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Listed under:  Health  >  Psychology  >  Cognition  >  Thinking  >  Problem solving
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Design thinking across the curriculum

This cross-curriculum resource is designed to introduce Stage 2, 3 and 4 students to the design thinking process through a series of videos and interactive activities. This resource is also downloadable as a SCORM file: the downloaded version will only work if you upload it to a webserver, such as Moodle or Canvas.

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Sites2See: Surf safety

A webpage about surfing safety, dangerous waves and rips, and the history and science of surfing. A 'For Kids' section provides games and quizzes for young swimmers and surfers.

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Sites2See: Insects and Spiders

This page links to a range of materials from the Australian Museums' Bugwise program, with additional materials and activities, including a resource about invertebrates in freshwater.

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NSW ecosystems on show

This resource highlights fifteen natural ecosystems found in New South Wales. Each resource has been designed for students investigating ecosystem types in NSW, providing a greater understanding of their location, function, how they are impacted by human activity and how schools and communities can work to protect them. ...

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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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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.

Online

Sports ability

Sportsability is a suite of user-friendly, inclusive activity cards that have been designed to assist teachers in the delivery of sports-based activities that cater for all levels of ability. They provide activities for a variety of different game categories that assists in teaching children both general skills, and the ...

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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 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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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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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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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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Energy game: SMART Notebook

Interactive game to be played following the 'What is energy?' Notebook and assessing students' knowledge of energy sources - renewable and non-renewable and the possible effect on the environment. The game may be played by two groups on IWB, or pairs of students on a computer.

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Laptop wrap: Horology hiccup

A laptop-friendly resource focussed on the concept of time. Features guided technology-based activities.

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Syllabus bites: Electricity

This resource is designed to support science teachers in addressing concepts in electricity in the BOS NSW Syllabus for the Australian Curriculum in Science - Stage 3. Making decisions about the use of electricity is approached from an understanding of circuits, sources and sustainability.

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Sites2See: What is climate change?

A page to address the question What is climate change? from the definition, to the Intergovernmental Panel on Climate Change (IPCC) as the foremost authority, and selected links covering aspects of that question with games, graphics, activities, information sites, resource packs and video interviews, for teachers and students. ...

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Aim to Sustain

Students identify and explore ways in which human activity can threaten biodiversity and the health of our planet. Students are encouraged to take positive action to promote sustainability. The four resources: Get the message, Help a habitat, Alien invaders and A world of difference include videos, SMART notebooks, worksheets ...

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Aim to sustain: Alien invaders

Students examine and respond to information on introduced species and their impact on the Australian environment. The resource includes videos, SMART notebooks, worksheets and links to further interactive resources. Students have the opportunity to compose and present persuasive texts. The resource includes support notes ...

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Macrobiotica – science @ the lakes

In this resource students work as scientists while exploring their local environment in the real world of scientific endeavour. Games and animations are used to model the real experience of investigating a freshwater lake. This version of the Macrobiotica resource has been modified for Internet use by removing Teaching ...

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Syllabus bites: Using Venn diagrams to solve problems

Worked examples and guided exercises to assist students learning to use Venn diagrams as an organiser for solving mathematical problems.