- Learning through reading and writing
- Special needs in English guide
- Agricultural Technology 7–10
- Design and Technology 7–10
- Food Technology 7–10
- Graphics Technology 7–10
- Industrial Technology 7–10
- Information & Software Technology 7–10
- Marine & Aquaculture Technology 7–10
- Technology Mandatory 7–10
- Textiles Technology 7–10
- Teaching Agriculture
- Coding across the curriculum
- Creative Arts
- Advice from schools and TAFE colleges
- Training pathways planning
- Stage 5 VET Board Endorsed courses
In Stage 1, students may use computational thinking in problem-solving, constructing models, designing procedures and collecting data. Students could start to use coding for simple robotics and programming games.
- create narratives and illustrate them with ScratchJr
- use pictures or words to create a procedure showing how to do a simple task
- follow instructions from the teacher to create a drawing or make a model with blocks
- create a model (or drawing), then instruct a partner how to reproduce it without showing the original model – repeat the activity with an emphasis on the need to keep the model simple
- discuss the language that is required to follow instructions – left, right, up, down, beside, below, on top of, next to – and discuss the need for precision and careful listening.
- collect data about students in the class or school, such as country of origin, and graph the results
- create patterns using blocks and beads, then give instructions to a friend to re-create the pattern without viewing the original
- classify toys into groups using like features, then explain their classification process using pictures and/or words
- navigate a small robot around a map using physical robots such as Bee-Bots or WeDo (Lego) or using languages such as LOGO, then use arrows and words to create a procedure that represents the path taken.
Science and Technology
- construct animals or machines using recycled materials or purchased kits
- learn to use limiters within a Google search
- work in a group to identify a simple problem, such as how to draw a star, then create basic programs using simple programming languages such as LOGO to solve the problem – students then reflect on the solution and offer suggestions for improvement
- construct mechanisms and make them move with WeDo Robotics or similar
- use Cargo-Bot or similar to discuss programming instructions such as push, pull, moving and changing direction
- create physical objects that follow procedures to modify their environment.
- create, complete or duplicate pixel art using grid paper or cut-up squares of coloured paper to model pixels in bitmapped images
- construct a model to give a solution or new resolution to a nursery rhyme, eg How could Rapunzel rescue herself from the tower? She could build a tower; construct a flying fox, stairs, pulley system or ramp; hang a rope out the window; etc.
- draw tessellations on paper or on screen
- use Spirograph to draw simple shapes – discuss the use of the process of repetition to create shapes, then use LOGO to program similar shapes.
Physical Development, Health and Physical Education (PDHPE)
- investigate tooth hygiene and toothbrushes, then use the toothbrush heads to create tiny robots called Bristlebots
- program basic narratives using ScratchJr to help them discuss:
- growth and development
- safe living
- create basic graphs that compare health choices
- create flow charts demonstrating consequences of different health choices.
Human Society and Its Environment (HSIE)
- use MinecraftEdu to construct a model of a historical place of interest
- build games within Gamestar Mechanic or Tynker to tell the story of a historical figure or time period.
- create a paper map of a town, showing its main services, and display it in class, then use this as a base for constructing a model of the town using MinecraftEdu
- create a scavenger hunt using a map of the school.