7 - 8 Digital Technologies

Resources and Lesson ideas

See Digital Technologies Hub for their scope and sequence of suggested units to support this band.


Resources to support Content Descriptions

(ACTDIK023) Investigate how data is transmitted and secured in wired, wireless and mobile networks, and how the specifications affect performance

  • Systems Thinking (Digital Technologies Hub)
  • Digital Systems (Digital Technologies Hub)
  • Scootle resources
  • Digital Systems (Digipubs - Victorian Department of Education)
  • User interface (Digital Technologies Hub)
  • Computer chatter 1 - Networks and data transmission (Digital Technologies Hub)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 - Network performance (Digital Technologies Hub) 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.
  • The "Computer Science Field Guide" is an online interactive resource for high school students learning about computer science, developed at the University of Canterbury in New Zealand.
  • Network Protocols (CS-Unplugged)
  • CSTA Website - Curriculum Resources. "CS Principles": Computation in Action engages students in socially-relevant, project-based learning activities designed to foster computational thinking. Includes some lesson ideas for the topics: Algorithms, Data and Abstraction, Programming, The Internet and Impact.
  • Tinkering Fundamentals (Coursera course). The Tinkering Fundamentals course helps educators and enthusiasts develop a practice of tinkering and making. The course focuses on key design elements of science-rich tinkering activities, effective facilitation strategies and environmental organisation.
  • Teaching Mobile CS Principles (CourseBuilder). This course is the teacher component that accompanies the Mobile CSP course for students. The units parallel the student course, but provide lesson plans, reflections, pedagogy and other content to help support the teaching of Mobile Computer Science Principles.


(ACTDIK024) Investigate how digital systems represent text, image and audio data in binary

  • Digital Systems (Digital Technologies Hub)
  • Scootle resources
  • Data and Information (Digipubs - Victorian Department of Education)
  • Video 1: Understanding representation, part 1 (Digital Technologies Hub)
  • Video 2: Understanding representation, part 2 (Digital Technologies Hub)
  • Binary representation of data (Digital Technologies Hub)
  • Data representation lesson ideas (Digital Technologies Hub)
  • Everything is numbers (Digital Technologies Hub) 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. They look at how the same concepts apply to non-text data and analyse the effectiveness of some binary representation techniques to various types of data.
  • CS Unplugged: An enrichment and extension programme for primary and junior secondary-aged students Created by Tim Bell, Ian H. Witten and Mike Fellows (University of Canterbury)
  • Google for Education - Exploring Computational Thinking Resource set A collection of selected resources, and lesson plans, designed to explicitly support the development of computational thinking within K-12.
  • BBC Computer Science Classroom Resources. A comprehensive set of contextualised learning guides and classroom resources explicitly linked and constructed around the UK curriculum. Equivalent resources exist for the Design & Technology space.
  • Code.Org resource site for exploring computational thinking and programming within K-12 and the broader community. Resources provide structured courses targeted at different age groups and mapped to US curriculum standards.
  • Tutorial-based activities on Khan Academy for the "Computing" subject area. "Computer Science" Stream. Learn select topics from computer science - algorithms (how we solve common problems in computer science and measure the efficiency of our solutions), cryptography (how we protect secret information), and information theory (how we encode and compress information).
  • CSTA Website - Curriculum Resources. "CS Principles": Computation in Action engages students in socially-relevant, project-based learning activities designed to foster computational thinking. Includes some lesson ideas for the topics: Algorithms, Data and Abstraction, Programming, The Internet and Impact.
  • College of St. Scholastica - TeachIT App Inventor Course (CS4HS supported). Includes "computational thinking". Can no longer "participate" in the MOOC, but can view the resources and recorded Hangouts.
  • CodeAcademy Teaching Resources website, designed to support primary and secondary teachers. Developed in collaboration with the UK Department of Education and Computing at School (UK).
  • The "Computer Science Field Guide" is an online interactive resource for high school students learning about computer science, developed at the University of Canterbury in New Zealand.


(ACTDIP025) Acquire data from a range of sources and evaluate authenticity, accuracy and timeliness


(ACTDIP026)Analyse and visualise data using a range of software to create information, and use structured data to model objects or events

  • Data representation lesson ideas (Digital Technologies Hub)
  • Data and Information (Digipubs - Victorian Department of Education)
  • There can only be one (Digital Technologies Hub) Students write a simple suite of programs that can be used to facilitate an S.R.C. election though the collection and processing of data. It assumes that students have been introduced to Python programming language.
  • Scootle resources
  • Google for Education - Exploring Computational Thinking Resource set A collection of selected resources, and lesson plans, designed to explicitly support the development of computational thinking within K-12.
  • BBC Computer Science Classroom Resources. A comprehensive set of contextualised learning guides and classroom resources explicitly linked and constructed around the UK curriculum. Equivalent resources exist for the Design & Technology space.
  • Teaching Teachers of the Future lesson plan: How healthy is your creek? This package, designed to assist graduate teachers, is useful to provide an example of how to support students as they learn to gather and analyse scientific data about a particular context and share their findings. The inquiry focuses on scientific content knowledge around water purification, skills in collecting and analysing data, and presenting conclusions.
  • Tutorial-based activities on Khan Academy for the "Computing" subject area. "Computer Science" Stream. Learn select topics from computer science - algorithms (how we solve common problems in computer science and measure the efficiency of our solutions), cryptography (how we protect secret information), and information theory (how we encode and compress information).
  • CSTA Website - Curriculum Resources. "CS Principles": Computation in Action engages students in socially-relevant, project-based learning activities designed to foster computational thinking. Includes some lesson ideas for the topics: Algorithms, Data and Abstraction, Programming, The Internet and Impact.
  • Data Science resources via Mobilize. Activities involve collecting data, analysing and presenting information.
  • The CSTA Computational Thinking Resource for K-12 teachers. Includes definitions, lesson examples and a "leadership" implementation document.
  • A MOOC about Information Visualisation (SNA, Geospatial data, topic data).
  • Kodu Game Lab Community. Kodu lets kids create games on the PC and Xbox via a simple visual programming language. Some of the curriculum resources aren't working (404s) but you can download the full zip file (40MB). There are some resources for teachers or a self-learn section of resources.
  • Blockly Games is a series of educational games that teach programming. It is designed for children who have not had prior experience with computer programming. By the end of these games, it is suggested that players are ready to use conventional text-based languages. Suitable introduction for all ages (and could be used for PL). Develop computational thinking skills.


(ACTDIP027) Define and decompose real-world problems taking into account functional requirements and economic, environmental, social, technical and usability constraints

  • Computational Thinking (Digital Technologies Hub)
  • Creating Digital Solutions (Digipubs - Victorian Department of Education)
  • Serious games
  • Scootle resources
  • There can only be one (Digital Technologies Hub) Students write a simple suite of programs that can be used to facilitate an S.R.C. election though the collection and processing of data. It assumes that students have been introduced to Python programming language.
  • Google for Education - Exploring Computational Thinking Resource set A collection of selected resources, and lesson plans, designed to explicitly support the development of computational thinking within K-12.
  • BBC Computer Science Classroom Resources. A comprehensive set of contextualised learning guides and classroom resources explicitly linked and constructed around the UK curriculum. Equivalent resources exist for the Design & Technology space.
  • Bebras Computational Thinking Challenge. Puzzle-based problems for students or teams to complete within a timeframe, based on computational thinking.
  • Mozilla Webmaker - Online resource sharing site for creating and sharing lesson plans around the use of digital technology (primarily web-based tools), and ICT digital literacy. Teachers can access shared lesson plans ideas, and remix individual activities (adding their own) to create new lesson plans. Supports easy investigation into online technology and tools, supporting web-based development and ICT digital literacy.
  • CSTA Website - Curriculum Resources. "CS Principles": Computation in Action engages students in socially-relevant, project-based learning activities designed to foster computational thinking. Includes some lesson ideas for the topics: Algorithms, Data and Abstraction, Programming, The Internet and Impact.
  • Data Science resources via Mobilize. Activities involve collecting data, analysing and presenting information.
  • ScratchEd is an online community where teachers exchange resources and share stories. It forms part of a connected set of resources, including ScratchJR targeting F-2, and Scratch, supporting 8+.
  • AppInventor by MIT. This website features quite comprehensive resources for learners (more mature learners if directed to the specific page) as well as for educators wanting to learn, run lessons or professional learning sessions. The learning resources take one through a process from ideas to implementation, including user-interface design and testing as well as computational thinking and pedagogical approaches.

(ACTDIP028) Design the user experience of a digital system, generating, evaluating and communicating alternative designs

  • Design Thinking (Digital Technologies Hub)
  • User interface (Digital Technologies Hub)
  • Creating Digital Solutions (Digipubs - Victorian Department of Education)
  • User interface design (CSER video)
  • Scootle resources
  • The "Computer Science Field Guide" is an online interactive resource for high school students learning about computer science, developed at the University of Canterbury in New Zealand.
  • Mozilla Webmaker - Online resource sharing site for creating and sharing lesson plans around the use of digital technology (primarily web-based tools), and ICT digital literacy. Teachers can access shared lesson plans ideas, and remix individual activities (adding their own) to create new lesson plans. Supports easy investigation into online technology and tools, supporting web-based development and ICT digital literacy.
  • The Projects for Code Clubs (All). These include Scratch, Java & CSS + HTML. Intended to begin with Scratch for basics. There are the complete "programs" available and materials for the students to follow (step-by-step instructions, with challenges/questions where students can add their own flavour, e.g. background music). Could be used by teachers but intended for Club inspiration and projects, than explicit learning & teaching.
  • Resource via the NCWiT site. Introduce students to CS through AgentCubes, a 2-D and 3-D programming tool. Lessons included in the package that can be downloaded.
  • CodeAcademy: Online "learn to code" tutorials in various general-purpose programming languages for a variety of different purposes (website, interactive website, app).
  • CSTA Website - Curriculum Resources. "CS Principles": Computation in Action engages students in socially-relevant, project-based learning activities designed to foster computational thinking. Includes some lesson ideas for the topics: Algorithms, Data and Abstraction, Programming, The Internet and Impact.
  • Greenfoot programming environment website Object Oriented programming environment designed to make learning to program more accessible - includes elements of visual design and game development, paired with a general purpose programming language. Integration examples have been provided for US AP CS course, and unplugged activities.
  • Little Bits - Electronics for Education Lesson idea gallery highlighting STEM projects with a focus on Science, Engineering and Computer Science.
  • The Hybrid Group - Kids Ruby. Ruby-based programming environment designed for 7-9 learning.
  • Ruby for Kids - ruby-based programming environment designed for years 7-8.
  • ScratchEd is an online community where teachers exchange resources and share stories. It forms part of a connected set of resources, including ScratchJR targeting F-2, and Scratch, supporting 8+.
  • AppInventor by MIT. This website features quite comprehensive resources for learners (more mature learners if directed to the specific page) as well as for educators wanting to learn, run lessons or professional learning sessions. The learning resources take one through a process from ideas to implementation, including user-interface design and testing as well as computational thinking and pedagogical approaches.
  • Bootstrap is a curricular module for students ages 12-16, which teaches algebraic and geometric concepts through computer programming. At the end of the module, students have a completed workbook filled with word problems, notes and math challenges, as well as a videogame of their own design, which they can share with friends and family.


(ACTDIP029) Design algorithms represented diagrammatically and in English, and trace algorithms to predict output for a given input and to identify errors

  • Algorithms (Digital Technologies Hub)
  • Creating Digital Solutions (Digipubs - Victorian Department of Education)
  • Computational Thinking (Digital Technologies Hub)
  • General purpose programming(Digital Technologies Hub)
  • Design Thinking (Digital Technologies Hub)
  • Scootle resources
  • The "Computer Science Field Guide" is an online interactive resource for high school students learning about computer science, developed at the University of Canterbury in New Zealand.
  • CS Unplugged: An enrichment and extension programme for primary and junior secondary-aged students Created by Tim Bell, Ian H. Witten and Mike Fellows (University of Canterbury)
  • Google for Education - Exploring Computational Thinking Resource set A collection of selected resources, and lesson plans, designed to explicitly support the development of computational thinking within K-12.
  • BBC Computer Science Classroom Resources. A comprehensive set of contextualised learning guides and classroom resources explicitly linked and constructed around the UK curriculum. Equivalent resources exist for the Design & Technology space.
  • Mozilla Webmaker - Online resource sharing site for creating and sharing lesson plans around the use of digital technology (primarily web-based tools), and ICT digital literacy. Teachers can access shared lesson plans ideas, and remix individual activities (adding their own) to create new lesson plans. Supports easy investigation into online technology and tools, supporting web-based development and ICT digital literacy.
  • Science Buddies - Website for Hands-on Science Resources Website that hosts science project ideas for a range of STEM areas.
  • The DLTV group have been posting some overview resources for teachers about the Digital Technologies learning area. Currently focuses on describing concepts to do with Computational Thinking (algorithms, decomposition). They also have resources about "Digital Technologies and Computational Thinking". http://diglearning.global2.vic.edu.au/2014/08/27/computational-thinking/
  • CSTA Website - Curriculum Resources. "CS Principles": Computation in Action engages students in socially-relevant, project-based learning activities designed to foster computational thinking. Includes some lesson ideas for the topics: Algorithms, Data and Abstraction, Programming, The Internet and Impact.
  • The CSTA Computational Thinking Resource for K-12 teachers. Includes definitions, lesson examples and a "leadership" implementation document.
  • Tinkering Fundamentals (Coursera course). The Tinkering Fundamentals course helps educators and enthusiasts develop a practice of tinkering and making. The course focuses on key design elements of science-rich tinkering activities, effective facilitation strategies and environmental organisation.
  • Code Yourself! An Introduction to Programming (Coursera). How to program in Scratch and the fundamental principles of computing. 5 weeks, available March-April 2015. Designed for teenagers but could be for educators/ anyone.
  • Introduction to Programming in Scratch in Education MOOC (via CourseBuilder). Five module course takes you through the ins and outs of programming with Scratch and prepares teachers for introducing students to Scratch. Currently not running officially but course still open.
  • Teaching Mobile CS Principles (CourseBuilder). This course is the teacher component that accompanies the Mobile CSP course for students. The units parallel the student course, but provide lesson plans, reflections, pedagogy and other content to help support the teaching of Mobile Computer Science Principles.
  • College of St. Scholastica - TeachIT App Inventor Course (CS4HS supported). Includes "computational thinking". Can no longer "participate" in the MOOC, but can view the resources and recorded Hangouts.
  • Creative Computing was a six-week online workshop for educators who want to learn more about using Scratch and supporting computational thinking in the classroom and other learning environments. The workshop was held in 2012 but the materials are still available online.
  • Greenfoot programming environment website Object Oriented programming environment designed to make learning to program more accessible - includes elements of visual design and game development, paired with a general purpose programming language. Integration examples have been provided for US AP CS course, and unplugged activities.
  • Little Bits - Electronics for Education Lesson idea gallery highlighting STEM projects with a focus on Science, Engineering and Computer Science.
  • The Hybrid Group - Kids Ruby. Ruby-based programming environment designed for 7-9 learning.
  • Ruby for Kids - ruby-based programming environment designed for years 7-8.
  • ScratchEd is an online community where teachers exchange resources and share stories. It forms part of a connected set of resources, including ScratchJR targeting F-2, and Scratch, supporting 8+.
  • AppInventor by MIT. This website features quite comprehensive resources for learners (more mature learners if directed to the specific page) as well as for educators wanting to learn, run lessons or professional learning sessions. The learning resources take one through a process from ideas to implementation, including user-interface design and testing as well as computational thinking and pedagogical approaches.
  • CodeAcademy: Online "learn to code" tutorials in various general-purpose programming languages for a variety of different purposes (website, interactive website, app).
  • Bootstrap is a curricular module for students ages 12-16, which teaches algebraic and geometric concepts through computer programming. At the end of the module, students have a completed workbook filled with word problems, notes and math challenges, as well as a videogame of their own design, which they can share with friends and family.
  • Context Free Art - Create Art through programmed instructions


(ACTDIP030) Implement and modify programs with user interfaces involving branching, iteration and functions in a general-purpose programming language

  • Computational Thinking (Digital Technologies Hub)
  • General purpose programming(Digital Technologies Hub)
  • User interface (Digital Technologies Hub)
  • Creating Digital Solutions (Digipubs - Victorian Department of Education)
  • Scootle resources
  • There can only be one (Digital Technologies Hub) Students write a simple suite of programs that can be used to facilitate an S.R.C. election though the collection and processing of data. It assumes that students have been introduced to Python programming language.
  • Google for Education - Exploring Computational Thinking Resource set A collection of selected resources, and lesson plans, designed to explicitly support the development of computational thinking within K-12.
  • BBC Computer Science Classroom Resources. A comprehensive set of contextualised learning guides and classroom resources explicitly linked and constructed around the UK curriculum. Equivalent resources exist for the Design & Technology space.
  • CS First Materials by Google. These are created for "Club" use but could also be conducted as a classroom project. Both "teacher" and "student" materials. Currently there are 7 different project themes: Sound & Music, Social Media, Game Design, Art, Friends, Fashion & Design, Storytelling.
  • CS50 Harvard University's YouTube Channel explains many concepts as students bridge their knowledge from visual programming concepts to general-purpose programming languages.
  • Coursera PD course for educators about integrating ICT into the classroom. Some content focused on "using ICT" some about programming and robotics. Moreso about how to integrate at a school & class level, including pedagogy. Not currently running.
  • Made With Code (Google initiative). Online tutorials and resources for students to complete. Topics range from creating visual sound animations with programming to Design and Technologies projects ("sew electric"). Focus is on learners. Resources for parents/teachers include "how to host a party" and "why code is important".
  • Mozilla Webmaker - Online resource sharing site for creating and sharing lesson plans around the use of digital technology (primarily web-based tools), and ICT digital literacy. Teachers can access shared lesson plans ideas, and remix individual activities (adding their own) to create new lesson plans. Supports easy investigation into online technology and tools, supporting web-based development and ICT digital literacy.
  • Science Buddies - Website for Hands-on Science Resources Website that hosts science project ideas for a range of STEM areas.
  • The Projects for Code Clubs (All). These include Scratch, Java & CSS + HTML. Intended to begin with Scratch for basics. There are the complete "programs" available and materials for the students to follow (step-by-step instructions, with challenges/questions where students can add their own flavour, e.g. background music). Could be used by teachers but intended for Club inspiration and projects, than explicit learning & teaching.
  • Resource via the NCWiT site. Introduce students to CS through AgentCubes, a 2-D and 3-D programming tool. Lessons included in the package that can be downloaded.
  • Tutorial-based activities on Khan Academy for the "Computing" subject area. "Computer Science" Stream. Learn select topics from computer science - algorithms (how we solve common problems in computer science and measure the efficiency of our solutions), cryptography (how we protect secret information), and information theory (how we encode and compress information).
  • Khan Academy "Computer Programming" in the Computing strand. Learn how to program drawings, animations, and games using JavaScript & ProcessingJS, or learn how to create webpages with HTML & CSS.
  • CodeAcademy: Online "learn to code" tutorials in various general-purpose programming languages for a variety of different purposes (website, interactive website, app).
  • CSTA Website - Curriculum Resources. "CS Principles": Computation in Action engages students in socially-relevant, project-based learning activities designed to foster computational thinking. Includes some lesson ideas for the topics: Algorithms, Data and Abstraction, Programming, The Internet and Impact.
  • The CSTA Computational Thinking Resource for K-12 teachers. Includes definitions, lesson examples and a "leadership" implementation document.
  • Tinkering Fundamentals (Coursera course). The Tinkering Fundamentals course helps educators and enthusiasts develop a practice of tinkering and making. The course focuses on key design elements of science-rich tinkering activities, effective facilitation strategies and environmental organisation.
  • Code Yourself! An Introduction to Programming (Coursera). How to program in Scratch and the fundamental principles of computing. 5 weeks, available March-April 2015. Designed for teenagers but could be for educators/ anyone.
  • Introduction to Programming in Scratch in Education MOOC (via CourseBuilder). Five module course takes you through the ins and outs of programming with Scratch and prepares teachers for introducing students to Scratch. Currently not running officially but course still open.
  • Teaching Mobile CS Principles (CourseBuilder). This course is the teacher component that accompanies the Mobile CSP course for students. The units parallel the student course, but provide lesson plans, reflections, pedagogy and other content to help support the teaching of Mobile Computer Science Principles.
  • Creative Computing was a six-week online workshop for educators who want to learn more about using Scratch and supporting computational thinking in the classroom and other learning environments. The workshop was held in 2012 but the materials are still available online.
  • Greenfoot programming environment website Object Oriented programming environment designed to make learning to program more accessible - includes elements of visual design and game development, paired with a general purpose programming language. Integration examples have been provided for US AP CS course, and unplugged activities.
  • Little Bits - Electronics for Education Lesson idea gallery highlighting STEM projects with a focus on Science, Engineering and Computer Science.
  • The Hybrid Group - Kids Ruby. Ruby-based programming environment designed for 7-9 learning.
  • Ruby for Kids - ruby-based programming environment designed for years 7-8.
  • ScratchEd is an online community where teachers exchange resources and share stories. It forms part of a connected set of resources, including ScratchJR targeting F-2, and Scratch, supporting 8+.
  • Hackety Hack is a site which teaches you Ruby programming. The "lessons" are not really for classroom learning and teaching. They are brief "follow-the-steps" tutorials.
  • AppInventor by MIT. This website features quite comprehensive resources for learners (more mature learners if directed to the specific page) as well as for educators wanting to learn, run lessons or professional learning sessions. The learning resources take one through a process from ideas to implementation, including user-interface design and testing as well as computational thinking and pedagogical approaches.
  • CodeAcademy: Online "learn to code" tutorials in various general-purpose programming languages for a variety of different purposes (website, interactive website, app).
  • Blockly Games is a series of educational games that teach programming. It is designed for children who have not had prior experience with computer programming. By the end of these games, it is suggested that players are ready to use conventional text-based languages. Suitable introduction for all ages (and could be used for PL). Develop computational thinking skills.
  • Bootstrap is a curricular module for students ages 12-16, which teaches algebraic and geometric concepts through computer programming. At the end of the module, students have a completed workbook filled with word problems, notes and math challenges, as well as a videogame of their own design, which they can share with friends and family.
  • Alice 3D: A 3D programming environment that makes it possible to create an animation for telling a story, playing an interactive game, or a video to share on the web. Alice is a freely available teaching tool designed to be a student's first exposure to object-oriented programming. It allows students to learn fundamental programming concepts in the context of creating animated movies and simple video games
  • Kodu Game Lab Community. Kodu lets kids create games on the PC and Xbox via a simple visual programming language. Some of the curriculum resources aren't working (404s) but you can download the full zip file (40MB). There are some resources for teachers or a self-learn section of resources.


(ACTDIP031) Evaluate how student solutions and existing information systems meet needs, are innovative, and take account of future risks and sustainability

  • Systems Thinking (Digital Technologies Hub)
  • Creating Digital Solutions (Digipubs - Victorian Department of Education)
  • Scootle resources
  • Everything is numbers (Digital Technologies Hub) 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. They look at how the same concepts apply to non-text data and analyse the effectiveness of some binary representation techniques to various types of data.
  • There can only be one (Digital Technologies Hub) Students write a simple suite of programs that can be used to facilitate an S.R.C. election though the collection and processing of data. It assumes that students have been introduced to Python programming language.
  • BBC Computer Science Classroom Resources. A comprehensive set of contextualised learning guides and classroom resources explicitly linked and constructed around the UK curriculum. Equivalent resources exist for the Design & Technology space.
  • CSTA Website - Curriculum Resources. "CS Principles": Computation in Action engages students in socially-relevant, project-based learning activities designed to foster computational thinking. Includes some lesson ideas for the topics: Algorithms, Data and Abstraction, Programming, The Internet and Impact.
  • Teaching Mobile CS Principles (CourseBuilder). This course is the teacher component that accompanies the Mobile CSP course for students. The units parallel the student course, but provide lesson plans, reflections, pedagogy and other content to help support the teaching of Mobile Computer Science Principles.
  • AppInventor by MIT. This website features quite comprehensive resources for learners (more mature learners if directed to the specific page) as well as for educators wanting to learn, run lessons or professional learning sessions. The learning resources take one through a process from ideas to implementation, including user-interface design and testing as well as computational thinking and pedagogical approaches.
  • Bootstrap is a curricular module for students ages 12-16, which teaches algebraic and geometric concepts through computer programming. At the end of the module, students have a completed workbook filled with word problems, notes and math challenges, as well as a videogame of their own design, which they can share with friends and family.


(ACTDIP032) Plan and manage projects that create and communicate ideas and information collaboratively online, taking safety and social contexts into account

  • Digital Citizenship (Digital Technologies Hub)
  • Scootle resources
  • Data and Information (Digipubs - Victorian Department of Education)
  • Common Sense Education Cross-curricular activities addressing the development of digital literacy, online safety, relationships and communication.
  • Thinkuknow National Crime Agency (UK) An online community education site addressing cyber safety and privacy issues.
  • Thinkuknow Australia Australian Federal Police. A website for teachers parents and carers (with additional resources for high school students)
  • Khan Academy "Computer Programming" in the Computing strand. Learn how to program drawings, animations, and games using JavaScript & ProcessingJS, or learn how to create webpages with HTML & CSS.
  • CSTA Website - Curriculum Resources. "CS Principles": Computation in Action engages students in socially-relevant, project-based learning activities designed to foster computational thinking. Includes some lesson ideas for the topics: Algorithms, Data and Abstraction, Programming, The Internet and Impact.
  • AppInventor by MIT. This website features quite comprehensive resources for learners (more mature learners if directed to the specific page) as well as for educators wanting to learn, run lessons or professional learning sessions. The learning resources take one through a process from ideas to implementation, including user-interface design and testing as well as computational thinking and pedagogical approaches.
  • Bootstrap is a curricular module for students ages 12-16, which teaches algebraic and geometric concepts through computer programming. At the end of the module, students have a completed workbook filled with word problems, notes and math challenges, as well as a videogame of their own design, which they can share with friends and family.
  • Cybersmart Australian Government Website Provides resources for parents and schools relating to online privacy, ethics and security concerns, including web-based resources, and downloadable lesson plans.

Resources to support Key Concepts

(scroll down hyperlinked page to see Key Concepts explained)

Unpacking the curriculum: Ten key concepts (video)

Abstraction

  • CSTA Website - Curriculum Resources. "CS Principles": Computation in Action engages students in socially-relevant, project-based learning activities designed to foster computational thinking. Includes some lesson ideas for the topics: Algorithms, Data and Abstraction, Programming, The Internet and Impact.


Data collection, representation and interpretation

  • What is Data?
  • CSTA Website - Curriculum Resources. "CS Principles": Computation in Action engages students in socially-relevant, project-based learning activities designed to foster computational thinking. Includes some lesson ideas for the topics: Algorithms, Data and Abstraction, Programming, The Internet and Impact.


Specification, algorithms and implementation

  • Error Detection - Cs-Unplugged
  • CSTA Website - Curriculum Resources. "CS Principles": Computation in Action engages students in socially-relevant, project-based learning activities designed to foster computational thinking. Includes some lesson ideas for the topics: Algorithms, Data and Abstraction, Programming, The Internet and Impact.


Digital Systems

  • Binary Numbers - CS-Unplugged
  • Digital Systems (Digital Technologies Hub)
  • Digital Systems (Digipubs - Victorian Department of Education)
  • CSTA Website - Curriculum Resources. "CS Principles": Computation in Action engages students in socially-relevant, project-based learning activities designed to foster computational thinking. Includes some lesson ideas for the topics: Algorithms, Data and Abstraction, Programming, The Internet and Impact.


Interactions and Impacts

  • Cyber Safety
  • CSTA Website - Curriculum Resources. "CS Principles": Computation in Action engages students in socially-relevant, project-based learning activities designed to foster computational thinking. Includes some lesson ideas for the topics: Algorithms, Data and Abstraction, Programming, The Internet and Impact.


Resources to support Thinking Skills

(scroll down hyperlinked page to see Thinking Skills explained)


Computational Thinking

CS-Unplugged


Systems Thinking

  • Systems Thinking (Digital Technologies Hub)
  • Digital Systems (Digital Technologies Hub)
  • Digital Systems (Digipubs - Victorian Department of Education)
  • CSTA Website - Curriculum Resources. "CS Principles": Computation in Action engages students in socially-relevant, project-based learning activities designed to foster computational thinking. Includes some lesson ideas for the topics: Algorithms, Data and Abstraction, Programming, The Internet and Impact.


Design Thinking


Resources to support 7-8 Band


Many thanks to Dr Rebecca Vivian, Research Fellow, Computer Science Education Research (CSER) Group at The University of Adelaide for generously sharing many of these links.