Digital Technologies

There are many resources online to support teachers in their implementation of the digital technologies curriculum. These are my favourites!

The Digital Technologies Hub provides lots of lesson plans and ideas for implementing the Digital Technologies curriculum. Free webinars are also offered through this website.

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

The activities introduce students to Computational Thinking through concepts such as binary numbers, algorithms and data compression, separated from the distractions and technical details of having to use computers.

Ozobot robots can be used in classrooms from prep to year six and beyond! Visit the educator portal to download lesson plans for using Ozobots in the classroom. This info pic shows how the Ozobot lesson plans align to the Digital Technologies curriculum

Hello Ruby is the world's most whimsical way to learn about computers, technology and programming. The story started with a book, and now Ruby continues her adventures in exercises, games and apps. It’s suited for kids age 5 years and older (but even adults might learn something new). Below is a lesson plan using the Hello Ruby Book. This lesson plan explore data in the P-2 Digital Technologies Curriculum

Copy of Patterns and Play - Early Years Lesson - Hello Ruby
Copy of Hello Ruby Activities

More ideas for using Hello Ruby: Adventures in Coding. As more resources are made they will be added to this Google Slide.

Cognitive Interviews with Quicktime!

When students are coding it is important to get students explaining their code as well seeing the completed artefact. This can be tricky to do in a classroom with 30 kids! I get my students to do a screen recording of their code and add the video to Seesaw. Then I can view the videos after the lesson, which provides feedback for the planning of future lessons.

Questions for Students

When students make a recording of their code and the product of their code, encourage students to answer three magic questions. These questions will facilitate teachers when they assess the students' understandings. It can be easy to follow the instructions to create a game in Scratch, but do they understand how the code works?