Prodogy Maths motivates students at all levels with Prodigy Math Game's adaptive learning platform. Suitable for Year 1 - 8.
ABCya.com, developed by a web developer turned computer teacher, provides educational games, videos, and activities for elementary students. Nearly every subject is included.
Quandary is an online simulation in ethical decision-making while building a new colony on the planet Braxos. Face decisions without right or wrong answers but that have implications on you and others in the colony. This activity was created for students ages 8-14.
This game teaches you how fake news and disinformation spreads as players take on the role of the bad guy to acquire as many followers as possible while raising their credibility ratings. Follow the prompts and make selections on how to spread disinformation and take advantage of others' fears and emotions as you proceed through the game.
Clever computers - Students explore elements of a digital system including hardware, software and some commonly used peripheral devices. They find out how these elements work together.
11 Best Hand Clapping Games for Kids (With Video and Lyrics). Great for repeating patterns.
Fun and colourful weaving art ideas for kids to learn patterns.
Read a short story and put the events in the correct order. Great activity for learning sequencing.
Private and personal information, which information is ok to share online?
Think and Learn Code-a-pillar teacher guide contains lesson plans for teaching children aged 3 – 6 years their first introduction to coding through active play.
Hardware and software - Students can use materials such as modelling clay or boxes to construct/ build their own digital systems such as a desktop computer, tablet device, laptop or smartphone.
Clever computers - Students explore elements of a digital system including hardware, software and some commonly used peripheral devices. They find out how these elements work together.
Buzzing with Bee-Bots - Students follow and describe a series of steps to program a floor robot. Plan a route to program a robot to follow a path and write a sequence of steps (algorithm)
Bee-Bot ruler - Explore the concept of sequencing steps, using Bee-Bots to measure length.
Getting to know Bee-Bot - Students are introduced to the Bee-Bot as a robotic device. They learn about what the Bee-Bot is, the functions and how the Bee-Bot can be used for specific purposes. They learn how to develop a sequence of steps for the Bee-Bot to follow.
Basic ball control with Sphero - Students are introduced to Sphero and its main features – direction, speed and colour. This lesson allows students to experiment through playing with Sphero and controlling it with the Sphero app.
Introduction to Ozobot - 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.
Data detective - With support, students conduct a simple survey to collect, organise and present data. In doing so, they demonstrate their understanding of how to use patterns to represent data symbolically.
School yard biodiversity detectives - Collect data on the biodiversity in garden beds around your school to measure the biodiversity (that is the different types of plants and animals). Explore ways to represent and present data.
An intro to algorithms - Students should be provided with opportunities to explore algorithms through guided play, including hands-on, kinaesthetic and interactive learning experiences.
Programming people - Play a variation of the game ‘Simon Says’ to develop understanding of sequencing and instructions in programming.
About me - Order images to show a sequence of personal events or milestones such as birth, first tooth, beginning to crawl.
Fairytale fun - Use the slide sorter function to arrange a set of presentation slides in correct sequence to retell a fairytale.
Planting fruits and vegetables - This sequence integrates science as students grow a plant from seed, capture each step and decision as an algorithmic process and record data for future learning.
Spelling bee - Write a set of instructions that program a Bee-Bot to move to letters to spell out a word on an alphabet grid.
Blue-bot challenges - Use these challenges created by Kylie Docherty, QSITE to provide opportunities for students to learn how to design and follow a series of steps to program Blue-Bot.
Time to rhyme - Retell a known nursery rhyme using ScratchJr to create an interactive animation.
Changes in technology - Changes to technology over time has affected many aspects of life.
This sequence explores the nature of personal information, how data can be recorded to reflect individual identity and how students might protect their personal information.
Cool coding apps and websites for kids.
ICT Learning Innovation Centre
Resource designed to help teachers integrate Bee-Bots into learning in the Early Years classroom.
Microsoft support instructions for accessing Speak text-to-speech features to read text aloud. Speak is a built-in feature of Word, Outlook, PowerPoint, and OneNote. You can use Speak to have text read aloud in the language of your version of Office.
Dino pass password generator for kids.
Tips on why passwords are not cool to share.
This activity aims to teach children that there are things they will see online that is there to distract them and get in their way.
Internet safety tips for children aged 6 – 8 years.
Peripherals - Students explore different types of peripherals used every day to identify the data transmitted.
Peripheral devices - Explore, sort and classify peripheral devices. Use peripheral devices for a particular task.
Communicate ideas and information - Learn how information systems can be used by students and others in their community.
Secret messages and codes - Encoding a word or phrase is an example of representing data in a different way. Introduce encoding and decoding using secret messages.
Makeblock Education’s Primary Education Solution is designed to build students’ interest in STEAM topics, cultivate their skills through project-based learning, collaboration skills and enhance their analytical problem-solving skills.
Blockly Games is a series of educational games that teach block-based programming.
Use data to solve problems - use a meaningful context to collect and organise data to answer a question.
Introducing algorithms - Students design a sequence of steps for others to follow. They convey their instructions to peers and evaluate the work of others to determine if the outcome was successful.
Have fun with flow charts - Create a flowchart to represent a sequence of (branching) steps and decisions needed to solve a mathematical problem.
Take a LEGO building challenge - In pairs, explore giving and following a sequence of steps and decisions to build a LEGO® toy.
Plan a choose –your-own-adventure story - Students create a storyboard to plan a ‘choose your own adventure' story, where the reader is provided with a number of decisions that lead to alternative endings.
Design and quiz - Students design and create a simple game/quiz to demonstrate convict crimes and punishments.
Create a language learning program - Create a computer program to learn a traditional Aboriginal or Torres Strait Islander language.
Wizard of Ozo - Using OzoBots students move an Ozobot about a map with coordinates.
Sphero and the chocolate factory - Students are introduced to programming Sphero, using Sphero to represent a character from a story, fairy tale or book that they have read.
Sphero balloon pop - During this lesson, students will be required to consider the functions of the Bee-Bot and how a user can interact with this device.
This website shares lessons using LEGO Spike Prime - Unit 5: Sensors. Introduction to Force Sensor.
Education and training Victoria
Writing a design brief is a core skill of the Design and Technologies curriculum. A design brief presents the scope, audience and criteria for an effective design.
Apply protocols - Develop a school ICT agreement and collaborate with others to complete an online task, using agreed protocols
Agreeing to an ICT agreement - Students work together to brainstorm the dangers, problems and pitfalls in using ICT and online spaces.
AI smartphone security - This lesson provides an opportunity to investigate security measures, including those powered by artificial intelligence (AI), that are used to protect users from unauthorised (unapproved, unwanted) access to their digital devices.
Classroom resources able to be filtered by learning levels and topics.
Game building for everyone. Bloxels is a simple yet powerful way for anyone to create characters, art, stories, and games to share with the world.
Anyone, anywhere can organize an Hour of Code event.
CS Unplugged is a collection of free teaching material that teaches Computer Science through engaging games and puzzles that use cards, string and crayons.
Ozobot is a smart robot that can follow lines or roam around freely, detect colors, and can be programmed using visual codes.
Kids are able to learn coding and programming while playing with these mBot robots. More importantly, the real-world experience they gain from it will spark their creativity and curiosity.
Dash and Dot robots are a fantastic resource to introduce students to the fundamentals of coding.
Sphero is an app enabled ball that lets you play, learn and create. It has a wide variety of applications in class from coding to STEM construction projects.
Key things to remember when helping your child set up a new profile.
Online games can be great fun for your child, but make sure you can help them manage the risks.
Talk to me - In this lesson sequence that focuses on input devices, students are explore the possibilities and new types of functionality enabled by these technologies over time.
Home/school communications - Students design (and as an extension activity, make) a new digital communication solution for the school.
Connecting digital components - Examine digital systems that have internal and external components that perform different functions.
Digital systems - Using the school network as an example, students create a concept map or mind map demonstrating their understanding of digital systems and the how the components within the system connect to form a network. the school network as an example.
Introduction to Binary - This short sequence focuses what a binary number is, what a decimal number is (revision), why binary numbers are important in digital systems and how to read and understand a binary number.
Using binary to create on/off pictures - Students develop an understanding of how computers store and send digital images and they are able to represent images in a digital format.
Creating my own spreadsheet to convert binary to decimal - A spreadsheet can be used to do calculations quickly using formulas. How can we make a spreadsheet that converts a binary number to a decimal number?
Representing images using binary - Students learn about pixels and the way computers store an image as an array of individual pixels, each of which has a particular colour
Pixels and binary digits - Students are given a bitmap image made up of coloured pixels. They explain how the image is made up of binary digits that represent each pixel.
Have some fun while you learn and reinforce your networking knowledge with our PC Game on the Cisco Learning Network. This fast-paced, arcade game, played over a million times worldwide, teaches the Binary System.
Great video animation explaining Binary and then think, dig deeper and discuss activities.
This document outlines the process for writing a design brief.
The design requirements for your project will differ from those of anyone else, because yours will apply to your specific problem statement and the product, system, or experience that you are designing. This website provides some considerations to think about.
Put the user in the user interface - This learning sequence aims to support understandings of the importance of quality design and design principles in creating an efficient and effective user interface.
User interface design - In this lesson, students design and implement a new user-interface that allows a user to interact with a digital program.
What makes a good game - This lesson sequence allows students to explore design thinking processes to investigate how games are designed, created and played.
Making maths quizzes 1 - In this sequence of lessons students plan, create and edit a program that will ask maths questions that are harder or easier depending on user performance.
Design thinking process – empathy - In this lesson students understand design thinking as a process for solving problems creatively.
Making maths quizzes 2 - In this sequence students implement a digital solution for a maths quiz. They test and assess how well it works.
Design a flag - Design your own Australian flag by firstly examining common elements of flags, creating a step by step process (algorithm) to program your design after exploring a ‘block-based’ turtle drawing program such as Pencil Code.
Creating a digital game - Use a visual programming language to create a digital game.
Storm survivor - Students use a visual programming language to create a game or quiz to help members of a community prepare for a severe weather event
Sphero - Sphero will take the screen based control of an image to the next level by introducing a robotic device controlled by a visual programming language.
Learning to loop - Students create algorithms with a condition that tells the computer to repeat a sequence of instructions.
Ozobot maze challenge - Using Ozoblockly, students program Ozobot to follow a path and travel through a maze that they have created.
Eco calculator - Students will make a paper prototype of an eco-calculator to demonstrate human impact on the environment and suggest changes in behaviour.
Saltwater crocs - This lesson focuses on the analysis of a dataset that records scientific data collected about the crocodile population in the Kimberley region during 2015.
Data bias in AI - When such AI systems are applied to situations that involve people, then this bias can manifest itself as bias against skin colour or gender.
This lesson plan explores the ethical aspects of AI and how they might influence the way AI applications are used in the future.
My digital portfolio - Students create their own website to record and present their learning.
AI timelapse artwork - In this project, students build their own augmented reality (AR) artwork using free digital tools with Artivive.
Digital citizenship - Apply protocols while interacting in a collaborative learning space or creating a blog or website.
Collaborative project - Collaborate with others to create a digital solution, using agreed protocols for a relevant context such as disaster management.
Digital citizenship: teens being responsible online, tips for parents and carers
Computer chatter 1 - Using the concept of transportation systems as a comparison, students develop understandings of the properties of networked systems and the underlying techniques used to transmit and validate data.
Computer chatter 2 - Students build on and extend their knowledge of networks and discuss an inquiry question about Wi-Fi speeds and handling bulk of data transfer needs.
Get connected - Discuss the various types of networks, simulate a network and discuss security requirements.
Network infographic - In this assessment task, students demonstrate their ability to distinguish between different types of networks and defined purposes.
Morse code network - Students use common, simple classroom electronics (eg the BBC micro:bit) to simulate a packet switching network, using Morse code as a metaphor.
Everything is numbers - In this sequence students learn how the binary number system works, how we can represent text using binary numbers and learn one of the representations of the standard English alphabet used by computers.
Data compression - Students will learn how the information in a pixel can be manipulated to change the image, and apply a bitmask filter to an image to remove some information and reduce the memory size of the file.
ASCII table - The ASCII code is used to give to each symbol / keyfrom the keyboard a unique number called ASCII code.It can be used to convert text into ASCII code and then into binary code.
Humpback whales - The lesson follows an inquiry process where students use the dataset to answer relevant questions about the whale population.
Weather forecast - This lesson sequence is designed to introduce students to data analysis using a spreadsheet such as MS Excel.
Solar energy installations - this lesson uses data about solar energy installations to investigate data analysis.
Describing an everyday object - They will then translate the description into a format appropriate for modeling the object in a computer by representing the data in an organized visual format.
Data and information - This sequence uses the context of meal planning to demonstrate a process to solve a problem; in this case, what meal to cook for teenagers with various needs.
Systems thinking and AI applications - This lesson takes a systems thinking approach to understanding the place of artificial intelligence (AI) as a component within solutions to real-world problems.
Coding for GUIS - This lesson sequence provides step-by-step video tutorials and challenges to incorporate Graphical User Interfaces (GUIs) into your General Purpose Programming.
Building a virtual tour - In this lesson, students create a 360 educational Google Tour about Uluru and the Aboriginal peoples who are the traditional owners of the land.
Heads or tails - In this lesson we show how to transition from a visual based programming language to using a text-based programming language using the example of a heads or tails coin toss application.
Programming LED circuit with Arduino - In this lesson students will be using components of the LilyPad development kit to create a circuit of LED’s that are controlled using a basic Arduino program, written in the Arduino IDE.
Lilypad personalised alert buzzer - In this lesson students will create a personalised musical buzzer by programming the LilyPad Arduino to play a sound using the Main board, Buzzer and Button, coding the note frequency in Arduino IDE.
Sphero invent a game - This lesson will explore how to program the Sphero using functions and show the benefits of decomposing the behaviour of the Sphero into functions, instead of writing line by line repeated behaviours.
Hot bots - In this series of lessons, students are set a design challenge to create a program to automatically switch on an air conditioner.
Pencil game - Use this program to run the ‘chaos game’, randomly moving the turtle to create a pattern (for more information, search 'chaos game’).
Finding the shortest path - In this lesson, students will experiment with different ways of creating a path between two points with algorithm design and generalizing patterns.
Creating an app or game - Use the context of apps and digital games development to learn text-based programming.
Home automation with AI - Home automation is all the rage. You talk to your mobile phone to control the lights, the fan, the air conditioner, or your pool pump.
Systems thinking and AI applications - This lesson takes a systems thinking approach to understanding the place of artificial intelligence (AI) as a component within solutions to real-world problems.
Connected or distracted - Social media has enabled us to communicate, build social networks and share our thoughts, however; with access to this technology comes some pitfalls.
Sphero young inventors - In this lesson students will explore the use of Sphero in the everyday world by adding accessories to invent solutions to workplace or other problems or simply by inventing an adaptation to the device.
Digital citizenship - As people connect to the internet in more social and interactive ways, it is important to carry out online relationships responsibly.
Learn the techniques and code to start you on your way to becoming a cyber security expert.
Learn about the techniques used by scammers to get your personal information or access your online accounts, and what to do if you receive a scam message.
Connected via a network - Examine different types of networks, protocols and the role of software and hardware plays.
Data compression - Students will learn how the information in a pixel can be manipulated to change the image, and apply a bitmask filter to an image to remove some information and reduce the memory size of the file.
Dat controlled and secured - Explore how data can be secured through access controls, virus checking, and encryption.
Organise, visualise and analyse - Use tools to organise data and make sense of complex data to identify patterns and trends.
Data driven innovation - Examine the way ‘big data’ is being used on a large scale to inform decision-making.
Everything you always wanted to know - Students design, build and evaluate their own database and perform queries and build reports based on that database.
A spreadsheet’s secret weapon - Students will learn to use pivot tables which have been described as the most powerful tool within spreadsheets.
Spreadsheets come alive - Using the ‘Odds and evens’ problem as a springboard, students construct interactive spreadsheets designed to address particular needs.
Seeing the wood for the trees - Using sample study habit data, students summarise data using advanced filtering and grouping techniques, for example pivot tables in spreadsheets and aggregation functions in databases.
Seven seasons - Leveraging the Year 10 Geography curriculum, this sequence works with the CSIRO indigenous seasons calendars.
Design and deliver - Students create a website that acts as a showcase for a portfolio of their digital work.
A matter of style - Using the Zen Garden website as a resource, students reflect on criteria for effective design.
Breaking up can be good - This sequence provides a gentle introduction to the skill of decomposition by having students develop discrete modules which together serve a single need: a maths teacher asks for a program that can be used to demonstrate aspects of maths.
Getting warmer - This lesson sequence intentionally uses a visual based programming tool to introduce designing and validating algorithms.
Pencil code - Use this program to create an interactive chat bot who answers questions as if she is Lady Macbeth.
Behaving with real class – visual language - This lesson sequence offers an approaches to teaching object-oriented principles using visual programming. It attempts to address the problem that many of programming languages are too complex and their environments confusing for many students.
Behaving with real class – text-based language - This lesson sequence offers an approaches to teaching object-oriented principles using text-based programming. It attempts to address the problem that many of programming languages are too complex and their environments confusing for many students.
Creating a digital game - A digital game can give students the opportunity to learn and refine their object-oriented programming (OOP) skills which is a requirement at years 9–10.
Coding a chatbot in Python - Incorporating 11 tutorial videos and two informative lecture videos, this learning sequence explores natural language processing, a significant application of artificial intelligence.
Book analysis with AI techniques - This learning sequence explores text analysis through Natural Language Processing, a significant application of Artificial Intelligence.
Fibonacci served three ways - Students learn to code separate modules that perform discrete functions but collectively meet the needs of the solution.
The shock of the new - Using 4 inventions from 1985, this sequence explores the impact of innovation, supporting circumstances, how individuals contribute to change and the importance of addressing benefits as well as risks in the development of new systems.
AI ethics - The development and ubiquity of Artificial Intelligence raise a number of social and ethical matters that students can explore in the Digital Technologies classroom.
Systems thinking and AI applications - This lesson takes a systems thinking approach to understanding the place of artificial intelligence (AI) as a component within solutions to real-world problems.
Creating a space AR poster using Unity - 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.
Creating a Biology AR poster using Unity - In this lesson, students explore how to design and implement a simple Augmented Reality (AR) world to project DNA model using Unity 3D and Vuforia SDK for Unity 3D.
Managing a group project – AR - Plan and manage a group project that uses an AR platform to create an AR experience in response to a problem.
Future proofing data - This sequence aims to identify strengths and weaknesses of past, present and future methods of data storage and recognise the risks and benefits for users.
Keeping secrets - Encryption of data is a means of protecting data, one example being the use of secret and public keys. This learning sequence examines cryptography and modern encryption methods for transmitting digital data securely.