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Listed under:  Health  >  Psychology  >  Cognition  >  Thinking  >  Decision making
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MoneySmart: How teachers can use MoneySmart

This MoneySmart web page is designed to enable teachers to get the most out of ASIC's MoneySmart Teaching program and resources. It guides teachers on where to find information on being a MoneySmart teacher, professional development for teachers, primary and secondary teaching resources, and tips and tools to help with ...

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Eco-calculator

In this sequence of lessons students make a paper prototype of an eco-calculator to demonstrate human impact on the environment and suggest changes in behaviour. This is an unplugged activity with an opportunity to extend learning to create a digital solution using Scratch.

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Design thinking

Find out about Design thinking. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.

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Robotics

Find out about robotics. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.

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Game-based learning

Find out about Game-based learning. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.

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Computational thinking

Find out about Computational thinking. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.

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Maker spaces

Find out about Maker spaces. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.

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Algorithms

Find out about algorithms. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.

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Game changers and change makers: resource book of ideas for National Science Week 2018

This resource book includes ideas to support students’ involvement in investigating, exploring, experimenting, designing, creating and communicating their understandings about game changers and change makers from the past who have solved some of the seemingly unsolvable problems, to game changers and change makers of today, ...

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General-purpose programming

Find out about General-purpose programming. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.

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Create an app or game

This is a unit for Year 7 from the Scope and sequence resources from the DT Hub. The topic of creating a digital solution is organised into four key elements. Use this flow of activities to plan and assess students against the relevant achievement standards. Students follow the problem solving process to design and create ...

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Home energy use

Reducing carbon dioxide emissions and sustainable energy use and are two of the major issues facing the world today. This project explores energy use in homes, and compares individual energy use with the class average and calculate and graph CO2 emissions.

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Get Voting

This website provides a step-by-step guide to running an school elections such as student leadership positions. The five-step process provides practical advice on preparation and a variety of downloadable resources. The forms can be customised and include nomination forms, ballot papers, how to vote cards and tally sheets ...

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GeogSpace: year 7 - exemplar

This is a web page consisting of an overview and five illustrations of practice on the GeogSpace website, a resource for teachers. The illustrations relate to the Geographical Knowledge and Understanding, and the Geographical inquiry and Skills strands of the Australian Curriculum: Geography. The five illustrations investigate ...

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Everyone Everyday Program

This resource is a disability awareness program that focuses on the concept of inclusion. The aim of the program is to equip students with the knowledge, skills and confidence to take action to enhance the inclusion of people with disability, especially children, in everyday life. It includes an overview, teacher background ...

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MoneySmart: It's raining cats and dogs...and chickens?

This is a year 6 mathematics unit of work about keeping pets. The unit is intended to take about 12 hours of teaching and learning time, and is recommended for near the end of the school year. It consists of an introduction, seven sets of student activities, and teacher notes. The student activities include building a word ...

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MoneySmart: The fun begins: plan, budget, profit!

This is a unit of work integrating aspects of the year 6 mathematics, English, geography, and economics and business curriculums around planning a nature fun park. The unit is intended to take about eight hours. It consists of eight sets of student activities supported by teacher notes, including mapping, holding discussions, ...

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Australian Civics and Citizenship Curriculum Year 6 Unit of Work

This unit of work explores aspects of the Curriculum that deal with key concepts relating to Australia's federal Parliament. The resource is divided into three sections which explore the key institutions of Australia's democratic system of government; the roles and responsibilities of the three levels of government; and ...

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Bangkok and Liveability factors

This learning sequence investigates factors that influence liveability and the range of perceptions about what makes a place liveable. Students use Bangkok as a context to explore the idea that places provide us with the services and facilities needed to support and enhance our lives, and that spaces are planned and managed ...