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Interactive

Blue-bot - iTunes app

This app is made to be used in conjunction with the TTS floor robot, Blue-Bot. Write an algorithm and Blue-bot follows your instructions. Learn how to code using directional language. Free when reviewed on 12/5/2015.

Interactive

Terms

An animated tutorial about terms and 'like' terms, followed by an interactive quiz.

Interactive

Syllabus bites – flipping and sliding

This is the third in a series of Syllabus bites related to transformations on the Cartesian plane. Students further their understanding of translation and reflection and explore relationships between these two transformations.

Interactive

Examples of Pythagoras' Theorem Part 2

An animated tutorial demonstrating the application of Pythagoras' theorem through some worked examples, followed by a interactive quiz.

Interactive

Money match

Match Australian money cards. Choose from four levels matching coins (6 cards), matching coins (12 cards), Matching coins and notes or matching values.

Interactive

Pay the price

This activity gives students practice in identifying the value of coins and notes. It also reinforces the concept of exchanging money for goods. The different levels all use a shopping context and the same basic functionality. Each level takes approximately 15 minutes.

Interactive

Treasure Map | Peg + Cat

Peg and Cat show how to measure when looking for buried treasure! See how they measure using informal units and solve problems along the way.

Interactive

Renovate, Calculate!

A student resource that explores the use of mathematics in the trades. Highly interactive investigations into ratio, areas of special quadrilaterals and right-angled trigonometry.

Interactive

Syllabus bites – speedy sliding

This is the first in a series of Syllabus bites related to transformations on the Cartesian plane aimed at Stage 4 Mathematics. Students find the coordinates of image points after translation. In doing so, they develop fluency in using coordinates and familiarity with the Cartesian plane, providing a basis for the investigations ...

Interactive

Read between the lines: park

Read signs around a park to gather information that will help you answer a question about the park. Analyse the information in each sign to work out the implied meaning, and to determine people's opinions, feelings and ideas about the park and whether it is a healthy place for children. Record your opinion of what each ...

Interactive

Patrick Brennan: the legend of Ned Kelly

Play the role of a reporter in 1881. Produce a feature article for a newspaper about the life of Ned Kelly. Review a brief history. Interview his friends and enemies. Gather evidence of social and political influences that affected Ned Kelly’s life. Compile an article that explores the myth and decide whether Ned Kelly ...

Interactive

The array

Use an array-building tool to help solve multiplications. Explore strategies to break up multiplications. Create and solve easy multiplications such as 9x3. Examine relationships between rows, columns and areas in arrays.

Interactive

Musical number patterns: music maker

Make some music by building up rhythms for four instruments. Choose a starting point on a number line and build a counting rule. Count in lots between 2 and 10 until you reach 36. Add your number several times on the number line to make a pattern. For example, set up a sound pattern where a trumpet waits on the first note, ...

Interactive

Wishball: hundreds

Test your understanding of place value with three-digit numbers. Start with a three-digit whole number such as 507. A spinner provides a randomly generated digit. Choose its place value and add it to (or subtract it from) your starting number. Work towards a given target number, say 539, using other digits. You can choose ...

Interactive

Wishball challenge: hundreds

Challenge your understanding of place value in whole numbers up to 999. Receive a starting number, such as 328, and work towards turning it into a target number, such as 177, within 20 turns. Spin a random digit, choose its decimal place value and use the given operation (either addition or subtraction) on your starting ...

Interactive

Wishball challenge: tens

Challenge your understanding of place value in whole numbers up to 99. Receive a starting number, such as 86, and work towards turning it into a target number, such as 18, within 20 turns. Spin a random digit, choose its decimal place value and use the given operation (either addition or subtraction) on your starting number. ...

Interactive

The slushy sludger: go figure

This tutorial is suitable for use with a screen reader. It explains how the use of simple words can describe the likelihood of everyday events. Will an event happen: yes, no or maybe? Answer some sample questions using these words and then build your own examples. This learning object is one in a series of three objects.

Interactive

Fish market: explore trading

Buy and sell fish in trading markets in a range of Australian and New Zealand cities. Compare market prices, supply and demand. Explore a range of traders to find the best deals and open up new markets. Find a rare fish. Maximise your profit and reputation as a smart trader. This learning object is the first in a series ...

Interactive

Fraction fiddle: matching cake fractions

Fill orders in a cake shop. Match a fraction to parts of a cake. For example, identify the fraction of a cake remaining after it has had one quarter removed. Check your prediction by making the fraction and seeing what it looks like as part of a circle. Watch the circle change as you adjust the numerals in the numerator ...

Interactive

Musical number patterns: musical times

Make some music by building up rhythms from four instruments. Make a counting rule that matches a pattern on a number line. Select the start number and then select a number to count by. For example, describe a sound pattern where a saxophone waits on the first note, and then plays on every eighth note. Add a second number ...