9 - 10 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

(ACTDIK034) Investigate the role of hardware and software in managing, controlling and securing the movement of and access to data in networked digital systems

  • Systems Thinking (Digital Technologies Hub)
  • Digital Systems (Digital Technologies Hub)
  • Scootle resources
  • Digital Systems (Digipubs - Victorian Department of Education)
  • Talk to me! (Digital Technologies Hub) With a focus on input devices, students are encouraged to explore the possibilities and new types of functionality enabled by these technologies over time.
  • Working together (Digital Technologies Hub) Through role-play and other activities, students develop understandings of the role of hardware and software in managing, controlling and securing the movement of and access to data in networked digital systems.
  • Keeping secrets (Digital Technologies Hub) 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.
  • User interface (Digital Technologies Hub)
  • 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.
  • CS Circles a course in Python - The website teaches computer programming, automation of tasks, how to make music and art, interpret and analyse survey results, create custom websites, write games, and more.


(ACTDIK035) Analyse simple compression of data and how content data are separated from presentation

  • Digital Systems (Digital Technologies Hub)
  • Data and Information (Digipubs - Victorian Department of Education)
  • Scootle resources
  • Binary representation of data (Digital Technologies Hub)
  • Data representation lesson ideas (Digital Technologies Hub)
  • A matter of style (Digital Technologies Hub)Using the Zen Garden website as a resource, students reflect on criteria for effective design. They then explore the benefits of stylesheets in separating style and content and to learn to how use them.
  • Seeing the big picture (Digital Technologies Hub) This practical learning sequence examines lossy and lossless techniques of data compression. Students perform comparisons of various compressions on a variety of images.
  • "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.
  • 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).


(ACTDIP036) Develop techniques for acquiring, storing and validating quantitative and qualitative data from a range of sources, considering privacy and security requirements

  • Data representation lesson ideas (Digital Technologies Hub)
  • Data and Information (Digipubs - Victorian Department of Education)
  • Everything you always wanted to know (Digital Technologies Hub) Students design, build and evaluate their own database and perform queries and build reports based on that database. Students should have prior experience creating a flat file database.
  • Scootle resources
  • Journey into cryptography - (Khan academy)
  • Break the Code - school code breaking challenge (British International School - Phuket)
  • 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).


(ACTDIP037) Analyse and visualise data to create information and address complex problems, and model processes, entities and their relationships using structured data

  • Data representation lesson ideas (Digital Technologies Hub)
  • Data and Information (Digipubs - Victorian Department of Education)
  • Scootle resources
  • Spreadsheets come alive (Digital Technologies Hub) Using the ‘Odds and evens’ problem as a springboard, students construct interactive spreadsheets designed to address particular needs. This lesson also demonstrates an approach to programming known as rapid application development (RAD).
  • Seeing the wood for the trees (Digital Technologies Hub) 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.
  • A spreadsheet's secret weapon (Digital Technologies Hub) Students will learn to use pivot tables which have been described as the most powerful tool within spreadsheets.
  • Who wants to be a millionaire (Digital Technologies Hub) Using the well-known wheat/rice and chessboard problem as a resource, students use spreadsheets to simulate iteration and to solve problems.
  • 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).
  • Data representation and interpretation using scatter plots - lesson plans (Teaching Teachers for the Future)
  • The use of modelling to represent data - Conserving energy in the skate park - Science lesson plans (Teaching Teachers for the Future)
  • 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.
  • CS Circles a course in Python - The website teaches computer programming, automation of tasks, how to make music and art, interpret and analyse survey results, create custom websites, write games, and more.
  • 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).
  • 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.
  • 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.


(ACTDIP038) Define and decompose real-world problems precisely, taking into account functional and non-functional requirements and including interviewing stakeholders to identify needs

  • Computational Thinking (Digital Technologies Hub)
  • Creating Digital Solutions (Digipubs - Victorian Department of Education)
  • Scootle resources
  • Seven Seasons (Digital Technologies Hub) Leveraging the Year 10 Geography curriculum, this sequence works with the CSIRO indigenous seasons calendars. Students produce a searchable database that will capture data using the two data sources.
  • STEM Product - App design (Australian Curriculum website)
  • STEM Environment - Design Project: the top playground (Australian Curriculum website)
  • 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.
  • 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.
  • 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.


(ACTDIP039) Design the user experience of a digital system by evaluating alternative designs against criteria including functionality, accessibility, usability, and aesthetics

  • Design Thinking (Digital Technologies Hub)
  • User interface (Digital Technologies Hub)
  • Creating Digital Solutions (Digipubs - Victorian Department of Education)
  • Design and deliver (Digital Technologies Hub) Students create a website that acts as a showcase for a portfolio of their digital work. They learn about flexible design and how to design a site that can be viewed on a browser using any size of screen.
  • STEM Product - App design (Australian Curriculum website)
  • STEM Environment - Design Project: the top playground (Australian Curriculum website)
  • 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.
  • 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.


(ACTDIP040) Design algorithms represented diagrammatically and in structured English and validate algorithms and programs through tracing and test cases

  • Algorithms (Digital Technologies Hub)
  • Scootle resources
  • Creating Digital Solutions (Digipubs - Victorian Department of Education)
  • Computational Thinking (Digital Technologies Hub)
  • General purpose programming(Digital Technologies Hub)
  • Design Thinking (Digital Technologies Hub)
  • Getting warmer (Digital Technologies Hub) This lesson sequence intentionally uses a visual based programming tool to introduce designing and validating algorithms. Those students who complete this task can move to code the result in any text based language with which they are familiar.
  • STEM Product - App design (Australian Curriculum website)
  • Science Buddies - Website for Hands-on Science Resources Website that hosts science project ideas for a range of STEM areas.
  • 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).
  • 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".
  • 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.
  • CS50 Harvard University's YouTube Channel explains many concepts as students build their knowledge and understanding of Computer Science concepts.
  • 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.
  • CodeAcademy: Online "learn to code" tutorials in various general-purpose programming languages for a variety of different purposes (website, interactive website, app).
  • CodingBat is a free site of live coding problems to build coding skill in Java, and now in Python (example problem), created by Nick Parlante who is computer science lecturer at Stanford. The coding problems give immediate feedback, so it's an opportunity to practice and solidify understanding of the concepts. The problems could be used as homework, or for self-study practice, or in a lab, or as live lecture examples.
  • 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.
  • 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.


(ACTDIP041) Implement modular programs, applying selected algorithms and data structures including using an object-oriented programming language

  • Algorithms (Digital Technologies Hub)
  • Scootle resources
  • Data and Information (Digipubs - Victorian Department of Education)
  • Creating Digital Solutions (Digipubs - Victorian Department of Education)
  • Computational Thinking (Digital Technologies Hub)
  • General purpose programming(Digital Technologies Hub)
  • Behaving with real class - using a visual language (Digital Technologies Hub) One challenge in teaching object-oriented principles is finding a suitable programming language. Many of these languages are too complex and their environments too confusing. This lesson sequence offers a choice of one of two approaches in an attempt to address this problem.
  • Behaving with real class - using a text-based language (Digital Technologies Hub) One challenge in teaching object-oriented principles is finding a suitable programming language. Many of these languages are too complex and their environments too confusing. This lesson sequence offers a choice of one of two approaches in an attempt to address this problem.
  • Breaking up can be good (Digital Technologies Hub) 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. This sequence can be used in conjunction with ‘Comparing and selecting appropriate algorithms’.
  • Fibonacci served three ways (Digital Technologies Hub)Students learn to code separate modules that perform discrete functions but collectively meet the needs of the solution. They select the most appropriate algorithm based on the type of problem.
  • STEM Product - App design (Australian Curriculum website)
  • Structured programming (ask-edmodo)
  • CS Circles a course in Python - The website teaches computer programming, automation of tasks, how to make music and art, interpret and analyse survey results, create custom websites, write games, and more.
  • 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.
  • 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.
  • 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.
  • Science Buddies - Website for Hands-on Science Resources Website that hosts science project ideas for a range of STEM areas.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.


(ACTDIP042)Evaluate critically how student solutions and existing information systems and policies, take account of future risks and sustainability and provide opportunities for innovation and enterprise

  • Systems Thinking (Digital Technologies Hub)
  • Design Thinking (Digital Technologies Hub)
  • Scootle resources
  • Creating Digital Solutions (Digipubs - Victorian Department of Education)
  • Data and Information (Digipubs - Victorian Department of Education)
  • Future proofing data (Digital Technologies Hub) 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. Students explore specific “data dilemmas”.
  • The shock of the new (Digital Technologies Hub) 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.
  • STEM Product - App design (Australian Curriculum website)
  • STEM Environment - Design Project: the top playground (Australian Curriculum website)
  • CS Circles a course in Python - The website teaches computer programming, automation of tasks, how to make music and art, interpret and analyse survey results, create custom websites, write games, and more.
  • 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.
  • 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.
  • 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


(ACTDIP043) Create interactive solutions for sharing ideas and information online, taking into account safety, social contexts and legal responsibilities

  • Design Thinking (Digital Technologies Hub)
  • Digital Citizenship (Digital Technologies Hub)
  • Scootle resources
  • 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.
  • CS Circles a course in Python - The website teaches computer programming, automation of tasks, how to make music and art, interpret and analyse survey results, create custom websites, write games, and more.
  • 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.
  • 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.
  • 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.


(ACTDIP044) Plan and manage projects using an iterative and collaborative approach, identifying risks and considering safety and sustainability

  • Data and Information (Digipubs - Victorian Department of Education)
  • Hot or not (Digital Technologies Hub) Focussing on the incremental or Agile approach to development, students following the evolution of a temperature conversion tool for a Food Technology teacher. It uses an Excel spreadsheet application as the prototyping tool.
  • STEM Environment - Design Project: the top playground (Australian Curriculum website)
  • Cyber Safety
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.


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

  • 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


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 9-10 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.