wonderful ideas for learning about and celebrating Aboriginal and Torres Strait Islander languages and stories. In the post below, Maureen Harrison explains an unplugged lesson for exploring data representation in the Digital Technologies curriculum. Using an unplugged activity, students use Indigenous symbols to convey meaning to create and decode stories.

Plugged

QR codes are one way of representing data. QR codes allow individuals to store information (such as a link to a webpage, image, video or word) and using a mobile phone, users can scan a QR code to be taken directly to that information. In our Digital Technologies, students can learn about how QR codes can store and retrieve information and then create their own QR Code experiences for another class, their families or the public. In the example below, Maureen from our F-6 Foundations MOOC, shares a lesson idea with her class using QR codes in a school garden.

Taking this idea, students could create QR codes of key literacy words from a local Indigenous language, or create QR code trails that teach others about Indigenous cultures and stories about the land that they are on.

A popular lesson amongst primary school teachers for exploring algorithms, sequencing and Computational Thinking in the F-2 Australian Curriculum: Digital Technologies is to have students navigate Bee Bots (or any robotic device) to images or words on a grid, mat or floor. Within a narrative context, after reading a story together, students can start by sequencing printed narrative cards or recounting the sequence of events on a worksheet. After determining the key events, students create algorithms (instructions) that tell the Bee Bot how to navigate to the key story events on the mat.

Popular stories include those with obvious sequences, such as the 'Three Little Pigs', 'Goldilocks and the Three Bears' and 'We're Going on a Bear Hunt'. However, this could provide a wonderful foundation for exploring Indigenous stories that are meaningful to the students and community in which they live. A great place for finding Indigenous stories is via the Indigenous Literacy Foundation. An alternative to using Indigenous stories, could be to have places of cultural importance represented on the mat. After discussing and learning about these important places, students can navigate their robot to the correct locations using their constructed algorithms.

The two books below are from the Indigenous Literacy Foundation (ILF) website. See their website for book suggestions, created by Indigenous peoples under their Community Literacy Projects initiative.

Another example from our Digital Technologies F-6: Foundations MOOC is from Katherine Jackson, who shares a lesson idea in which she harnesses a Code Club Australia Scratch project for the Gadigal language, and has students remix it for the Palawa kani language.

Below is a screen capture of the NAIDOC Week Language Quiz Scratch project, available to be viewed and remixed by Code Club Australia.

This is one example in which students explore Indigenous languages within Scratch using visual programming. However, Scratch is just one platform that can be used to create programs. Younger students could use software such as ScratchJR and older students could use App creation software, such as App Inventor.

Maitland Lutheran School is using a humanoid robot (NAO robot) as part of the process of building respect and understanding of the Narungga language and culture. A native Narungga speaker is working with Maitland Lutheran School to build the confidence of the teachers and students to speak the Narungga language and then students are programming their robot, Pink, to speak in Narungga. The video below (7:56) talks through their unit of learning.

For more information about the robotics project, and how it aligns with the Australian Curriculum, please visit the ACARA website.

These are but a few ideas we share for Indigenous Literacy Day. Educators could invite students to consider, design and/or create digital solutions that celebrate Indigenous culture, stories or languages. Aboriginal and Torres Strait Islander students could create digital projects that align with their own stories, culture and land that have deep meaning for their community.

Please note: Please be mindful of conventions and practices in regards to using Indigenous images, stories and cultural knowledge as well as sensitive to the sharing practices and conventions of the communities in which Indigenous students belong.

Engage and inspire!

Continue to inspire all students (Indigenous and non-Indigenous) in Indigenous cultures, stories, languages and literacy throughout the year and continue to inspire others!

The Indigenous Literacy Foundation encourages you to engage on social media: "Advocate for us on social media and tag @IndigenousLiteracyFoundation on Facebook and @IndigneousLF on Twitter with #ILD2017″.

Do you have inspiring ideas for connecting the Australian Curriculum: Digital Technologies with Indigenous stories, languages and cultures, or examples of Inspiring digital solutions? We would love to hear from you. Tag us on social media @cserAdelaide (Twitter) or via our CSER Facebook page.

Comments are closed.

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Today is Indigenous Literacy Day - a national celebration of Indigenous culture, stories, language and literacy. The Indigenous Literacy Foundation (ILF) work with over 230 remote communities to engage children and their families in Indigenous literacy by gifting new culturally appropriate books to communities, through an early literacy program, and by publishing books written by the Indigenous community.

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mathematics explained for primary teachers

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primary mathematics challenge
bbc ks2 maths
primary maths stars
mental maths ks2
year 6 sats maths
maths resources ks2
key stage 1 science
bitesize maths ks2
times tables ks2
maths work for year 1
maths revision year 6
ks1 christmas maths
ks1 maths bitesize
ks2 maths question
year 6 sats question
maths resources for ks1
maths investigations for year 6
primary mathematics

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Free digital and paper based resources for KS1 and KS2 children aged 5 to 11. Supports National Curriculum. Teaches primary science, maths, engineering, and technology.

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You don't need to write any code to create a simple story with Twine, but you can extend your stories with variables, conditional logic, images, CSS, and JavaScript when you're ready.

Twine publishes directly to HTML, so you can post your work nearly anywhere. Anything you create with it is completely free to use any way you like, including for commercial purposes.

The latest version of Twine is 2.8.0, released 27 November 2023.

Looking for the 1.x version of Twine? It's on the IF Archive.

The Twine Reference is a guide to the Twine user interface. If you're new to Twine, start here.

Once you're familiar with Twine, you should learn more about the story format you're using. Story formats are like game engines, and determine the features you'll have access to and the way you'll write code.

The Twine Cookbook has advice on how to choose a story format and easy-to-follow examples of how to accomplish common tasks with each of Twine's built-in formats.

Each of Twine's built-in story formats has an online guide:

Chris Klimas, who created Twine and leads its development, has a Patreon.

You can also make donations in support of Twine to The Interactive Technology Foundation, a registered 501(c)(3) nonprofit organization that provides support for the infrastructure of the interactive fiction community.

Some story format developers also accept donations. Visit the web site of the story format you use to find out how you can support continued development.

Non-financial support is important, too. You can help someone out with a question, contribute to the Cookbook, create tutorials of your own, help fix bugs in Twine or its story formats, or translate Twine's user interface to another language.

There are repos for Twine's story formats, too:

Twine is a registered trademark of the Interactive Fiction Technology Foundation. Hosting for this web site is also provided by the IFTF.

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Twine / An open-source tool for telling interactive, nonlinear stories

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Careers with STEM " STEM Careers Guides for Students

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Australia's top FREE student STEM careers guides - computer science careers guide, science, maths & engineering careers guides: tips, inspiration and paths.

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I have included one of my webpages.
It is filled with a plethora of resources.
www.websitesforkids.biz
If you click on the Rubik's Cube or Links you will find extensive STEM and Coding resources amongst the mix...

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Currently FREE!

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Coding With Scratch for Primary Students (Australian Curriculum)

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Primary students will learn to design games and applications in Scratch. This course is based on the ACARA Digital Technologies Curriculum

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Makey Makey Labz: A community for inventors to share their Makey Makey invention kit creations.

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Nice projects to do with students

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Scratch is a free programming language and online community where you can create your own interactive stories, games, and animations.

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https://csermoocs.appspot.com/course?use_last_location=true

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ICT vs Digital Technologies | Digital Technologies Hub

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ICT VS DT Information including blog article, video and infographic

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Create your own sounds. The secret life of Foley

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Award Winning Short Film about Foley Artists, Directed by Daniel Jewel

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Welcome! This is a place for teachers who are implementing Code Studio curriculum to share best practices, questions, thoughts, ideas and inspiration. We're hoping to build a professional learning community for all of you amazing educators who are making change everyday in your classroom.

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Games for tomorrow's programmers. Block-based programming lessons for beginners. Free from Google.

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CS Unplugged is a collection of free teaching material that teaches Computer Science through engaging games and puzzles that use cards, string, crayons and lots of running around.

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Kodable includes a complete standards-aligned curriculum. Students will be prepared to code apps, games, and websites in middle school by following our easy to use lesson plans.

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As you enter each section of the Black Chamber, you typically encounter a new code. Each page will contain an explanation of how the code works, some history that puts the code in context, and an interactive tool that will allow you to encrypt and decrypt messages.

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PlanIt Year One ICT Lesson Plans - Year 1 ICT

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PlanIt - Year 1 ICT lesson planning unit packs. Twinkl's award-winning National Curriculum 2014 ICT scheme of work for Year 1, Developed by teachers

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Digital Technologies Resources | Australian Council for Computers in Education

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Ways of thinking - embedding the digital technologies curriculum

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Paula Christopherson discusses the new digital technologies curriculum - what teachers need to know and what resources are needed.

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Knowing the Difference Between Digital Skills and Digital Literacies, and Teaching Both

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Literacy Daily-the blog of the International Literacy Association (ILA)-features education stories, teaching tips, book reviews, and more.

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Dear Teachers and Pre-service Teachers
I am Dr Jenny Lane a senior lecturer and researcher at a University in Australia. I am an enthusiastic blogger @EduJen and the President of the Educational Computing Association of Western Australia (ECAWA).
Welcome to to the Technologies Curriculum Resources Blog
Thank you for visiting our community resource blog. We have set this up as a useful resource for teachers and preservice teachers. Technology is an important part of everything we do. We have a new Technologies Curriculum in Australia and it makes sense for us to work together to find and share the best most useful resources to use in our teaching. Please use the menu headings at the top of the page to find posts in different categories. We would love to hear your feedback so post a comment on a resource that you find interesting or useful.

I am an enthusiastic blogger. Community blogging is a great way to work together to benefit all of us and most importantly the students we teach. Please use this blog to build a set of resources and teaching ideas that we can all use as we plan our teaching in the technologies area. I look forward to seeing your postings and comments. All the work in this blog will be licensed under a Creative Commons Attribution 3.0 Unported License. http://creativecommons.org/licenses/by/3.0/

I would like to thank ECAWA the Educational Computing Association of Western Australia and ACCE the Australian Council for Computers in Education for their help and support in developing and maintaining these resources. I would also like to thank Sue Waters and the Edublogs team for technical help and hosting the blog on the Edublogs site.

Happy blogging
Dr Jenny Lane and the DTM4260 team
Dear Preservice Teachers Writing your first blog post
I have added you to the blog as a student. You will receive an email inviting you to join the blog. Please follow the link and set up your account. Log in to the blog and start exploring. Take a look at the sample post- (see the sample post on the menu at the top of the blog).

Use the +New on the tool bar at the top of the blog page to add a new blog post.

Use the same headings as seen in the sample post. Remember to add a graphic and some headings to make your post attractive and cite any sources that you use. You are ready to write your first blog post. you can save as a draft unit you are ready to submit. Your posts will come to myself and the tutors in draft form and we will review, edit and publish them and you will become a published blogger.

**NB: 🙂 Please use the categories to add all the needed data tags to your blog post. This will make your post searchable by subject, strand, substrand and year level. Take a look at the menu items on the top of the blog.

Extend the learning by posting additional ideas on a colleagues blog post- use the comment function on the blog post.

Have fun I look forward to reading your blog posts and seeing your comments

Dr Jenny Lane

All the work in this blog will be licensed under a Creative Commons Attribution 3.0 Unported License. http://creativecommons.org/licenses/by/3.0/

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Technologies Curriculum- Resources for Teachers

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Dear Teachers and Pre-service Teachers I am Dr Jenny Lane a senior lecturer and researcher at a University in Australia. I am an enthusiastic blogger @EduJen and the President of the Educational Computing Association of Western Australia (ECAWA). Welcome to to the Technologies Curriculum Resources Blog Thank you for visiting our community resource blog.

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Professionalism in the Digital Environment (PriDE)

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Making sense of the 8 Elements of Digital Literacy

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Over the past few months the Pride Project Team have been exploring how we might make use of Doug Belshaw's framework for understanding digital literacies (outlined in his book The Essential Elements of Digital Literacies and in his Ed.D thesis). Following the excellent work undertaken by our researchers Jo and Charlotte in mapping the...

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Creating and interpreting a bar graph has never been so much fun! In this educational game, kids will create a bar graph by sorting the Fuzz Bugs. Next, they will interpret the graph by answering a series of questions about color, orientation… and more!

Show More

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ABCya! * Fuzz Bugs: Creating and Interpreting a Bar Graph

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Creating and interpreting a bar graph has never been so much fun! In this educational game kids will create a bar graph by sorting the Fuzz Bugs.

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Creating and interpreting a bar graph has never been so much fun! In this educational game kids will create a bar graph by sorting the Fuzz Bugs.

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Tessellate a house with hexagons and triangles

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Resources for Primary and Secondary Students - ABC Education

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4000+ educational games, videos and teaching resources for schools and students. Free Primary and Secondary resources covering history, science, English, maths and more

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Collaborate for free with online versions of Microsoft Word, PowerPoint, Excel, and OneNote. Save documents, spreadsheets, and presentations online, in OneDrive. Share them with others and work together at the same time.

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Teach-ICT.com Computer Science UK revision resources

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Comprehensive GCSE Computer Science UK teacher resources & student revision notes for use with the latest 9-1 curriculum for OCR, AQA

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KS2 Computing learning resources for adults, children, parents and teachers organised by topic.

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There is no mistaking that digital tablets, iPads, and other items of technology in the classroom are a hugely popular trend among children. The technology is so prevalent that schools have begun implementing unbelievable amounts of electronic items to meet the needs of technology in the classroom. Beyond the fact that students love tablets and they keep the students engaged, these items save schools money by combining books, calculators, and word processors, all into one handy device. Not to mention that the easy-to-use interface makes it simple for even the youngest children to manipulate. However, many teachers who get the opportunity to have such technology in the classroom are unsure of how to utilize it. Here we will take a brief look at a few ways teachers can use digital tablets and iPads in their classroom.

Long gone are the days where students were unable to experience visiting another state or country. Technology makes it so that students can afford to go virtually anywhere that they want! Teachers can utilize the Skype app and take students to Yellowstone National Park, or connect students with someone from another country to learn about their customs and give them a tour of their village.

Take Notes

The Notability app is a great app in which students can take handwritten notes, play back their notes with the audio feature, and import slides or anything they want. Evernote is another note-taking app that allows you to take and keep notes and clippings and access them from anywhere.

Assist Special Needs Students

There are numerous ways that a digital tablet can assist students with special needs. There are apps that can assist students with speaking or who have trouble understanding social situations. There are also apps to help students communicate emotions or help with conditions like Dyslexia.

Assignments

Digital tablets are great for posting and turning in assignments. Apps such as Dropbox allow students to learn about their homework assignments, as well as turn them in. The teacher can grade the assignment and return it to the Dropbox in a matter of minutes.

Presentations

iPads and tablets can improve student presentations. Students can create engaging presentations though apps like Snapguide or ScreenChomp. These apps are great for students to create simple, how-to presentations. They allow students to include text, video, pictures, you name it.

Graphic Organizers

You will never look at graphic organizers the same again. Digital graphic organizers are a fun way to get kids brainstorming. Apps such as i Brainstorm and Skitch have redefined the way students brainstorm ideas. Students can create mind maps which is ideal for projects or even any writing piece. Students can think it, then share it with just the tap of their finger.

Navigate the World

Social studies has never been so much fun. With a digital tablet, students can navigate through the world with Google Earth or Wikimapia. They can learn about different countries, look at the solar system, and even map out basic traveling routes.

Keep Records

Technology has made it easy on teachers so they can have their grade book, attendance chart, and student behavior chart all in one simple place. Teacherkit is an app that you can enter your seating chart, take attendance, use as a gradebook, and monitor students' behavior.

Lesson Planning

With the Common Core State Standards being implemented across the globe, teachers may find it much easier with an app. The Common Core Standards app has the standards organized by grade level, which makes it very easy to search. There are also many other apps that help teachers with their lesson planning, such as Planboard, which helps teachers find resources, share lessons, and collaborate with other teachers.

Communicate Better

Digital tablets allow students and teachers to communicate better. Apps like Edmodo, which is virtually a social media platform, facilitate communication between teachers and students where they can hold discussions, post and turn in assignments, and have class discussions and debates. It also has grading and lesson planning features as well.

As schools start implementing digital tablets more readily, educators are finding that there's basically an app for just about anything. The excitement from students when they hear that they are going to learn on a tablet can fill a football stadium. The capabilities of tablets are endless, and this easy-to-use technology is here to stay.
Do you have a digital tablet or iPad in your classroom? How do you use it in your class? Please share your thoughts in the comment section below. We would love to hear your ideas. Janelle Cox is an education writer who uses her experience and knowledge to provide creative and original writing in the field of education. Janelle holds a master's of science in education from the State University of New York College at Buffalo. She is also the elementary education expert for About.com, as well as a contributing writer to TeachHUB.com and TeachHUB Magazine. You can follow her at Twitter @Empoweringk6ed, on Facebook at Empowering K6 Educators, or visit her website at Empoweringk6educators.

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technology in the classroom: using digital tablets

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Technology in the Classroom: Using Digital Tablets

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There is no mistaking that digital tablets, iPads, and other items of technology in the classroom are a hugely popular trend among children. The technology is so prevalent that schools have begun implementing unbelievable amounts of electronic items to meet the needs of technology in the classroom .

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The Breaking News Generator - Today's top story... you! Or, whatever you want. Add your pic, write the headline and we'll go live to the scene. Sort of.

Your browser does not support HTML5 Canvas.

No images are saved to the servers of Break Your Own News.

By @JonathanEx. Find out more.

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Break Your Own News - The Breaking News Generator

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Today's top story... you! Or, whatever you want. Add your pic, write the headline and we'll go live to the scene. Sort of.

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NAPLAN is a trademark of the Australian Curriculum, Assessment and Reporting Authority (ACARA). Smeebu has no official association with NAPLAN and is not endorsed to offer NAPLAN materials on behalf of ACARA.

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Every kid has a magical childhood book that makes world seem full of adventure and possibility. This is my book.

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Introduce students in grades 3-5 to Digital Passport™ by Common Sense Education. The award-winning suite of six interactive games addresses key issues kids face in today's digital world. Each engaging game teaches critical digital citizenship skills that help students learn to use technology responsibly to learn, create, and participate. Games are available in Spanish.

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Digital Passport by Common Sense Education

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Introduce students in grades 3-5 to Digital Passport™ by Common Sense Education. The award-winning suite of six interactive games addresses key issues kids face in today's digital world. Each engaging game teaches critical digital citizenship skills that help students learn to use technology responsibly to learn, create, and participate.

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Effective Literacy Teaching and Learning for all Students

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Practice IT for the Australian Curriculum is designed to keep students in step with the ever changing world of IT with easy-to-follow modules, engaging activities and a flexible structure.

Written to suit both the Australian Curriculum: Digital Technologies syllabus and the general ICT capability, Practice IT for the Australian Curriculum works both for stand-alone IT courses or for use across the curriculum.

What's new:

Updated content covering new key technologies used in the classroom along with theoretical explanations, step-by-step instructions and activities.

Significant coverage of the Australian Curriculum, including the Digital Technologies syllabus and General Capabilities such as the ICT literacy and numeracy capabilities.

Introductory chapters that explore the ethical use of IT and other relevant computer awareness topics, such as cyberbullying.

Interactive Textbooks that include exercises for each module to cover alternative software programs, digital comprehension activities, supporting data files, videos and other rich interactive content.

What you already love:

A practical approach to IT with easy-to-follow modules full of engaging exercises and structured projects allowing students to practice and develop their IT skills.

The flexible structure that allows teachers to use the modules to form a complete IT course or as discrete units to meet the ICT requirements of any course across the curriculum.

Shortlisted 2017 EPAA Awards: Secondary Student Resource - Senior - English / Humanities / Languages / Arts / Technologies / H&PE

Interactive Textbook 2 year

Teachers' notes

Acknowledgments

Module 1 Computer awareness

Module 2 Social and ethical practice in IT

Module 3 Word processing

Module 4 Drawing tools

Module 5 Making Movies

Module 6 Multimedia Presentations

Module 7 Computer graphics

Module 8 Spreadsheets

Module 9 Databases

Module 10 Algorithms and programming

Glossary

Index

We want to give you the opportunity to view sample pages of our titles so it's easier for you to make decisions.

Practice IT for the Australian Curriculum is designed to keep students in step with the ever changing world of IT with easy-to-follow modules, engaging activities and a flexible structure.

Written to suit both the Australian Curriculum: Digital Technologies syllabus and the general ICT capability, Practice IT for the Australian Curriculum works both for stand-alone IT courses or for use across the curriculum.
Shortlisted 2017 EPAA Awards: Secondary Student Resource - Senior - English / Humanities / Languages / Arts / Technologies / H&PE

Greg Bowden is a highly experienced author of many popular secondary Information Technology textbooks. He has worked as a Systems Manager and Information Technology Coordinator in the government school sector, and now runs his own successful IT business.

Kerryn Maguire is a former Information Technology teacher who is now the Director of her own IT consultancy and training company. She has also authored a number of computer application books and software packages.

(Technology Educators Association Inc, TEA Magazine, Term 4, 2016. Review by Katrina Conaghan)
When I look at this book I can see it has been written with students and teachers in mind. The start of every chapter informs the teacher of the knowledge and skills covered in the chaper, uses across the curriculum, alignment with the Australian Curriculum, capabilities covered such as numeracy and critical thinking and digital technologies. All that wonderful information for the front of your program - done. It does cover the basics really well, the introductory theory is succinct and up to date. The layout of the text is student friendly. I appreciate that there is more than one software choice to accomplish the tasks in the text. I really appreciate that the support files include exercise files so I don't have to go away and create them and students get started straight away on the IT excercises. The interactive text includes videos, interactive quizzes and drag and drop. What I like most about the book is its simplicity. It is covering the basics across a wide range of software types suchs as word, movie making, multimedia, and programming. When students arrive from primary school they often have such a wide range of skills, with significant gaps. This book has you covered.

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Practice IT for the Australian Curriculum Book 1: Lower Secondary (digital)

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Practice IT for the Australian Curriculum is designed to keep students in step with the ever changing world of IT with easy-to-follow modules, engaging activities and a flexible structure. Written to suit both the Australian Curriculum: Digital Technologies syllabus and the general ICT capability, Practice IT for the Australian Curriculum works both for stand-alone IT courses or for use across the curriculum.

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Unpacking the Curriculum | Digital Technologies Hub

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3 videos describing: Ten key concepts underpinning the design and content of the Australian Curriculum: Digital Technologies. A video providing a rationale for teaching and learning about Digital Technologies. A video that describes how the Digital Technologies curriculum is different to the ICT General Capability.